We hope you’ve all had a happy Easter and that you’ve had as much sun as we’re having over here. While most people were having a holiday we spent some time on creating a new special feature for you, and you can find the results here. This special feature focuses on showing some of the situations you might find yourself in when playing Divinity and comes in the form of a movie of almost 6 minutes and some explanation of what’s happening on screen.
There are five scenes in this movie. Four of them show non-combat situations and one shows how’s it like to leisure through a forest being of a much higher level than the enemies you’re meeting.
It’s been some time since we last did a special feature, but with the release of Divine Divinity and the Divine Divinity public demo nearing, we’ve decided to pick up the habit again. This week’s special feature focuses on the ones who have been making our lives a living nightmare over the last months by relentlessly pointing out that which is not yet to their satisfaction. We picked up our handycam, and made a short walk through the testers room where Divine Divinity is currently being tested to death.
Last time we looked at how the characters that populate the world of Divine Divinity interact with the player during his or her quests. In this third special feature we will look at what exactly defines a character in Divine Divinity. To illustrate what we mean, we will use a female assassin as an example.
One of the main differences between Divine Divinity and other games is that the interaction level in Divine Divinity is very high. An example of this was already given in the previous special feature (click here if you haven’t seen it yet), but that one focussed on objects. This time we’ll focus on how well the characters interact, and more in particular on how that interaction furthers the storyline.