After the E3 2012 demo of Divinity: Original Sin, the new installment in the long-running series from Larian Studios, I feel that, as long as the development team delivers on its promises, I could easily spend a hundred hours with the game and the content that the community will create around it.
Original Sin will focus on the battle between Orcs and humans, with the main characters being the only ones able to use a new type of Source magic, but the story was not the main focus of the E3 2012 demo.
The turn-based combat is the star of the game for me, because it manages to blend an old-school approach to role-playing game encounters, with a focus on teamwork and environment use.
The two characters that Larian Studio developers were using at one point faced off against a much larger and tougher enemy force (which included what might be gaming’s first look at a “skeleton suicide bomber”).
Despite the imbalance, they used rain, ice elements, spells, toxins as well as good old-fashioned fire arrows and bladework in order to defeat it, keeping the most powerful enemies stunned or frozen while they dealt with the smallest threats before using the game world as a weapon to deal with the most powerful foes.
Old-school role-playing game fans will also appreciate that Original Sin allows them to interact with all objects in the game world and to deal with all characters they meet in a variety of ways (my demo saw one minor character get killed over a dispute involving a broom and an apple).
The game also offers full character development for a party of as many as four players. They cooperate on the same quest and feature interesting interactions between players based on how they react on such hot topics as sleeping around.
Larian also quickly showed off the editor that they will deliver alongside Divinity: Original Sin, designed to allow players to create their own content and go as far as script interactions using a simple natural language tool.