
Divinity: Original Sin (Classic)
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01About Divinity: Original Sin (Classic)
Gather a party, explore an open world and fight through turn-based battles as a young Source Hunter investigating a murder. Decisions, exploration and combinations of skills and spells shape your route through this role-playing adventure. Steam player reviews: 90% positive from 8,196 reviews. Released June 30, 2014. Supported interface languages: English, French, German, Russian, Polish, Italian, and Czech.
Credits
Lowest recorded in 36 months
No reliable history availableLanguage support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
| German | Yes | Yes | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Russian | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Czech | Yes | Yes | — |
Steam PC edition data · 2026-10-22
02Before you buy
Play modes
Explore an open world, shape characters freely and fight in turn-based battles. The description lists both online and local co-op.
Language and play
English has full audio; other supported languages include subtitles. Steam PC categories also list single-player and multiplayer.
03Frequently asked questions
Can I play solo or with a friend?
Yes. The description mentions both online and local co-op, as well as solo play.
Do I need to know the earlier Divinity games?
No. The description says no prior experience with other Divinity games is necessary.
What is the story about?
You play a young Source Hunter investigating a murder that leads into a larger plot.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Beat the game last night... My overall thoughts: Pros: - It's a classic RPG style game in our modern day of gaming. Yay! - Decent enough graphics for what it is. - Good length to the game - doesn't end 6 hours after purchase like so many titles do nowadays. - Interesting changes in terrain and level design. - Interesting use of elemental interaction for spells. - Love the allowance of coop play. It's nice to have an RPG I can play with my partner. Cons: - Dialogue/story is overly verbose and unnecessarily convoluted. Everyone has countless paragraphs to babble on through when the message is often very simple. I get that it's meant to be old-timey fantasy speech, but plenty of other RPGs succeeded in that feel without dragging on text forever. - Lot of game crashing bugs still. I'm running 64-bit Windows 7 on a top end custom built computer, so I truly believe there are no issues on my end (heck, I run everything else just fine on ultra settings). - Lot of bugs and glitches in general, actually. - NPCs dialogue spam (particularly in Cyseal) is just obnoxious. - If my partner is initiating dialogue, why can't I just read it with him? I can get past this using the Journal or whatever, but why can't I just flipping see it like in any other game if I'm standing RIGHT THERE? Stupid. Oh, and aforementioned NPC spam does not help this issue. - Combat seems to become repetitive upon reaching higher levels. You end up using the same tactics against enemies, and none of them really pose a challenge once you have your resistances set up. Seems mostly a game of "Who can stun lock who the longest?!" - Crafting and inventory system could use several improvements. - Really bad loot system. - Broken achievements. - And my least favorite thing of this game - Rock paper scissors to determine winner when it came to dialogue debates (intimidate, charm, reason) as opposed to rolling checks like DnD style based on stats. Made me nerdrage to the max having to go through that crap over and over and over again. ... and so on and so forth. I could make a bigger list or go into further detail, but I think this gives a good summary of my beef with it. I'm disappointed. Divinity: Original Sin could have been a great game. In fact, it's style of play is one of my favorites in gaming, and yet it falls short due to all its bugs and game design choices. I have no idea how the developers could have even remotely seen some of their decisions as good. I ultimately rate this title around a C- due to my lack of enjoyment in story, end game combat, and due to the amount of game breaking bugs.Show moreShow less
Told a guy to steal a fish and got him arested. Then went to the prison, freed him, and murdered him. 10/10Show moreShow less
Divinity: Original Sin is a mixed bag. There are plenty of positive reviews out there. I personally enjoyed the game enough to beat it, but I will be focusing on the negative. The main reason for this is there are many mechanics in the game that are frustrating as a player and I think people should at least be aware of these issues. And if RPGs already aren't your cup of tea, these issues are probably enough to make it unenjoyable. Divinity: Original Sin goes out of its way to be misleading, time wasting, and obtuse. If you're someone who enjoys not looking at a wiki when playing a game, you'll be hard pressed to do that with this game. I'll begin with a list of scenarios that have happened to me and then go into more depth. This may come across as nitpicky, but the more you play the game the more you realize scenarios like this are fairly common. In one particular boss fight, I struggled for 2 minutes trying to align my mouse perfectly so I could actually hit the boss. The hitbox of enemies doesn't match the actual sprite, sometimes it is much smaller. This is a problem when the screen gets cluttered and you