On playing Divinity: Original Sin II

I’ve been playing Divinity: Original Sin II on the Switch. It’s a game that often frustrates me, and I love it. It’s a big, sprawling RPG with so many options to approach just about any scenario, and those options spin out into other consequences down the line, yet it still focuses heavily on combat and confines you to (quite large) sub-regions to explore rather than a totally interconnected world. It’s been a long while since I’ve tried to play a traditional CRPG, and this isn’t traditional exactly, but it’s clearly one example of what the genre has grown into, and it also happens to be an excellent example of the genre as a whole. (It’s therefore not at all surprising to me that Larian Studios is developing Baldur’s Gate III).

Many of my friends absolutely love this game, and their high opinions of it got me to eventually try it. I’m glad I did, because it really does stand up to the hype, even though this type of CRPG isn’t usually my cup of tea. So it might not be the tea that I like, but it’s exactly the sort of tea that can make someone reach out of their comfort zone and experiment with something new. That said, I still suck incredibly at it. I’m not much of a tactician, and even playing at the classic difficulty setting, the game kicks my ass all over the place. Thankfully, it’s very generous with saves (auto-saves, user-created quick-saves, and traditional saves at almost any time), and I’ve adapted my playstyle to save early and often. I quick-save during battles so that I can jump back to a moment in time when the luck of the draw is in my favor, or to test a particular tactic and reset if it all goes south. The turn-based combat system encourages thoughtful battle strategies, but the slightly randomized, stat-dependent outcomes and freak occurrences mean that it’s hard to be sure of what will happen next. I like experimenting with powers and abilities, taking advantage of splitting up the party to place units stealthily before a fight, or exploiting (or creating) an environmental effect. But I’m still just not very good at it. (Yes, you can retreat from combat, and I have done so, but fleeing isn’t the easiest thing, and if I fled from every battle going south, I’d just end up with depleted resources and little progress.)

The game is thus frustrating for me. But I keep coming back to it. Often, taking a break has been beneficial, as it gives me time to approach a difficult encounter fresh. For example, there was a particularly horrid witch named Alice Alisceon. This monster could easily one-hit-kill my party. No matter what I tried, even after consulting strategies online, I couldn’t get the fight finished successfully. So I gave up and left the game for the longest time yet: a couple of weeks. When I finally came back to it this weekend, things clicked into place for me, and I had some particularly lucky occurrences, and while it still required a lot of luck and reloading, I finally managed to beat her. This was immensely satisfying, though the effort left the unpleasant side effect of having the battle cry “Bubbling skin and burning knuckle” burrowed into the memories of my wife and myself.

It’s not just combat that can be tricky. I approached a ferryman shortly after. Okay, he was undead and offered shady assurances that he could take us safely through an incredibly lethal type of poisonous fog, but I trusted the video game to only give me the option to ride the ferry if it wasn’t going to kill me without a choice. Sure enough, the game took me across the lake–but dropped me to minimal health, dumped paralyzed on the opposite shore’s dock, with an extended bit of mocking dialogue from the ferryman. And only then did I die. Wow! The game openly antagonized me for metagame thinking–good for it, honestly! But I did not expect the game to let me go that far down a path that led to an instant death without any chance to fight back from it. I like that, and I was annoyed by it at the same time…

I will say that the constant death and retries take me out of the roleplaying. It’s hard to stay on top of motivations, or even to act in an internally consistent manner, when I’m doing something over and over again and dying repeatedly to get through it. It’s weird when I have to arbitrarily turn around or make what feels like an out-of-character choice just to avoid an option that I know leads to certain death. It’s kind of a shame because I actually really love the members of my party (though I’ll save a discussion of them for a later review when/if I finish the game).

I think my experience with the game will continue to be a continued love-hate balance. After finally defeating Alice, I spent way too many hours playing through more of the game, struggling through more battles, over this weekend. It’s why I’m posting so late today. It’s definitely why I decided to write something about it. It’s exhausting and it demands a lot and I keep wanting to feed it. I don’t think it’ll reach my Top Ten of All Time list of games or anything, but I can totally understand why this has become a favorite for so many people.

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