Hi! Seeing Obsidian's great update today, I couldn't help getting inspired. So, here's the same info, but for Divinity:Original Sin instead:
What is Divinity: Original Sin? Divinity: Original Sin is a fantasy roleplaying game in which the player takes control of a human hero set in Rivellon, the original world in the Divinity games (Divine Divinity, Beyond Divinity, Divinity 2) created by Larian Studios. It can be played in single player mode or in tandem multiplayer mode (drop-in/drop-out coop). The camera has an isometric perspective. The environments are 3D backgrounds combined with 3D characters and visual effects. Larian Studios' team is focusing on three core ideas that will capture the Divinity experiences players loved so much:
Unique, beautiful, dynamic environments that encourage and reward exploration.
A non-linear epic game with plenty of choices and consequences.
Fun and challenging tactical turn-based combat with a reactive environment.
What do "player character" and “party” mean in Divinity: Original Sin? At the start of the game, the player can create and customize his or her human character. Thereafter, the story is about two characters who can be a male and a female, or just males or females. The character development system is deep, and the character(s) can fit any playstyle using the game’s classless skill and stats system.
In addition, you can enlist various henchmen. Henchmen start out as a certain "build" and with equipment, but once you hire them, you can totally change their equipment, and manage their inventories. And if they level, you choose their statpoint distribution and their skill upgrades.
Personality customization and potential character conflicts in dialogues
Divinity: Original Sin offer something unique to the CRPG scene: Other than customizing the looks and stats of your party members, you can also customize their personality. That means that if you're playing alone, and you don't want to roleplay both characters, the party member you're not controlling at the time of initiating a dialogue might actually disagree with the choices you make.
Key to this is a unique Party Dialogue System that has both players participating in an ongoing interaction, given that they're close enough to each other to hear the dialog and intervene. So rather than taking the party leader's final word, every member of the group gets to weigh in on the outcome. Disagreement is always a possibility, which makes for great roleplaying.
If you don't agree with each other, the game looks at your persuasive abilities. The decision that wins is based on stats, the particular situation and the the approach taken to persuade the party. The game remembers the nature of your decisions as personal traits, and this in turn affects the relation between the party members.
The main characters’ relationship is defined by two different axes: Affection and Affinity. Affection is how much they like each other, Affinity is how well they agree with each other on moral dilemmas. So they might hate each other, but work well. One of many ways that relationship can evolve is it turning into a love story, but that takes many conscious actions on your behalf.
How about the stats of the characters?
As the hero, you start the game with 5 points in every stat, and you get 5 statpoints for customizing your character. Per level-up, you currently get 1 statpoint. But 1 statpoint makes a difference.
Items that have an impact on stats, have their positive and negative effects, so there are trade-offs that help making a character. There are items that support different types of character “builds”. Stats are also used for saving throws against different effects. For instance, a high dexterity lowers your chance of falling down when walking over ice, and strength gives you a saving throw against being caught in a wall of ice (you can break through).
Level
is a multiplier for your hitpoint bonus from constitution
is a multiplier for your mana bonus from intelligence
Primary stats
Strength
gives damage bonuses to attacks with melee weapons
defines how much weight you can carry
defines what items you can lift
defines how far you can throw items, depending on their weight
gives you a bonus to intimidation
Dexterity
gives damage bonuses to attacks with ranged weapons
gives you a higher chance of successfully picking locks and picking pockets
affects the "ideal range" of ranged weapons
lower chance of triggering traps, higher chance of disarming traps
better at repairing
Intelligence
determines your amount of mana
gives bonuses to magic (depending on the spell: damage, range, width of a cone, duration, how easy or hard the saving throw is...)
gives you a bonus to reasoning
helps you figure out NPC stats and resistances
helps you to identify unknown items
gives bonuses to mind resistance
Constitution
determines your amount of hitpoints
gives you higher resistance against poison
gives you a bonus to charming
Speed
determines the distance you can walk with one action point
defines how good you are at dodging or evading attacks (defense rating)
gives bonuses to initiative
spend less action points when changing equipment or using items in combat
Perception
determines how much chance you have of successfully hitting an enemy (offense rating)
defines your sight and hearing which helps your enemy awareness (e.g. on the mini map)
helps with discovering traps and finding treasures and secrets
And how about secondary stats? What is the combat like? Divinity: Original Sin's combat is turn-based, featuring classic gameplay rules such as action points, initiative, alertness, flanking, backstabbing, attacks of opportunity and bonuses for efficiently working together as a party.
Moreover, one character can be engaged in combat while the other is roaming about somehwere else. The breaches of time is however “automagically” resolved. You can do these encounters one after the other, or you can jump from combat to combat by just clicking on their avatar icons (or using shortcut keys). And should you ever manage to get the enemies from both encounters close enough to one another, then the two combats would merge into one big combat.