have multiple people wailing away at a boss. Sprites also move in an "idle" animation while the game is waiting for you to make your moves, causing the tiny hit box to move around while you're trying to click. If you click at the wrong moment (very easy to do), well you just moved your character, perhaps took a reaction attack from the opponent, moved through poison or fire, and now you can perform fewer actions as you move back to your original spot to try again. Eventually, I figured out the hitbox was essentially a 2x2 grid (almost down to the pixel) centered on the persons head, but it required so much precision I got so pissed off trying to stab this boss, I just simply reloaded the game and waited for them to move out of the bush before starting combat. You can rotate the camera or press "b" to do a top down mode, but sometimes this doesn't help either (though top down works ~99% of the time, but it took about 60 hours and a friend to find out this particular camera angle usually works). I decided to do a temple of trials for a particular quest line. Halfway through I realized the opponents in the temple are too strong for me to deal with at my current level. But there's a certain set of switch puzzles that took an infuriating amount of time. The game leads you to believe that if you try enough pots, barrels, and boxes the switches will open- but no, you can only use activate two of the switches with those. You need a very precise weight to trigger all the switches. That's okay, if I hadn't tried about 100 pots/barrels/boxes before looking at a Wiki to realize the game was just screwing with me at this point. Now you usually can leave areas without any real penalties, but my party contracted rot- which is essentially incurable by normal means and requires a rare item and ticks down your health by 1 health per turn until its cured (to a minimum of 1 health). Now you can use a rare item later in the dungeon, but considering I had to reenter the temple and reaquire rot to finish the quest later, I decided not to. But this required me to run around the game for 5 hours until I found the relatively rare item to cure the condition (and it only happened because my friend happened to tell me where two were that I missed). In the meantime I had to heal my party about every minute so the rot didn't chunk my health. There's a perception stat that helps you see hidden things, along with making you have a higher crit percent. If only it actually helped you be more perceptive against enemies. I was derping around a cave and sort of knew some enemies were coming up, so I casted increased sight. Shame it didn't matter, the invisible enemies lurking in the bushes don't trigger until you trigger an enemy in broad sight further up no matter how perceptive your character is. They also can't be hit until they move once. So if you took the main route and kept your party close, you're now horribly flanked regardless of what statistical and personal decisions you made. Your only option is to reload the game and keep your party further back and then agro with a ranged weapon. Why not reward the player for actually planning instead of running semi-scripted battles and reward reloading the game because now you know how its scripted? It feels like most of the challenge from ordinary fights is from these scripted events given where I'm at in the game, and not the actual fight itself. Other major complaints: 1. Nearly every fight in the first map involves fire and/or poison. Contracting one of these twice is enough to kill a party member early without healing, and if they come into contact with each other they explode. The end result is you spend a disprorptionate amount of time running away to remove poison/fire early in the game. There aren't any real countermeasures available early, at least not ones you can afford/waste skill points on. It's nice in small doses, but it seems like the later in the game it gets the more prone my screen is getting coated with hazards from magic spells. If I had a rain spell I could just clear it, but I don't (party choices- too late to turn back, and I can't find a skill book). 2. Vendor randomness severely limits your spell and equipment choices. You don't learn spells/skills like a typical RPG where you level up and learn them- you need skill books. Which would be fine, except vendor loadouts change when you level, and if something isn't there, it isn't there. There are some presets or high probability skill books that are almost always there, but the rarer stuff is hard to get. Later in the game there's more vendors which helps alleviate this problem, but you can go through the game and not know a spell even exists until a boss smashes you with it. Some people would argue this increases the replayability of the game, but if I don't read a wiki I don't even know what I'm missing. There's also not an awful lot of choice in the early game, because what you have often comes down to what drops/spawns in dungeons. Isn't this typically when characters start to differentiate? Leveling didn't feel particularly rewarding as a result. 