So far the meanest thing I can say about Divinity Original Sin II is that it's a video game version of DnD that is occasionally hurt by not actually having a DM present to be flexible with the party's understanding of what is going on.
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I don't like excessive handholding but I also dislike it when I come across something with no hint whatsoever as to its resolution. I want an inkling of where to go, and then to solve it myself. Divinity sometimes gives you huge waypoint flags and sometimes tells you...nothing
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In D&D, the DM hears what the party understands about the situation and can be flexible with the information offered to make sure the party has enough to go on. Impossible to do that, as far as I know, in video games. So you have to compromise with a few more context clues.
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It's a tough balance to strike and I adore the game anyway and the internet has guides for when we get stuck, which I CANNOT SAY THE SAME FOR when your DM gives you a solvable puzzle and I accidentally try to do it backwards.
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Footnote: I also love that Divinity's elves eat limbs to get information. We have no elves in our party so we're constantly looting severed bits we can do nothing at all with. It's great.
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One more thing: in retrospect I don't think the game intended us to get to this puzzle BEFORE we could see ghosts (teleporting is super broken and it's great!), but it's more an illustration of a problem that has cropped up several times in our adventure.
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