Secondary stats
Offense and defense These are determined by your primary stat perception and speed. They can be boosted by magical equipment. When you attack someone, your offense rating is compared to your enemy’s defense rating. This determines how much chance you have of actually hitting him.
Damage This stat is determined by your weapon or your spell, and gets a bonus from one of your primary stats. This can be boosted by well-made or magical equipment.
Critical chance and critical damage These stats are determined by your weapon. They can be boosted by well-made or magical equipment.
Armor When a hit is successful, armor absorbs part of the damage that was dealt. For instance, if you’re hit with 8 damage and you have armor 3, you only take 5 damage. If your armor rating is very high, it is possible to completely absorb all the damage that is dealt by a weak enemy. This stat is determined by your equipment and can be boosted with well-made or magical items.
Blocking chance
This is determined by the shield you are wearing, if you are wearing a shield. When a hit is successful, the shield gives you a chance of actually fully blocking the attack. Different shields obviously have different blocking chances.
Hitpoints This stat is determined by your constitution stat, and can be boosted with magical items. Hitpoints do not regenerate automatically, and can only be regained by healing, eating or resting.
Mana This stat is determined by your intelligence stat, and can be boosted with magical items. Magic spells cost mana. Mana does not automatically regenerate and can only be regained by drinking potions, eating certain types of food, or resting.
Sight and hearing These secondary stats are determined by your perception stat. They can be boosted by special or magical equipment. They define how far you can see (we have a shroud, and fog of war system), and how well your hearing is (so you can hear and even identify an NPC without being able to see him).
Initiative This stat is determined by your speed stat, and can be boosted with special or magical items. It gives you bonuses when combat starts and initiative is rolled.
Persuasion This is determined by equipment bonuses only. Persuasion gives you bonuses when trying to intimidate, charm or reason with your party members or NPCs.
Walk speed This stat is determined by your speed stat, and can be boosted with special or magical items. It determines how far you can walk with one action point in turn-based combat.
Luck This stat can only be boosted with magical items. It’s the X factor of the game...
Poison resistance Determined by your constitution stat. Poison resistance will absorb the damage poison would do every turn.
Fire, Water, Earth and Air resistances Determined by magical items you are wearing. These absorb elemental damage.
Mind resistance Determined by your intelligence stat, and magical items you are wearing. This helps against mind attacks (for instance fear).
Piercing, Slashing, Crushing resistances Determined by the equipment you are wearing. These resistances absorb damage from physical attacks.
What will the art style be like? The art style is a careful mix of fantasy realism and a slightly cartoonish vibe, the latter is especially true for characters and monsters. The maps range from more natural, but still vibrant environments to fantastic environments, with unearthly architecture, unusual materials, brilliant colors, and beautiful embellishments. Atmospheric lighting and swirling fog in the maps make for exciting settings - sometimes haunting, but often very intriguing and inviting.
How about the setting and story? In the game, you control a party of heroes and guide them on a quest to learn a forbidden magic called The Source. This powerful magic was outlawed many centuries ago by the Council of Seven, the rulers of Rivellon, for it is written that from Source the lord of Chaos will spawn. Today, Source magic has been used to overthrow the Council. It's up to our heroes to save the Council and to do this, they'll need to uncover the mysteries of the Source and of those responsible for cursing the Council. The Source (elemental) magic is not just for mages casting spells. It also gives you Source-based warrior and Survivor skills.
What other cool stuff will be in the game? Thanks to Larian’s backers, players will have access to The Shelter Plane at the End of Time.
The Shelter Plane was created by imp historian Zixzax the Almost Wise; located on the Precipice of Ages - where time itself ends in endless black - you will find your homestead. It is a barren place; arid and forlorn, but beggars can't be choosers, and neither can a couple of Source Hunters down on their luck. In time, though, perhaps your Shelter Plane might turn into quite a cosy abode really: a place to put up your feet and relax by the fire, staring out unto the very edge of oblivion.
What engine does Divinity: Original Sin use? Divinity: Original Sin uses their own in-house engine, it’s the same one that will be available as a mod editor for those who’d like to make their own adventures for friends to enjoy. What platforms will Divinity: Original Sin be available on? Divinity: Original Sin will be released for Windows, Mac, and Linux PCs. It will be available through Steam and GOG.com. Will Divinity: Original Sin use any form of DRM (digital rights management)? The GOG version is DRM-free. The Steam version works like any other Steam game and does not have any added DRM. There is no online requirement to play the game nor any additional DRM imposed. What languages will you be supporting? At the moment, we are planning to release in English, French, German, Polish and Russian. Depending on several factors, more languages may be added later on. If more languages are added, people that already own Divinity Original Sin will receive them as optional updates.