3, The AI is extremely hit or miss. If you reload a game and play a fight, sooner or later the enemies do really derpy things. An example is my friend ignited an oil barrel which caused a plume of smoke around the boss. The boss sat still and burned to death because it couldn't see outside the cloud and the skeletons refused to cross the fire. A boss just sits there while eating projetiles and spells because it can't see? Another fight later has a boss that can summon a quasi-AOE fire spell that can do like 300 damage. Turns out the best way to beat him is to reload until the boss sits around pissing its turns on other stuff and just pray to your deity he doesn't ever use it. I can't help but feel something is being lost when that's the extent of the AI and how I'm using the save/load system. 4. I feel like for being a fairly open game, it goes out of its way to force me down a certain path, Which would be fine, but having to wander around until you find monsters that are about your level and just reloading/running away when you don't feels ham fisted. Enemy level spikes don't feel natural, and often I'm unsure where to go becaues its possible to have 10+ concurent quests fairly easily. The game really doesn't prime the player enough by having difficult but barely possible fights to let them know it might be a bad idea to keep wandering down this road. I could go on, but I'm running out of space. Suffice to say there's a lot of flaws in this game, and it tends to compound as the game goes on. There's so many simple improvements that could have been made.Show moreShow less
In a gaming world full of handholding, uninspired battle systems, and just sheer crap, Divinity is a shining diamond in the rough. Graphics - 9/10: Loot-based, dungeon-crawling RPGs are never known for their graphics so I will rate it on a level equivalent to similar games like Torchlight 2 and Diablo 3. I'm going to put this simply - Divinity is ****ing gorgeous. The art direction is spot on, the colors are bright and bring the world to life, and the character designs are great too. You won't feel like you're trudging through the same damn dungeon or cave for the 50th time in a row. Everywhere feels unique. You'll traverse vast forests of green, blistering cold mountain tops, firey fields of skeletons and so much more. It's a well-imagined world that makes the game worth of a 9/10 score in the graphics department. Sound - 8/10: So don't expect full voice overs or anything like that. There will be spoken dialogue from time to time- particularly from your main characters, but for the most part NPCs' dialogue is all written (but very well written mind you). So why am I giving it an 8 for sound? Because the music is some of the best I've heard in a video game...EVER! Story - 8/10: You're a Source Hunter (yeah I know...just another cliche name for a hero that's received his title and known for aboloshing evil magic and foes from the land). But don't let that make you overlook what's an otherwise pretty good story as far as loot-based RPGs go. You start out by coming to town to solve a murder. I think this mystery-style beginning really helps drive the games gameplay. Divinity: OS expects you to listen to NPCs, pick up on subtle hints found in text and side character dialogue, and really just discover, discover, discover to unravel the story and new missions. It's worth noting that some may as a result get really frustrated by this lack of handholding; I on the other hand think it's great and really helps add to the game's charm. Gameplay - 11/10: This is where the game shines. All aspects of this game are fun. As stated earlier, the clue-finding and unravelling of the story are fun. You'll be posed with hints, clues, and puzzles which will lead to scratching your head, yet always persistant on unlocking the next series of quests. Beyond this, the interactions amongst your party's characters and NPCs is fun. Divinity includes a rock-paper-scissors style mini-game to determine the outcome of conversations. I know it sounds weird, but it's actually really fun. If an NPC is not particularly interested in giving up information to you, then you can try to beat him at a game of RPS. Where this game truly shines though is in the battle system. Everything is action point and turn-based driven. Depending on speed and initiative, an order to character turns will be determined at the beginning of the fight (similar to FFX). Character's can obviously use special skills and spells to influence their turn postions. You also have action points for each turn which again is stat-driven based on a characters constitution among other things. Obviously different skills and spells take different amount of points to cast depending on their power and your overall skill level. So far I'm sure this sounds like a pretty standard turn-based battle system. BUT WAIT - THERE's MORE. Truly the best part about Divinity is the unique use of elemental environments. Characters can cast spells, blow up barrles, and manipulate the environment in all sorts of ways to overcome foes. Group of enemies standing in a puddle of water? Shoot an electric bolt to make them all stunned for 3 turns. No puddle of water? No problem- cast a rain spell first across the battlefield to create your own puddles then shock it. Of course that's a simplistic approach that you'll learn how to do in the first 10 minutes of the game. I won't mention the other awesome environmental elements you can manipulate 'cause I think Divinity is one of those games where part or if its spirit is the unknown. There's A LOT to learn in this game. There is, for instance, both crafting and blacksmithing skills in the game, that is so deep and complex, that after 40 hours of playing, I haven't even begun to scratch the surface yet. Overall 10/10: It's one of the best RPGs I've ever played - hands down. You're really not doing yourself any favors by passing on this game. In fact, I'd call you a fool if you did. This game should be played by every and any person that considers themselves a gamer.Show moreShow less
