Let's Play | Divinity: Original Sin

Belgium kickstarts an Americanized prequel of their existing franchise. This can only end well.




PC - RPG, 1920x1200, 30FPS, 8-10bit

Co-op with: Hunter_Killers (aka UntamedLoli)

Seg 1 encoded at 2014-11-13 15:42:15

  • With over 100 hours logged into the game, I was presented with a run that would feature an exorbitant amount of grind, idling, and general confusion typical of RPG's and co-op experiences. For the sake of viewer sanity I have taken the liberty of cutting as much of this down as possible, using both cuts and timelapses when appropriate. As the videos go on I become more aggressive with combat timelapsing as I just assume the viewer can follow it by that point, making fights a somewhat camera thrashy scatstorm, opting to preserve only relevant conversation. I never cut actual content, however, so there is still an enormous amount of unvoiced dialogue and repetitive fights. Despite this I feel the run is highly entertaining for those with the patience to sit through it. The workload for this run exceeds multiple combined runs of similar length (e.g. the souls games) by many, many fold and accounts for weeks of manhours. The main regret I have about this whole thing is I didn't really establish a real doctrine for how to handle edits, so they are a little random at times and may be a bit confusing for some viewers.
  • I try to catch as much dialogue on camera as possible, even if it's just the combat log, but I often tend to relegate the reading and managing things to HKS in such games as I quickly lose interest. It takes me a little while to realize you can actually evesdrop conversations in this game. Just remember you can always pause and read if some stuff goes by too fast (especially during the first few segments).
  • Stutters, stalls, and hangs are almost 100% going to be the game and not the video. The game has extreme performance issues. If you have no other issues with videos, it isn't your end.
  • While I tried to keep the audio somewhat consistent, Vegas' stock compression options are far less useful than programs 15 years older than it, and the recordings span well over a year in length - maintaing balance across everything was a true challenge. During some portions I just manually rebalance audio. Some of my yells are probably going to be rather loud if you have your volume elevated.
  • I used aggressive encode settings to keep mindful of the overall length, girth, and firmness to size ratio of the project. Unfortunately, a lot of environmental effects play havoc with compression. Fortunately, my elevated motion estimation prevents major degradation even in the worst cases. The project transitions from 8 bit to 10 bit part-way through, as well as utilizing the correct color matrix, and these markedly helped the quality for no cost except encode time in my tests.
  • With all of this in mind, this run underwent a dual verification phase with the assistance of Dr.Schwa to ensure clarity and functionality of all segments.


Segment 1

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1:49:7 hours, x264/AAC



Segment 2

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2:36:45 hours, x264/AAC



Segment 3

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Segment 8

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Segment 10

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2:9:34 hours, x264/AAC

0:40:05 to 0:40:52 is missing video due to vegas bug


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Segment 12

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Segment 15

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Segment 21

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2:48:36 hours, x264/AAC



Segment 22

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Segment 23

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Segment 24

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2:48:7 hours, x264/AAC



Segment 25

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2:45:49 hours, x264/AAC

I manage to crunch 2 hours of being lost and confused into an admirably short amount of video. By this point I was very accustomed to making such bust reduction possible.


Segment 26

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2:55:21 hours, x264/AAC



Segment 27

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0:45:44 minutes, x264/AAC






Download - 76Mb MP3