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Divinity: Original Sin 2 Early Access Preview and Interview at Eurogamer
Interview - posted by Infinitron on Wed 5 October 2016, 16:18:15Tags: Divinity: Original Sin 2; Larian Studios; Swen Vincke
Eurogamer's Robert Purchese played the Divinity: Original Sin 2 Early Access build, and then had the opportunity to ask Swen Vincke a few questions about it. The result was a combined preview/interview article, which starts off with a familiar topic (sorry, Zombra!):
Turns out I didn't quite understand - both about competing party members and about other things that either aren't working properly yet, or aren't implemented, in the Divinity: Original Sin 2 Early Access build. I find that out when I speak with the founder and creative director of Larian Studios, Swen Vincke, after my Early Access playthrough. He puts me straight in the hope I can put you straight, too.
"There is something that is missing in Early Access and that is why you're confused," he tells me. "It's party relations and it's scripting for the companions. Currently what you're doing is you're controlling your party members as if you were to control them all in multiplayer - and that will not be the case when you're playing single-player."
Instead, he says, think of them as companions in Dragon Age: Origins or Baldur's Gate; companions with minds of their own.
"Your companions will have their opinions and you will have to influence them," he says. "You will still be able to walk around in the world as [the character] Red Prince if you, for instance, started as Sebille; what you will not be able to do is affect Red Prince's origin's quest. You will also not be able to affect his relationships."
It's an important clarification because it means you won't give the order for conflict in your party, which was the bit I was struggling to understand. The conflict will happen around you in characters with motivations of their own, and it will be up to you to try and manage them. They are designed to clash, and if you handle them badly they may leave and even attack you. But without the party dialogues at the moment, or a relationship gauge affected by it, it's only really half there.
"You're playing Act One but you're not seeing the full end of Act One," he says, "so the full end of Act One is quite spectacular and that's not in there. And it ends there, where you fully comprehend what your central concept is going to be and what you need to go do through Act Two."
And Act Two, he says, "is vastly bigger".
"If you want to quantify it: Act One is going to be 20 to 25 per cent; Act Two is going to be 50 per cent most likely; and Act Three is going to be the last 25 per cent. Three acts," he says, "but that doesn't mean three maps."
"We give you little stories that you encounter through your journey as you follow up on your overarching goal. At the start of the story this is getting off of the island, and as you get off of the island you understand there is something more special about you - and that becomes very clear when you get to the complete end of the Act and have to deal with it. How you get there," he says, "we don't care."
There's still a significant amount of content to come to the game for release. Major things missing from the Early Access build are the undead race; the fun-sounding polymorph and summoning skill lines; skill crafting and item enhancement; Spirit Vision to talk to ghosts (well, it's in there but not used); voice acting - "we're in talks right now to see if we can voice record the entire thing, but that's not a guarantee yet that we can do it"; the Game Master mode, the Editor, and a fix for rangers, "the most boring class right now".
See the full article for Bertie's complete gameplay impressions.