I don't understand the unconditional love and hype for this game. Yes, there are definitely fun parts, but the game is riddled with bugs (some of them game-breaking), flaky behavior, and bad design choices. It feels like the first 10 hours were made with loving care and then it gets progressively more and more rushed until a the end it's nothing but fight after fight with treasure and XPs being shoveled at you so you'll hurry up and get to the end of the leveling treadmill. We experienced a game-breaking bug at the end of the game which wouldn't allow us to get into the Source Temple (the crystal that opens the door was a bugged non-object that we couldn't use and wasn't recognized by the game). I took notes during the game, here's my thoughts. As you can see, there are way more negatives than positives. Overall, I don't feel I could recommend this game. + Great visuals. Seriously, the artwork is fantastic. A little cartoony at times, and textures are inconsistent, but the volume of eye candy more than makes up for any visual shortcomings. + Game doesn't level-scale, meaning if you level up and come back to an area that was previously too hard, you will have an easier time of it. It really gives you a sense of gaining power. + Has co-op! And the co-op actually works pretty well. It was so nice to be able to play this with my wife. - Some undead can be poisoned. But practically no other enemies in the game can be. I eventually stopped using poison arrows because everything was either immune to it or worse, healed from it. - When resurrected, character sometimes comes back in T-pose and stays that way until exiting (no animations, just glides around in T-pose). - Constant falling down if you're on an ice patch. Even high bodybuilding doesn't seem to help. On the contrary, enemies almost never fall down on ice. - Debug draw rays are frequently visible on characters controlled by your co-op partner when casting spells. - Running water (like creeks) isn't treated as water (doesn't make creatures in it wet, electricity and other clouds dissipate on it immediately). - Shooting a stunning cloud arrow on a wet area won't make it electrified, only a stunning arrow will work. - Enemies seem to have an incredibly high level of immunity/resistance to everything (specialty arrows like poison/charm/knockdown are pretty useless past the early levels) - Initial story is interesting (murder mystery) but quickly changes to a convoluted "save the world because fabric of time is unravelling with demons and ice prisons and blood stones and dimensional rifts" mess that's impossible to make sense of. - Crafting system is tedious and can mostly be skipped. It feels very tacked on. There's no crafting bench which would help with the UI and recipes. Instead, you have to find and drag things around in your inventory and whether it works or not is a baffling trial-and-error process (two small healing potions can be combined into a larger one, but two medium potions can't?). You can find books that hint on how to craft things, but unless you enjoy paperwork/memorization, you'll do like everyone else and look them up online, which means you'll spend half of your crafting time outside the game. - Enemy AI is very flaky. Enemies tend to get stuck a lot or skip their turns. It's as if they disregard viable-but-dangerous options in their behavior trees (like walking through a fire area even though they have high resistance to fire), and it leaves them in a stuck state where they do nothing and eventually pass their turn. All the while you get to sit there and wonder if you game is frozen. - Enemy AI will also sometimes be stupid and run off - probably trying to take a long convoluted path to get to you - and you have to chase them down because otherwise you're stuck in combat while they run all over the map like an idiot. - Sometimes you "succumb to death" without knowing what killed you. I had to look up this one area online to find out why I kept dying for no reason. A little extra explanation of what happened would help sometimes. - My enjoyment of the game was inversely proportional to the length of time I played. - Save scumming is required, and even encouraged by the game. You'll die a lot, or your game will become bugged, and you'll have to reload and replay stuff over and over until you figure out the perfect order in which to do things or how to keep your characters from stepping in the wrong spot. - Pixel-hunting for tiny switches on walls or floors is required. A lot. We had to come back to many areas we couldn't finish after looking them up online only to find there was a small hidden switch somewhere. Main quest lines should not require pixel hunting to finish. That kind of stuff is fine for side-quests or extra loot opportunities. - Too much dependency on levels. If you are two levels below your enemies (especially early on), they are nearly impossible to defeat. However, if you are one level over your enemies, they are trivial to defeat. - Smoke doesn't seem to affect enemies' line of sight. They can target you even in the thickest smoke areas - ones you can only move through because you can't target anything past your face. This has the