Before I get into the meat of it want to just congratulate Larian on this game because it's looking very promising. I still remember picking up Divine Divinity almost 12 years ago. Though the title seemed strange to me I still bought it (or my mom did since I was 15). I played that game so many times and to this date I cannot remember another RPG that blended good humor and serious settings so well.

As I started Original Sin it seemed new but as I progressed a familiar feeling was setting in. Some sequels or sequel-prequels either change the series entirely or don't change enough and I feel that currently Larian has hit the nail on the head here. Heh, once Zixzax took me to the floating space island I was thinking to myself that this is going to be a classic RPG that I look back to. I explored a bit and to my joy there was a table laden with golden cups and spoons which I immediately unburdened the poor table of (later to sell ^^).

OK, now onto the feedback:

Major issues:

New Game - I noticed that when I started a new game, after I had already progressed quite a bit, that a lot the quests became broken. For the new game a lot of the NPC dialogues were unlocked to the state of the other game. For example I went to the Theylon's (the doctor/apothecary) in the beginning and upon talking to him the for the first time he said that Evelyn had ran off and the both patients were dead. She was in the other room with both patients alive. When I talked to her the dialog did not progress and I had no option to exit it other than just quitting and reloading the game. Though I did no bother to play that save again since most NPC/Quests were seemingly broken in a similar fashion.

Phoenix Dive - Awesome ability, but maybe just too awesome? The teleport ability is not blocked so you can easily, at level 5, begin teleporting behind locked doors or even walls that should be blocked (as with other abilities). I'm not sure that this is intended or not but it can trivialize exploration. For instance you can easily teleport into the locked section of that store and then also teleport into the hidden room in the cellar. It also gives a huge advantage to melee character in starting engagements because if you are careful enough you can use the ability to jump right on top of enemies before triggering the fight. This ends up with you not needing to spend any AP on movement at the beginning allowing you to use the more devastating attacks from the get go.

Minor Issues:

Combat - I noticed that it can happen that the enemy combatants become bugged and do not move at all. It's quite common for the skeletal archers, after they lose the fear debuff, to permanently quake and not take their turns at all. For the fear effect it was the skeletal archers that I noticed the most whereas other enemies would return to normal.

Items/Gold piles - Some gold piles and items (that are the same eg., small health potions) appear to not stack at all and take up a lot of inventory space. Sometimes vendors do not accept a trade and feel insulted and raise the asking price by a very small amount. I can circumvent this by adding a lot more gold myself but it seems to me that the vendor should not be continually raising the price by 2 gold pieces for 10x+++.

Quests - After I rescued the two cowardly guards near the Lighthouse and exposed their lies to the commander the commander seemed to never stop the cycle of dialogue to the cowardly legionnaires you saw upon first entering the barracks. Now he just walks around alone in his office exclaiming praise to no one.

Misc - I got a bug which, after trying to pick up an item, made me unable to interact with anything. I could walk around but I could not pick up anything, talk to anyone. I ported to the island but the problem persisted where I could not use the portal to go to the observatory and back to Rivellon.

There was a 2h axe which was being held the wrong way (sorry forgot which on specifically, but I know that other 2h axes looked fine), ie., was being held by the blade and swung with the totally wrong end.

Weapon holstering seems to be bugged once taking the portal from the observatory. It's not breaking the game since all you have to do is talk to someone and it goes back to normal, but it would be nice if it wasn't there.

There was an instance where I had my inventory open and switched areas to find that I could not close the window at all. I'm not sure if having the window open as you transition areas with a loading screen causes this or not.


Will be playing a bit more this weekend, hopefully I can find some more stuff.