"Divinity: Original Sin" - "Divinity: Original Sin Enhanced Edition": truth emerges from conflict.

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"In war, everything is fair that leads to victory, and the greatest victory is one achieved with the least number of blows."

Joe Abercrombie, "The Heroes"

Good day to everyone! It is no coincidence that the conflict is reflected in the introductory screenshot of the article: the material will be dedicated specifically to this dispute. In the previous article, I analyzed the advantages and disadvantages of "[Divinity: Original Sin](/games?search=Divinity: Original Sin) Enhanced Edition", but I did not respond to the critique of the opponent—to avoid overwhelming the material. However, it is not my style to leave such "attacks" unanswered, regardless of their source, so here I am responding.

Feel free to read or pass by. I will just note that there will be additional information regarding both games as well. Let's start in order!

"The necessity of 'Jump' is relative, and it was already removed not only from the starting set but from the available list altogether in 'Enhanced Edition.'"

Necrolord_Zorg 1

No, it was not completely "removed"; the Arrow Dancers use it at least twice. Taking "Tactical Retreat" from heroes while leaving it to enemies is a poor decision.

"To evaluate the importance of 'Jump,' one must be an archer."

Necrolord_Zorg 1

So, no one other than an archer has the right to jump? Why is that? Just because you think so? In classic RPGs, there are multi- and dual-class heroes; why are they forbidden to be here, in the absence of restrictions?

"If it's really needed—'Cloak and Dagger' is still an option, and the pyramids are in place."

Necrolord_Zorg 1

Using pyramids in battle—only to break distance, but 'Tactical Retreat' handled this better, allowing for more than just retreating. 'Cloak and Dagger' requires a second thief level: a luxury denied due to the absence of available books for improving stats and skills.

"The importance of 'Smithing' and 'Crafting' is relative."

Necrolord_Zorg 1

It was relative in "[Divinity: Original Sin](/games?search=Divinity: Original Sin)", when the merchant's assortment or treasure chest contents changed after loading the game. In "[Divinity: Original Sin](/games?search=Divinity: Original Sin) Enhanced Edition", crafting is essential; at high levels, crafted items surpass everything that can be found for sale.

The far-right weapon was crafted, not found or purchased.

For example, in the final battle on "Bravery," my heroes wielded crafted blades, not found or bought ones. The saber, armor, and ring with the 'Talisman of Luck' bonus can only be crafted; you cannot buy them.

Not to mention that a lot of gold is required, and crafting and selling items is a significant means of acquiring it.

"Crafting in both games is quite mediocre. Creating potions and scrolls, weapons with armor and jewelry, and cooking food may not evoke special enthusiasm. Only the Sword of Planets, a complete set made from the skin of a woolly mammoth, is noteworthy."

Necrolord_Zorg 1

Depends on the person. I finished with three dozen scrolls of the 'Meteor' spell and took down a dragon in the first round using six of them. (A pure mage can cast such a spell only once per battle.)

The same goes for potions: I crafted weak ones and upgraded them to stronger ones. As for food—mostly for sale. 'Sword of Planets'? Only one in "[Divinity: Original Sin](/games?search=Divinity: Original Sin) Enhanced Edition"? Either make it right away or closer to the end to make it stronger. In "[Divinity: Original Sin](/games?search=Divinity: Original Sin)", I made many; after the "improvement" of the game, its ingredients only showed up once.

"Accessing hard-to-reach areas is not non-linearity; it's the freedom to choose where to go, typical of an open world."

Necrolord_Zorg 1

An open-world game is exactly a non-linear game.

Or do you believe non-linearity should be in development? It is: shoot, slash, cast spells, and jump—everything is accessible. And many paths to a goal? There aren't many such games; endings can differ, but the way to them is usually one.

"The first game's conviction is roulette; in the second, it is more predictable, and development can be achieved both here and there."

Necrolord_Zorg 1

Roulette with a 100% winning result, even with negligible chances of success—I like that.

And regarding the development of conviction in "[Divinity: Original Sin](/games?search=Divinity: Original Sin) - II": however you develop it, you can't do it at least twice. In the classic version, spears were made strictly one at a time (but without blade consumption, of which there was one and did not disappear).

"In the classic version, it was done with one click, yes. And in 'EE', you can still create stacks of the same spears."

Necrolord_Zorg 1

In the classic version, spears were made strictly one at a time (but without blade consumption, of which there was one and did not disappear). In 'EE,' spears are made in a "batch" if you have a "batch" of suitable blades, and all of them will disappear, turning into pole weapons. Better, right?