side effect of making smokescreen arrows completely useless. I mainly noticed this after level 10 or so, it seemed like before then smokescreens would help sometimes. - My game would crash to desktop when exiting about 80% of the time. - Enemy "idle" animations are way too exaggerated. Elementals look like they're practically disco dancing when they're supposed to be idle. This has the side effect of making them hard to attack, since you have to click on them while they're dancing around. And if you mis-click, you get to have fun watching your character walk over to them, sucking up attacks of opportunity and walking through fire/poison along the way. You can hit "B" to go into an extreme top-down mode for combat targeting, but really this wouldn't be necessary if the idle animations had been toned down. - The game trains you to trust certain things and then pulls the rug out from under you at random times. For instance, there is one place that has mounds of dirt that if you dig them, explode for 32,000 points of damage, killing you and anyone around it instantly. Why do these dirt mounds explode? Who knows! Just reload and don't dig there next time. - It's extremely easy to accidentally double-click the End Turn button, which if your characters are right next to each other in initiative order will skip the following character's turn. - Maps with tons of dangerous fire areas are just annoying, because your party pathfinding AI will not avoid cutting through lava areas and getting insta-killed. - If you drink an armor potion (and probably any potion that "casts" a spell on you) while muted, you won't get the benefits of the potion while muted. It's as if the game treats potions as spells, which don't work while being muted.Show moreShow less
Divinity Orginal Sin = Baldurs Gate 3! Seriously, after i started the game and played it for the first hour i had to shut it down and make sure, that i actualy started Divinity: Original Sin , because it was just THAT good! :D Its basicaly Baldurs Gate 3 and it will also be one of the best coop games ever. You can play the wohle game with drop in/drop out co-op with some friend/random guy. You can have a total of 8 Characters (2 starting chars, 2 henchman and 1 summon each). There are currently 4 companions (full story) and 42 Henchmens (hireable for gold). More will be released for free. On game start you create 2 Chars. You can fully customize em, like gender, class, perks, skills, stat points etc. There are no restrictions and you can actualy make some crazy characters. Fighter with earth magic who uses 2 hand weapons, crossbow and tanking skills? check. Rogue with teleport powers, haste, backstab and charming skills? check. Witch that curses, throws fireballs, heals your party while beeing guarded by a huge lighting elemental? check Ranger with cooking skill, sneaking, able to talk to animals and trading + crafting skills? check The visuals Spell SFX are realy amazing. And bloody hell, this game is challenging! No, there isnt any crap like flys or rats to kill. An undead knight is actualy as strong as your own fighter char. If you make one wrong descision or move, youre dead....thats simply it :D. For example, if you fight an undead army (3 fighters, 1 mage, 2 archer for example) and just one undead fighter gets near your mage, he will kill your mage in 2-3 hits :). i recommend playing the game in co-op with 2 chars that have the lone wolf perk. This way, its basicaly 2 vs the rest of the world, while each player has a realy strong and epic char due to the lone wolf stat bonuses. Lone Wolf makes the character unable to hire an companion but he gets huge bonuses (like 70% more life, more AP) but you can still summon. So in the end you can have the 2 chars + 2 summons if you play with lone wolf perk. Combat in this game is turn based. All actions use action points, the faster (dextery + speed stats) your char is, the more AP you get. There is a huge range of skills + spells and not 2 of em are the same. Each spell is unique and you need to decide round for round what skills youre going to use...there is no "press X to win" ;) Also, the soundtrack used in this game is realy epic...its kinda like skyrim one, with drums and chanting womans and stuff. i just think 130 different soundtracks are a bit to much, but hey...more is allways better, right? Now to the bad points: i dont recommend the game at all to casual players. Its like the ultimate anti casual game, because if you just run around, clicking through npc dialoge and run like a chicken into the next fight, you will end up dead, with no way of winning. There is alot of lore around in the game and if you just skip through it all, you will have no clue what the heck is going on around you. All loot is random, which can lead to some crazy playthoughs. Its perfectly possible to have allmost no chance of winning anymore, because you only found crap or you used all items. Even the merchants have random stuff. On the other side, its also the reason why the game has a huge replayability. You never know what you find around the next corner. The game also has a realy complex crafting system, from cooking to crafting new sword, there is something for everyone. Edit: Having now played 60+ hours, this game is my new all time favorite RPG. By reading the forum, i found out that, i have finished around 1/3 of the game. Crazy! :) Overall, i give Divinity Original Sin a 9 out of 10. If you have any questions just add me in Steam :)Show moreShow less
