Divinity: Original Sin
Divinity: Original Sin Review
Corwin checked out Divinity: Original sin at his own pace and came back with a fine article about the game.
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Divinity: Dragon Commander
Dragon Commander Multiplayer Review
DArtagnan is our second reviewer for Dragon Commander and in his review he focused on the multiplayer part of the game.
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Recent info pages and articles
I don't care
Larian Studios - Kirill Pokrovsky RIP
The latest Original Sin Kickstarter update brings us the sad news that Kirill Pokrovsky, the composer for all Divinity games up to now has passed away yesterday.
A great man, a fantastic composer and a good friend passed away yesterday. Rest in peace Kirill Pokrovsky – we will miss you.
And thank you for all the gifts you’ve given us. We each have our own Kirill story and many of us have Kirill presents on their desks. All of them demonstrate how rich a person you were.
We’ve all hummed your music and we have marvelled at how far your virtuosity went. You were truly somebody unique, a true artist, and we were very lucky to have you as a colleague.
Your greatest gift to us of course was your music that you shared with us on many occasions. The following concert in particular was really special for us, in the midst of a chaotic Kickstarter campaign, you brought us a moment of peace and joy.
Larian Studios - Interview with Swen
9Lives talk to SwenVincke about Larian Studios, that they risked the entire company during the development of Divinity Original Sin, which they also did during the development of Divinity 2 and about the plans to release a major RPG every year.
The interview is in Dutch, which isn't a problem for me, but for those who don't master this language, there is always Google Translate.
The following is made with Myrthos Translate ©:
Meanwhile Larian works, in its three offices, on new games. The nine people who Vincke recruited at present in Quebec City are working on a brand new RPG. "In the longer term we want to create a model in which we develop several games at the same time," said Vincke. "Launching a major RPG every year: That's what we are aiming at. That is also the reason why we have started those new offices. The talent that is needed to do that is there. In Quebec we have a very cool team, with four former leads of very big games. They are going to work together with the teams in Ghent and Russia, to make beautiful things. It could go wrong, but we're on the right track."
Larian Studios - The why of Our Third Secret Project
Larian Studios' Swen Vincke also updated his blog with some background information regarding Divinity Original Sin: Enhanced Edition and why they choose Focus as a publisher.
Finally, the last big reason I didn’t mention yet about the why of the Enhanced Edition is the strategic one.
We’re putting a lot of effort in getting the Enhanced Edition to run really well on Xbox One & PS4 with controller support, with multiplayer and with split-screen support because from now on those features will be basic features of our engine.
That means that if we decide to go multi-platform in the future, we’ll be able to. This without–dumbing down- or –simplifying- things because a lot of the hard work will already have been done. It makes us a lot stronger as a company and will allow us to do much bigger things in the future. I’m quite excited by that prospect.
So, there you have it. In addition to having two big RPGs in production, we decided we needed some occupation therapy and added a third project to our roster. It’s a big thing for us, the step to consoles, and I think we’ll do a lot better this time around than last time we tried.It remains complex business, though bringing 80+ hours of complex content to different platforms, both on the engineering and on the business side. But it’s another step of growth for us and another step in the direction of that very big RPG that will dwarf them all. That’s certainly worth all the stress
Original Sin - Something Coming Our Way
Larian Studios is now on Instagram and in their first post their they mention something is coming our way, with the following teaser:
Dragon's scale and witch's hair,
Take a peek soon, if you dare.
Tooth of wolf and impish blood,
Something wicked this way comes...
Is it a DLC, a content update or something else?
Larian Studios - Interview @ GamesIndustry.biz
GamesIndustry.biz published a candid interview with Swen Vincke from GDC 2015 who reflects on the success of Divinity: Original Sin, his mistakes, and Kickstarter backers.
Not everyone has fun at GDC. With so many of the industry's key players concentrated in one relatively small area, there is no better time to forge alliances and seek out new opportunities. For many independent business owners a good week at GDC can mean a good year overall, but the opposite is also true. Making the most of that opportunity is a unique burden; a draining mix of excitement, anxiety and stress.
