Let's Play Divinity: Original Sin Enhanced Edition Co-op [5] - Wolgraff
Let's Play Divinity: Original Sin Enhanced Edition Co-op [5] - Wolgraff
Today on our jolly co-op romp through Divinity: Original Sin Enhanced Edition, ingeniousclown and I find a new friend called Wolgraff and deal with some cool new trap/environment gameplay. We also enjoy a bit of the combat gameplay that made Divinity: Original Sin so beloved in the first place! Of course, we have to kick our resident southern belle Madora out of the party to make room for this speechless rogue/thief/nefarious dude Wolgraff.
ingeniousclown's channel: https://www.youtube.com/channel/UCB90Sug0snkP1_nAFfHrajA/featured
Last episode of our Divinity: Original Sin Enhanced Edition playthrough, we dug up a lot of graves and gained the rewards of our greed! We also found a strange hole in the ground, and if there's anything adventurers in RPGs are wont to do, it's explore random holes in the ground. Turns out, there's an entire dungeon right below Cyseal. It has a bunch of skeletors including a guy with a flamethrower! Luckily, Divinity: Original sin's environmental interaction based gameplay allows us to dispatch these foes without issue.
Also in the dungeon is Wolgraff, the NPC companion/follower of the thief/rogue/scoundrel persuasion. Wolgraff is a mute, meaning he can't talk, but somehow Larian decided that full voice acting in Divinity: Original Sin Enhanced Edition mean that even Wolfgraff gets voice-acting. Of course, the voice over is for the narration of his actions rather than his own speech. It's like Dvinity: Original Sin Enhanced Edition is telling us a story. Oh god, Zix Zax no, stop! Sorry I get horrifying flashbacks to our first visit to the End of Time in this LP, with ZixZax going on for hours (it felt like hours) about stuff I don't care about.
Anyway, we discover multiple entrances to the dungeon, which is always a bonus. Divinity: Original Sin is quite different from a gameplay like Skyrim where all the dungeons are either straight lines or giant loops. One of the exits leads to a trapped cellar underneath a blacksmith's forge. There are a bajillion fire traps that don't actually deal a lot of damage, but it's a cool opportunity to take a loot at the noncombat gameplay of Divinity: Original Sin and its enhanced edition. Whether or not you play in co-op like we do, you can use the teleporter pyramids in a lot of clever ways to get around the traps.
One of the exits put us out to an area that was visible from outside, but inaccessible. To get out, I ended up using the teleport spell on ingeniousclown's character, had him attach our hirelings to me, and then I teleported all of us to where he was using the pyramid. This probably saved us a little time, but more importantly is was just really freaking cool. I don't want to say it's emergent gameplay or something like that, but it's nice to see a game where the gameplay involves around giving you tools and situations and lets you figure out any of the possible solution paths on your own. Divinity: Original Sin's gameplay-- be it co-op or single player-- constrains you as little as possible, and still puts you into complex situations where multiple valid answers can arise.
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