After over 100 hours of gameplay, I finally managed to slog through this game to the end, if only just to say that I completed it. Don't get me wrong, I don't absolutely hate the game; it's just that it more than overstayed its welcome in addition to having significant flaws. First of all, the crafting system is just horrendous. It's extremely unintuitive and tedious. Let's say you want to create a magic scroll. You must first acquire yourself an ink pot and a quill. Good luck with that, because no vendors sell them. I ended up having to steal them from a friendly NPC. You must then combine them by dragging the icon for the quill over the icon for the ink pot, then stand by and watch a progress bar fill, in order to create an "Ink Pot & Quill". Now you have to get some pixie dust. Find a bone and grind it to dust using a mortar and pestle; oh yeah, you need one of those as well. Now find a stardust plant and throw it in the mortar and pestle to create stardust. Now combine the bonemeal and stardust to make pixie dust. Now sprinkle some pixie dust on the ink pot and quill to make "Magic Ink Pot and Quill"! Now find an axe and a log of wood. Hack up the log with the axe to get a few wood chips. Now find a bucket and search all over town for a well. Draw water from the well into the bucket. Combine the water and one pile of wood chips to make one "Mush of Wood". Now search all over town for a furnace. Throw the wood mush on the furnace; lo and behold: One sheet of paper! Now kill a dangerous Water Elemental and take its essence. Rub the water essence on the sheet of paper to make a "Blank Water Scroll". Now is the moment we've all been waiting for! Use the magic ink pot and quill on the blank water scroll to create... oh, no sorry, your crafting skill is too low. Now go kill dozens of insane demons and level up in order to increase your crafting. Great, can we craft the scroll now? As I was saying, use the magic ink pot and quill on the blank water scroll to create... wait for it... a random, low-level, one-time-use water magic scroll! You managed to do all of this without any indication in game of what you needed to do! Wasn't that worth it guys? The loot in this game sucks. Mainly you will find more ingredients for crafting and lots and lots of vendor trash. It's hard to afford anything in the beginning, but keep picking up those garbage items and dozens of hours later you'll be swimming in gold! Which goes back to my previous point: why would you craft anything when the items you craft are inferior to the gear you will inevitably have already found by the time you figure out how to craft anything? I like that this game avoids the "follow the pointer" trend in modern video games. However, the game world is quite large and it would be nice if there was some—any—indication of where you need to go without exploring every square inch of the map. Want to know where some place is in town? Too bad you can't just ask an NPC, because they don't have that interaction programmed in. Want to delve further into your current quest objective in order to understand what it is you're trying to accomplish? Too bad, because the one relevant NPC can only tell you some generic, fluff dialogue. I could go on, but the final criticism that I want to raise is that the writing is just not compelling. It's one of the most ham-fisted and saccharine takes on the "world is ending" trope I've ever seen. It would have been nice if I could just go on adventures with some nuance and intrigue, rather than having to prevent existence from coming to an end by a contrived plot device. Not recommended.Show moreShow less
I backed this game on Kickstarter and have had lots of fun in the alpha so far. If the bugs that are currently in the game can be worked out before release, then I'd heartily recommend it to anyone who's a fan of RPG's. The game has some interesting ideas, and from what I've seen so far I think the experience can only be enhanced by playing it in the two player cooperative mode that will be available on release. The turn based combat is fun, beyond the generic "villager" conversations that crop up everywhere, the dialog is interesting, and little puzzles keep you from facerolling your way through without putting any thought into what you're doing. The game doesn't hold your hand, but if you're into RPG's, your so interested in seeing what the next person is doing, or how to solve the next puzzle that you wouldn't want it to anyway.Show moreShow less
With this review, I'm going to gloss over the details about what this game is and go straight to the pros and cons. Pros: * The turn-based combat is interesting; it's completely necessary to use the environment to your advantage or you will not have a good time. If you're facing a boss creature, there will often be acid or oil barrels near by to use for spells. Different chains can also be had, such as causing an exploding enemy to detonate near acid barrels and other enemies, quickly wiping the field to your advantage. This is probably one of the greatest strengths of the game in my opinion. * Divinity has an appealing graphical aesthetic. The graphics, while bright and a little pastel, work well for the theme of the game, and shift depending on the environment that you're in. The magic's effects are stunning, and just look great with the rest of the game. The environments were probably the most attractive in appearance, and