Swen Vincke, CEO of the Belgian developer Larian Studios, has shouldered that burden before, but this year has been markedly, refreshingly different. "It's the first time I've actually been relaxed. Actually, I've never been so relaxed at GDC. Normally I'd be fighting to be able to earn extra budget to be able to continue our game productions. Now, we're more confident. That's a nice feeling."
Larian Studios - Making Time to Develop
I have to fight to find time to breathe these days.
Things are moving so fast now and we’re doing so many things simultaneously that my previous concerns over our growth scaring the hell out of me can now be considered to be a big understatement. Still, I’m having lots of fun and I’m damn proud of what we’re achieving here at Larian. We finally figured out when we’ll start announcing some of our new stuff (around E3) and if things continue to progress as they are, I think we’ll be showing a lot between then and the end of the year.
I’m just back from lovely Quebec City where we’ve been interviewing candidates to join our new team there and I’m quite excited about the talents that’ll be joining us. Sometimes I feel like I’m in a candy store when the person in front of me turns out to be exceptionally gifted in his or her craft and indicates he or she’s willing to work for us. The complementing of our team with extra capacity & talent together with having a cool RPG engine to build our future work on is empowering us and I’m anxious to see all the little building blocks come together. Obviously, since we’re in the business of making RPGs, I’ll have to exert some patience, but from where I’m sitting it’s already clear that this will become something special.
Because we’ve picked E3 as the period to announce our next big thing, I can’t say too much right now (otherwise we won’t get the press coverage we’re hoping for etc…) so for today’s long overdue entry, I figured I might tell you a bit about something that’s been bothering me.
Larian Studios - GDC Postmortem Panel
Another video was released on the GDC Vault today. This time we have Swen Vincke of Larian Studios giving a Postmortem Panel about the lessons he has learned.
In this talk Swen will focus on Larian's experience of successfully turning into independent and self-publishing company after 15 years of working with different publishers. Structured into into 10 simple advises to both aspiring and experienced developers, this lecture will prove that setting up your own PR, marketing, localization and even distribution is well worth the effort.
Black Isle - The Cancelled Planescape Game
Eurogamer has another article style interview this week with Colin McComb about the story behind Black Isle's cancelled PlayStation Planescape game.
The Souls effect will reach fever pitch this week with the release of Bloodborne, and very important gaming people at lunch around the world will wonder how they can copy it. Feels like a recent thing, given that Dark Souls appeared in 2011 to really kick it all off. But as I discovered, in something of a crypt in London recently, the Souls effect was felt a long, long time ago.
It's 1996 and Super Mario 64 has come out, Quake has come out, Tomb Raider has come out. The Spice Girls are only just coming out (I could have worded that differently). Meanwhile, over in America, Colin McComb writes Planescape campaigns for Dungeons & Dragons. But he wants to go to California because there's this girl there. Then he sees his chance.
"Come on out and be the lead designer of this PlayStation game that we're doing with the Planescape licence," a company offers him.
The company turns out to be Interplay, a games company in full bloom; the man offering him a job is Feargus Urquhart, head of subsidiary studio Black Isle (now in charge of Obsidian Entertainment). What Urquhart wanted Colin McComb to make was something a lot like 1994 PS1 game King's Field. You know, King's Field made by From Software. You know, the King's Field series that would inspire Demon's Souls.
"Have you played King's Field?" Urquhart asks McComb in his first briefing. "And I said, 'I have not,'" McComb tells me. "And he said, 'Your first task is to play King's Field.' So they dropped me into an office with a PlayStation and King's Field and then said, 'Get going.'"
Brief in hand, McComb got going. It was just him and a programmer in a small office for weeks, months even. He hadn't made a computer game before, only tabletop games, but gradually ideas began to form, and the project known as Planescape PSX was born.
Original Sin - Interview @ One Angry Gamer
One Angry Gamer interviewed Thierry Van Gyseghem who was the animator & artist for Divinity: Original Sin about Boob-Plates, Sexism And Moral Outrage.
