![]() Originally, classes like rogues and warriors could do little but adapt to this, but now they can throw grenades that will essentially act as a consumable means of creating elemental effects. These grenades have their own skill tied to them and serve to make the wide variety of environmental hazards and combat scenarios are a little friendlier for classes like say… rogues.įans of Divinity: Original Sin will remember the great way elements interact with each other, for example, throw a fire ball at a barrel of water and it will explode but leave a cloud of thick fog that conceals the effected radius of that explosion. This time around, players will be able to acquire and craft grenades of different elements and types. Many of the changes and improvements to the systems stem from a desire to make the playing field a bit more even between classes as mages were originally arguably the best class for everything. In many ways, playing through a combat scenario felt as good as before, but with a little more information and more options. What should be noted though, is that I am talking about the console version of the game, which feels just as good if not better than the original PC version due to the impressive controller support. In other words, combat is the same as before but with some notable improvements. The skill bar stays present on the screen like before, so you will see which skills you will not be able to use if you first used AP to move to a different position. For those unfamiliar with Divinity: Original Sin, actions in combat require Action Points, or AP. ![]() Movement in battle is still determined by selecting where you want to go and targeting an enemy still involves moving the cursor over to them. Although, the idea of toggling your control over to the skill bar first and then selecting a skill to use takes time to get used to, it definitely works.Īs battles are turn-based, there is no problem in toggling control between movement and a menu to determine your next move. ![]() The designers at Larian wanted to keep things as consistent as possible and the skill bar’s reduced size allows them to fit two skill bars on the screen, one for each player. This is intentional, as it turns out most of the questionable things in this game are, because a big feature of the console version is local co-op play of up to two players. When you see the console version of the game in action, you may notice the skill bar is not that long, and as such requires you scroll through it a little soon to get at your other skills. When a player wants to access their potentially large repertoire of skills and consumables, they can switch control over to the skill bar and then select from five pages worth of it. This means that the limited buttons on the controller can be consistently used for the same things at all times the directional pad will always switch between party-members while in menus and out of them, the face buttons can always be used to interact, etc. There are no additional shortcuts or hot-keys in the console version, instead Larian took advantage of the turn-based nature of the combat system to allow for a skill bar that first needs to be switch to before you can select a skill or item to use from it. A great example of this version consistency is the skill bar at the bottom of the screen. The console version of Divinity: Original Sin Enhanced Edition makes very few compromises, the full range of control and combat options that PC users had access to in the original version of the game are accessible in the console version. In my hands-on time with a beta build of the PlayStation 4 version of the Enhanced Edition and as a fan of the original PC version myself, I can say that the console version is looking great so far. Now, they plan to bring their acclaimed isometric, turn-based RPG Divinity: Original Sin over to consoles with the new Enhanced Edition of the game. The nice, excited people at developer Larian Studios have a good grasp on how to make a deep, interesting, and satisfying RPG.
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