Larian really nailed it down there. Armors also have different appearances, and I enjoyed watching my character change as her equipment changed. * Character Customization, while not deep to my standards, is deeper than many other games' customization. Talents are varied and straight out of chargen, you can change your talents, attributes, and starting skills. On my second attempt, I was able to create a rogue with Man of Arms healing abilities, which greatly helped my party. Talents offer pretty significant advantages outweighed by the fact that you only get them every few levels. Pet Pal, for instance, opened up a lot of dialogue that would have otherwise been inaccessible. * Coop. Very fun multiplayer once you get past its initial issues. I'll go into that later. For pros, the game was practically made for multiplayer in mind. After the first ten minutes, I grabbed a friend and we went off on our journey together. There were moments of frustration as we both learned the game, but it made it fun. Especially when our characters disagreed. I loved the in-character dialogue between us. * Aesthetic. I'm going to group sound, atmosphere, and music together here into just one category. The music in the background was never obtrusive or annoying. In fact, I actually quite enjoyed some of the music out of the backtrack. Ambient sounds were plentiful, and I did feel immersed in the game world. Cons: * User Interface. In none of the reviews I have seen, no one quite nailed down one of the issues I felt was core to disrupting the game. Overall, the User Interface of this game -sucks-. Pressing enter to chat only works about half the time, then you begin typing to your friend only to have combat skip your turn and open a bunch of windows. After entering a message, and sending it, focus remains on the chatbox. The maps lack indicators for points of interest, such as vendors, or what buildings are which. You cannot click on the map and have your character begin walking there (So in essence, you just have to keep watching your character walking places and guide them every step of the way.) The camera is glitchy, the hotbar is not adjustable, the journal is of no help (but they do have a dialogue log), only one character (in multiplayer) can use a vendor at a time, and it always feels like a competition to see who can talk to an NPC first (so they get the dialogue window.) Dialogue doesn't engage both players at the same time. (Also not including misclicks, accidental turn skips, scrolling jankyness, and more that I just can't think of right now.) This really burned the game for me. 2/10 * Lack of Instruction: Normally not a complaint of mine. I love complex games where you have to figure stuff out. Unfortunately, in this case it's one of the bad examples of a game without instruction. Hirelings aren't immediately visible as something you can have. So if you were like me and my friend, we rushed right into post-cyseal-town-zombie combat and were murdered immediately. You -need- a full party, or it just doesn't work. After looking up online, we found our two story NPCs, Madora and Jahan. In addition to a number of other tips the game won't tell you. Such as sleeping in a bed (any bed) will heal you. Or hirelings. Or where you need to go for your first boss (The lighthouse). Or where to find the healer who will sell you res scrolls. (Ahru, Barracks). * Pacing Issues. When you're playing with other people, the patience for scrolling through walls of text seems to be limited. This is true here, where my friend would often scroll through walls of text and I would try to read it. While I appreciate the varied responses from NPCs, it just felt like there was way too much fluff that I honestly didn't even care about. It had nothing to do with the quest, and just obfuscated where or what I needed to do next. Especially because we just wanted to jump right back into combat to continue the story (so we both could participate). Not to mention, at times, the story feels a bit ADHD. Upon going to the murder scene, I think many people will know what I mean. * Coop: It's extremely hard to navigate on how to operate the multiplayer aspects of the game. Like the UI con, everything is obfuscated. I'm not sure how my friend managed to invite me into his game during character creation, but he did, and so I was able to at least make my own character. How he did this is likely some black magic of a variety that I cannot fathom. Unfortunately, my progress with him is not saved on my own machine. This was likely a design choice made by the developers because of a limitation in the engine, but I really just felt that it was incredibly subpar. Including issues with only one player being able to be in a dialogue at once, as well as vendors. The cons really drag down the pros for me, making this borderline unplayable due to the frustrations wrought by janky bugs and inconsistency. I feel a little sorry for my friend (who kept wandering off in random directions) due to the horrible pacing and one-player-at-a-time focus of the story. If you're looking for the polished game reviews make this title out to be as if it were sliced bread, I would look elsewhere. If you're willing to look past its flaws and give it a try, this game might do you well. If you know nothing about this game, and are just looking for an RPG title to play, I would not recommend Divinity: Original Sin.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