Billy: One of the things I was curious about was when the controversy broke out over the boob-plate armor, was it actually Kickstarter backers sending most of the criticisms or was it relegated to the gaming media and pockets of social media sub-communities?
Thierry: The original cover art had been used for nearly a year at that point, we even had a booth on E3 2012, without a complaint. It was a very small vocal minority that complained about the cover design when we went on kickstarter. Because of the kickstarter campaign there were certain gaming media sites that picked up on it and amplified the complains, I think we all know which sites are the most vigilant in their political agenda. I can only assume social media sub-communities will have added to it also.
Billy: Lately there’s been a lot of controversy over creative freedoms that developers can or should exercise with character designs. How much of it do you feel is legitimate criticisms and how much of it do you feel is social politics invading the creative design space?
Thierry: Criticism is formed by opinions, and opinions are formed by what we see, hear and read. So yes I do feel that social politics has a hand in the criticism that is thrown at creative freedom because it’s politics that decides what we see, hear and read. It’s remarkable that you can almost pinpoint the critiques to certain parts in the world, since different parts of the world have different politics.
So in that regard, no I don’t think there are that many legitimate critiques on character design as all of it is just pure taste and preference based. You can like something, or you can dislike something. Feel free to walk away if you don’t like it, but don’t harass the creator for it and wave your political flag.
Original Sin - Now Available in Italian
Larian Studios released a new video update for Divinity: Original Sin with information the game is now available to play in Italian. Thank you for the link MadGamer.
Divinity Original Sin is live on Steam in Italian! Made possible by fans from RPGItalia.net.
Larian Studios - Post-Mortem @ Gamasutra
Gamasutra has a sample of a new Post-Mortem presentation from GDC 2015 where Swen Vincke revealed that Divinty Ego Draconis almost destroyed the developer.
Divinity: Original Sin, the second self-published release from Larian Studios, has become the Belgian company’s “most successful title to date,” according to Swen Vincke, the studio’s founder and creative director. The co-operative role-playing game, which launched in June 2014, was the sixth release in the series, and, according to Vincke, helped re-establish Divinity’s reputation after the preceding title, 2009’s Divinity: Ego Draconis, “our worst title to date.”
In a postmortem talk delivered at GDC 2015, Vincke revealed that Divinty Ego Draconis left the studio saddled with debt and considering whether or not the company was viable. “We started to doubt the future of our studio,” he said. “We needed to look at what we were doing wrong and examine what we had to do to turn things around.”
Icewind Dale - Retrospective @ PCGamesN
Jeremy Peel of PCGamesN posted a new retrospective for Icewind Dale.
Icewind Dale was Black Isle’s attempt to bash out a quick action RPG in Baldur's Gate's Infinity Engine. Because they were the studio who'd built Fallout, however, they failed miserably: accidentally making a coherent world of Faerun's northern wastes, and filling its dungeons with tangled networks of tactical battles. It’s still one of the best mistakes you can play on the PC today.
Icewind DaleSP/MP: Single + MP
Original Sin - Patch v188.8.131.52 Released
Larian Studios released the promised patch from the last update on Steam for Divinity: Original Sin that adds the new cloud save system, and fixes a a few more bugs.
It’s time for the first update of 2015!
In addition to a number of bug fixes (thank you for all your feedback!), we’ve gone through all of the encounters in the game and made a ton of balancing changes that we think will make combat even more fun. We’ve also activated the Steam Cloud saves, and we have good news! PC & Mac savegames are compatible. For the modders out there, we can finally release the exporters that will allow you to import your own models and animations into the game.
