Though this review is generally positive, I found this paragraph entertaining: is is supposed to be a complaint, I imagine, but for me it’s part of why the game is so GOOD:

Unfortunately, Divinity: Original Sin doesn’t make this system clear to players at either the macro or the micro level. Normal RPG behavior suggests that if players receive a quest—without a giant skull icon or other “high-level” warning—then they should be capable of completing that quest immediately. Instead, I spent hours trying to win fights slightly above my level to realize that this wasn’t normal or even expected yet.

Good. That’s exactly the kind of game I (and many others) want to play – don’t mistake your own personal frustrations with the game as design flaws. It’s also the kind of game we were promised, so I’m not sure why anyone would be surprised. Sometimes you’ll get completely curb-stomped, but that’s exactly how it should be – that’s the “polite” way the game is telling you go somewhere else for awhile. We’ve become too use to games holding our hands and telling us explicitly what we can and can’t do and where we can’t and can’t go; I’ve longed for a game that says “go where you want and do what you want, but you might end up making some stupid decisions.” If you think Divinity is bad, apparently you’ve never played an old Ultima game – having a quest log is a luxury compared to amazing games like Ultima 7.