I have recently completely Beyond Divinity. It was an enjoyable experience although perhaps not quite as fun as Divine Divnity.

I'll start off with the good things. The plot and storyline were great. The use of two characters enabling more strategy than the standard hack and slash was also a big plus. The musical score is again very good. The Divine Divinity musical presentation was good but this was even better.

The quests were generally quite well done although a few seemed to stay permanently on my quest log.

There were a lot of little things that were flawed or done oddly that made things a bit worse than they could have been. Stuff like spelling mistakes, items with names that don't correspond to the item type, set items doing nothing, and even having the death knight's voice change for one little section were kind of minor.

Incorrect displays and very sparse information on skills made it difficult at times to figure out what skills/spells were actually doing.

I was playing through on Hardcore and typically I was levelling too "fast" as once I was through Act I I found myself consistently ahead of the monsters' levels.

The battlefields were really too long and boring. They all had a set of melee/ranged/caster in every dungeon with similar numbers in each dungeon. Randomizing the number and types of monsters would be nice. The dungeons were all comparitively the same size and I felt it would have been fine getting rid of one of the dungeon levels.

However, I like the idea of harder battlefield levels at the end of the game as then you can make the challenge increase and I get to take a stacked character and see what they can do.

Enemy AI wasn't too bad. I only had a few issues, notably archers firing into walls, and spellcasters running in and out of different rooms doing nothing else.

The walking through walls phenomenon, spells going through walls and other fun things with the "transparent" dungeons I must say is not that fun.

I liked learning skills from trainers and books as opposed to divine knowledge from gaining levels like in most other games but unlearning skills for money makes no sense besides meaning one character can do everything and anything.. shooting replay value and making characters able to instantly change for any situation. There are also too many levels for skills and a lot of fairly useless skills.

Poison damage kicking in even when your hit missed was pretty cheesy although monsters did that as well. Most elemental types of damage in the game were pretty low, only melee guys actually did some damage to me.

Shaman spells seem to have a hidden level modifier.. I managed to do 6000+ damage with a level 5 hammer spell which according to my spell description seems a tad out of place. The monster was -100 resist but still. He was 10 levels lower than me at the time. I noticed shaman spells both nature and weather doing damage outside their stated range.

Don't get me wrong, I liked the game quite a bit and I look forward to Divine Divnity 2.