Here’s the list of the most important changes and a few important remarks about Cloud saving:
When you enable cloud for Divinity: Original Sin, you will see your cloud quota in the save/load screens. Only new savegames will be uploaded to the cloud as they have a new, compressed format. So if you need your latest saves on the cloud, you will have to load them and resave. You will then see a cloud icon next to them. Hover over the different statuses in the save/load screen to see what will be added and removed from the cloud. You can remove saves manually from the cloud by deleting them via the in-game menu. Furthermore, the game will remove older saves from the cloud automatically when you have run into the max amount of cloud save data. Keep in mind that if you use the Steam Cloud for Original Sin, you will be uploading data on a regular basis if you make a lot of saves. Upload speeds will depend on your Internet connection.
Original Sin - Best Indie Game @ RPG Site
RPG Site has awarded Divinity: Original Sin three awards. The first award is for Best Indie Game, the second for Best Big Screen, and the third was for Best Overall game.
The past couple of years have brought upon a bit of a renaissance when it came to the cRPG genre thanks in large part to the crowd-funding platform, Kickstarter. The likes of Wasteland, Shadowrun, and Torment have all seen very successful campaigns thanks to help of a very hungry player base whose needs have not been met in the better part of a decade that coalesced around the timing of Black Isle Studios’ original closing.
What Divinity offers up more than many games of the genre in recent memory is player choice in the truest sense of the word, promoting the practice of role-playing especially during conversation. You can decide whether to work with your party or against your party while talking to NPCs, and their feelings towards you will change as a result and affect the rest of the game. The developers also seem to encourage bending the rules, whether that means attacking enemies before a proper encounter or wiping out entire towns to satiate your bloodlust.
The turn-based combat is incredible. There are so many ways to manipulate the environment to work against the enemy to create some fascinating combination attacks. There is also a fun dynamic where one can mix and match the different base elements to do things such as create traps in order to capitalize. It’s easily the best part of the experience and provided plenty of incredibly tense moments with a nice sense of accomplishment.
By pulling the best parts from the classic titles in its genre to build its own modern interpretation while also paving its own path sure to help the series grow into something fun and exciting that’s accessible to both veterans and newcomers, Divinity: Original Sin is an easy choice for our Overall Game of the Year award of 2014. Plus, there’s a full-scale editor (the same one the devs used) and the Steam Workshop waiting for you once the game is over.
Original Sin - Interview @ Venturebeat
In-case you missed out votes for GOTY Divinity: Original Sin was both our team members, any our sites pick for 2014. The reason why is Fan feedback helped shape the game.
Heather Newman of VentureBeat even has a new interview about ths topic.
Larian Studios developers didn’t start out expecting to use fan input for their fantasy role-playing game Divinity: Original Sin, which recently completed its journey from Kickstarter to retail.
After all, Divinity wasn’t designed as a massively multiplayer RPG, where developers could make lots of iterations down the road. They were making a traditional, write-once-and-release RPG.
But then the player suggestions poured in during the Kickstarter campaign, beta testing, early access, and digital release.
“We realized quickly that if we’d listen to these suggestions, we’d have a much better game, so the decision was easy to take,” Larian founder Swen Vincke said.
In the end, Larian incorporated more than 130 player suggestions Original Sin, contributing to its strong review scores and earning it a place on store shelves in December.
“Every day, we compiled all the feedback across communities and sat together deciding what we were going to do and what not,” Vincke said. The task list ended up holding 872 changes players wanted to see.
The result was a PC and Mac game that GamesBeat Managing Editor Jason Wilson called “the best role-playing experience of the year” for 2014.
Original Sin - Post-Funding Update #66
The Kickstarter page for Divinity Original Sin has been updated with the news that they have won the Gamespot PC game of the year award, being named by RPS the Bestest Best Kickstarter of 2014 and winning the Best RPG in Spain. For this update they also made a 16 minute video:
This also contains info on using DOS with a controller, the hardcore mode, the economy of the game, redesigning how the main story is told and the stories of the companions, banter between the companions, the Linux version, tweaks to the engine to better utilize high power gaming rigs, perfermonce improvements which also could allow creation of persistent campaigns, positions for a job at Larian Studios and the new RPG(s) for which there is actually no news.
In addition there is also a 9 minute video in which they look back to what happened in 2014.