Hello everyone !
First off, let me give thanks to the hard-working folks behind this game. This is a tremendous effort, and I would like to point out
first, foremost and Most Importantly that I am very grateful for having the chance to play it. It's remarkable and brought me a day of joy that 2020 had been lacking so far. All of the things I'll say below are personal opinions, coming from a barely-amateur game designer and a pathetic example for a DM. But my words come from the heart, and my intent here is to add my brick to the wall, in a sense. I don't mean to point out for the sake of showing I've seen something I don't like. I intend on inviting relevant topics to further reflection.
In writing this, my hope is that I can ping-pong with people from Larian on some of the directions that were taken. I would understand not receiving answers however, I'm far from the only one here...
I'm also probably going to ask questions that I feel would better my understanding of the way the game was made. That's because D:OS 1 was the game which inspired me to make my own and there's still a lot I'd like to learn from you guys.
EDIT - DISCLAIMER : Spoilers below. Not many, I'll try to make it readable to everyone, but eh...
First impressions, localization and character optionsAlright enough about me. Let me go though my 18 hour "Evil Run" so far... (Yeah, I took a day off to geek out as much as possible, so what ?).
When starting the game, it had it localized in French by our good friends at Steam. Understandable, so before switching to my preferred -english- I decided to check it out. The translations do requires some more work. Option menus' UI breaks significantly in 1920x1080 in French, which makes them unreadable. Some options of the Character Creator are not translated (namely the Tatoo and Makeup intensity bars) and the spells... Bane translation was the drop for me. So I switched it off right after character creation. Note that I would have done that in any case and do not wish to have the game translated for myself. (EDIT : Please, don't waste resource on localized voicing. I know the appeal, but having it at your level of perfectionism would just be too much.)
After some considerations, I went for Mephisto' Tiefling and Fiend Warlock. My goal was to follow Sven's advice and look for specifically evil paths to take and see what happens, so going full-devil would be good. Warlock is a class that's "learned-spells" which means choices in leveling up are important, I knew that. The Invocations and features make it versatile, but you better know what you're doing or you're going to end up with regrets in your build -specially given there's no respec so far. Even without access to the Blade Pact (which from experience is a big-time favorite of most people), the class turns out good once you have meat-shields.
EDIT : Note on the Build. Armor of Agathis and the Blessing of the Dark One do not work together at ALL. This would be one of the events in which you could "break" 5th Edition rules and say that "two different effects can stack temporary hit points, but the same effect cannot". So you can't cast Armor of Agathis twice, nor can you have lots of Temp HP by killing everyone, but you can have BOTH effects on yourself, without ... you know, wasting a valuable slot of Armor of Agathis and then killing someone...
During character creation I appreciated seeing the Trickster Cleric, that's a good sub-class pick. I obviously enjoyed the Tiefling subs that were available. The lack of Variant Human was disappointing, given the feats were already part of the game. Given the sheer variety of subraces in 5th Edition and the fact that WoTC is heading towards races being customize-able, I would argue that it would be a good thing for Early Access to go to the extremes in amount of choices, rather than look for only having balanced choices. Trying to balance a D&D experience is, after all, like trying to drown a fish... Not that you shouldn't try to balance, but maybe not on that point. I understand that the bottleneck is visual design of races however, so I'll be happy with what we can get. One example however : You have Goblins and Gnolls designed already, so give us those as an options from Volo's monsterous races.
Some spells are lacking, but really not many ! Given level cap, the biggest ones are Detect Magic, Knock, Enlarge/Reduce and Locate Object, which feel like they would add a lot to the game (damn breakable thieves' tools). Rope Trick being one of my favorite spells, I would argue there's ways to make it happen and would love to see it. The idea is spawning an "Entrance" to a scene where there's nothing and which only player can access. There are more spells missing, but they are less relevant to my mind. Suggestion and Enchantment I consider to be another topic entierly, which I'm sure will be covered.
Starting to playCharacter, check. Awesome cinematics, check. Now to play the damn thing... I wasn't lost when I got to the first room. "Very Lariany.", thought-I. But if you do take the time to look and jump around, a zillion things will already happen to you in that room. I did so... and almost died from hitting a lamp, burned myself from my first misclick, and picked up a brain in a jar by using the "drag shhh from the environment, open inventory, drop" technique from Larian games. Overall, this alone made me very optimistic about the rest of the game. I don't know that everyone will pick up on those things, but you did provide "us Larian fans" with what we wanted from the 5 first minutes I think.
EDIT - Addition: One important thing I need to mention on the negative sides. The Camera is awful. I don't know if my crappy mouse plays a role or not, but still. D:OS 2 was a major improvement in terms of camera, I have not had any issue with it that I can recall, not even in EA. With camera mechanics likely being engine-based, it got me wondering if you had made changes there. It seemed to me than not because let's face it, the two games do look and feel very similar. So this is a "How come?" moment for me. Why no vertical panning ? Maybe terrain is more resource-demanding on this and you need to limit the field of vision for now. I don't know. But with the added "verticality" of the level design (which I love and plan on praising later on) makes for a
lot of issues. I'm talking game-breaking issues. Not that the gaming community's not used to broken cameras, but since you've given me a perfect one before, I'm going to need a perfect one on this too !

The first dialogue, with the Brainy, didn't go as well for me ! Oh the dice, how they failed me already. Died a couple of times by initiating combat (Warlock class doesn't fight well alone), then on the third try I ended up with the only option remaining being to "destroy the brain". So no brainy companion for me. Not a big deal, although I'd make this thing hit a little less strongly. Also, its AI can have issues when starting in the initiative, so I'd probably review this particular combat encounter.
I won't go in details for everything, so let's say the rest of the Nautiloid part went fine, a bit linear but it does the job nicely as a tutorial. Sets up the Gith character fairly well too. Not many "Evil" things to do, so I stuck with getting out ASAP from there. Wouldn't want to play Chaotic Stupid. I did try to do a couple of things right before reaching the Helm, but given they had a Goody feel to them, I didn't insist. Tried to kill a Yellow Intellect Devourer and got a bit frustrated that I couldn't figure it out quickly. The combat encounter in the Helm was good with the added sense of urgency. I'll try to fail it on purpose next time just to see. One thing that could be considered by you AI team would be weighing the "Hostility" of enemies, that way you could have both the Devils and Mind Flayers as enemies, but ensure that they fight each other rather than the player... I feel like such a system would allow you to deal with multiple-party combats in an interesting way.
I'll stop there for now, even though I'm almost done killing the Gobbos and I've reached level 4, I need a minute to turn my ideas into somewhat of a Diary.
Hoping you can get something out of this block of text.
Cheers,
Robin