"But until you clear the dock—you can't leave the island. And so on—all in portions. Linearity! Laziness of the game creators: it's easier to make it this way and control the process. Until we investigate the mines of Nashkel, at the entrance to Baldur's, they turn you back. Linearity? Laziness? Investigations? Quite logical."

Necrolord_Zorg 1

An incorrect comparison. At least because in "[Baldur's Gate](/games?search=Baldur’s Gate)" 80 percent of locations are open access. And in "[Divinity: Original Sin](/games?search=Divinity: Original Sin) - II", players are locked on different islands sequentially, with no way to move forward.

"...to search an enemy's pockets in battle, which doesn't make much sense."

Doctor 73

"Depends on the person; I would prefer to grab consumable scrolls with potions, grenades, and arrows instead of getting hit in the face with them... You can sell them."

Necrolord_Zorg 1

What's the problem? Search before the fight. And searching pockets in battle, while your hero is getting their face smashed... seems not so great. By the way, this is possible in "[Divinity: Original Sin](/games?search=Divinity: Original Sin) Enhanced Edition", against aggressive but not yet engaged enemies.

And, of course not everywhere: as usual with "Larian Studios", different parts of the game were made by different teams; some simply forgot to add this feature.

It seemsyou can steal, but pockets won't open.

"Personally, I quickly tire of victory through weaponry rather than skill. I find the process of battle enjoyable, where opponents fall under the weight of the necessary abilities at the right moment."

Necrolord_Zorg 1

So, in your opinion, no skills are needed to use weapons? Seriously? That's not even funny.

"For many years, I have been unable to understand: they make games for us. They want us to buy them. So why do they create them as they want, not as we do?!"

Doctor 73

"This is ambiguous. If you do what you don't like yourself, how can you expect it to please anyone else?"

Necrolord_Zorg 1

Definitely. A simple example from life: there is a type of examination that I, to put it mildly, do not enjoy. But when it's assigned—I go to patients and do it. Both the assigners and the patients remain satisfied. So, the team created the game "Encased" as they liked, ignoring the requests and advice of gamers. That team no longer exists. In simple terms, do as you please for yourself but for others, do it so they like it.

"What we are used to is missing. Thus, the second game is bad. I try to view it objectively. To evaluate the crafting system based only on a biased view of what was and what we've lost — is beyond my strength..."

Necrolord_Zorg 1

And I view it objectively. There are insignificant improvements, alongside many vital parts removed, and bugs left. Is this an improvement? Don't make me laugh!

"The best weapon is worthy of a Great hero—so a hero can do without it. If dependent on the weapon, what is their greatness?"

Necrolord_Zorg 1

Bruce Lee (who, by the way, loved to use weapons!), Chuck Norris, and others like them are indeed unique. But Alexander Gorovets shot down nine German planes in one battle with his fighter; Lyudmila Pavlichenko took out three hundred Germans with sniper rifles; Zinoviy Kolobanov destroyed sixteen tanks in one battle. They aren't great heroes, are they? Now, if they had done it barehanded… Am I not making you laugh?

"Yes—finding high-level gear in the first game is relatively easy, while skills/spells are strictly tied to levels."

Necrolord_Zorg 1

So? Let them be tied: I don't need that pile of useless spells, the most powerful of which can only be used limitatively. I will develop "useless" skills and craft scrolls; I only need four: "Healing," "Invisibility," "Cast Invisibility," and "Meteor." Sometimes also "Teleportation" and "Tornado"...

"...I see no slight advantages of the second over the first."

Doctor 73

"How else can it be, if there is no desire to see... Crafting grenades and staves? Well, yes, there is a super bow!!!"

Necrolord_Zorg 1

The desire exists, there's nothing to see. Grenades? Well, sometimes a meteor grenade, the others—nonsense. Staves? Those same, with low damage and requiring relatively high intelligence for equipping? Thank you politely! And yes, if it will comfort you: I switched to a crossbow, it's more powerful.

"Perhaps you should occasionally change your impregnable subjective viewpoint to someone else's, and happiness will come?"

Necrolord_Zorg 1

Happiness was: when I proved my point to the game developers, and they corrected errors by listening to my objective viewpoint. By a strange coincidence, those three teams whose games I tested, and who were convinced that they should create them the way they liked—no longer exist.

"Invictus maneo"!