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Humbaba Reviews Baldur's Gate 3

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Humbaba
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Joined: Jun 2, '23
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Humbaba Reviews Baldur's Gate 3

Post by Humbaba »

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Baldur's Gate 3 is the biggest rpg of the decade and one of the most successful of all time, for better or for worse. Personally, when I heard that Larian were gonna be the ones making it, I was extremely sceptical and didn't look forward to its release at all. Eventually, I still played it, however, just to see what the fuss was about. Now that patch 8 has released and the game is in its final form, it is only fair to review it at this stage and replay it. This particular playthrough was done while using @orinEsque's highly influential and controversial "No Alphabets" mod removing homosexual ideology from the game and @loregamer and @Silver's "Realms Restored" mod, both hosted EXCLUSIVELY here on rpghq. No Alphabets is thoroughly recommended, basically mandatory, while Realms Restored contains too many subjective changes to too many NPCs for my liking, so use at your own risk. Anyway, big thanks to them!

Since I don't think this game needs any further introduction, let's dive straight in and see if it has deserved all its praise. Full spoilers ahead.

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aaaaaaAAAAAAAAAAAAAaaaaaaaagh.

Chargen

Let's start right at the beginning. Like any good rpg, you first have to create a character. You can also forgo this and choose a Larian brand "origin" character that is premade. They also double as your companions, should you choose none of them. If you do that, you're left to choose between a blank slate (not recommended) and the Dark Urge, who is technically also an origin character but won't show up if you don't choose him or her. Dark Urge is widely considered to be the intended way of playing and you only gain content by picking him, so going Durge for your first playthrough is highly recommended. In fact, several things suggest that Dark Urge was just gonna be the default background for everybody but that was changed during EA because people whined about their character being a psycho.

If you've been in a coma ever since you first beat Baldur's Gate 2 on release, you'll be shocked to learn that DnD is in its 5th edition now and it differs greatly from 2nd ed. ADnD. Race selection is mostly the same, with the addition of Tieflings and Githyanki. Classes have subclasses now that you can choose once you hit level 3. Your selection of class also comes with some reactivity, giving you exclusive dialogue options at various point in the game. 5th edition in many ways is a lot more simplified compared to 2nd but I can't tell you that one is strictly better or worse than the other. I like the 5th edition ruleset and think it's alright, which is the same I could say for 2nd edition. Your mileage may wary but I don't think the ruleset is going to be a dealbreaker for anybody.

There's enough depth here for any regular buildfag, the way I see it. Mages do feel a lot weaker than they did back in 2nd ed. but to make up for that, playing a bard is great fun, gives you many unique dialogue checks and actually let's you play some music. 5th ed. has a very boring selection of feats though, with some of them being absolute must takes, greatly reducing build variety. You always take great weapon mastery, sharpshooter, war caster etc. and then you're left with some niche choices or plain old ability score improvement. I wouldn't much recommend ASI though, as controversial as that may be. There's tons of spells, gear and potions that increase your stats, should you need that, there's little point in wasting a feat on it.

A change that I liked a lot is that more spells remain viable for much longer when compared to 2nd ed. Things like Sleep, Hold Person or Fear fell off extremely hard past the early game back in the day but in 5th ed. those remain useful until the end. This does not distract from the fact that martial classes are the undeniable kings of 5th ed. You can go through the entire game without a wizard, most likely even without a cleric but you absolutely cannot do without a fighter, barbarian or monk without completely handicapping yourself for no reason. Same goes for rogues. Traps are nowhere near as lethal as they used to be in previous titles and most doors and chests can just be smashed open with no penalty. Those that can't, usually have keys nearby that open them.

That's not to say that a well built rogue cannot deal some absurdly high sneak attack damage. I personally went for a multiclassed fighter/rogue this time, prioritizing increasing my crit chances via the reduction the champion subclass gets at level 3 and all sorts of items that also increase crit chance. I also chose the assassin subclass. This resulted in a build that can deal well over a hundred damage on a critical sneak attack with the Bhaalist murder aura active and can stay invisible permanently by chaining one shot kills together round after round while wearing the Deathstalker Mantle. Good build, greatly enjoyed instakilling Minsc in the first round after all that big talk he'd been talking. Being able to consistently deal massive burst damage with high accuracy made Tactician difficulty a breeze, with only a few encounters here and there that gave me trouble.

Alignments and racial stat bonuses have since been deemed by the High Committee for Totalitarian Social Justice at WotC to be politically inconvenient and removed. Horrific ethical implications aside, I don't care much about their removal and I caught myself being bothered about it a grand total of zero times. Others may think different, but for me it's a minor thing at best.

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Have you heard of the high elves?

On the cosmetic front, the character creator is quite in-depth and you'll have great fun customizing your guy or gal. A rarity for isometric rpgs, you actually get to see your character close up, a ton of times even, meaning that the way your toon looks actually matters somewhat. Once you're done with creating your character, the game will have you make a "Guardian", which is where we come to BG3's first missstep, albeit a minor one. This game is in many ways unfinished and whatever they were going for with the Guardian was left on the cutting room floor.

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There he is, 47 himself.

Your Guardian's appearance has no bearing on anything so go nuts. Once you're done with that, it's off to

Act 1

Going with Dark Urge, you wake up with amnesia aboard a nautiloid, a spelljammer ship used by Illithids. You've got one of their tadpoles in your brain, which is bad because that means that you'll become a Mindflayer sooner or later. With a worm in your head and no memories, you're off to wander around the ship that's been attacked by Githyanki terrorists moments earlier and now you're stuck in Hell.

What sounds like an exciting start is BG3's second missstep. The tutorial area is boring, especially when compared to the masterclass that is the Irenicus dungeon from BG2. While it does a decent job of tutorializing essential mechanics, it does little in the way of grabbing your attention and serves as a terrible plot hook. The amnesia premise is old and played out and extremely impersonal. I am of the opinion that it is vital that a game's plot revolve around the player and not any sort of condition, circumstance or setting. Simply put, someone needs to come and shit on the protagonists couch. BG1 understood that, BG2 refined that but BG3 has regressed to a state even unworthy of the first entry in the series. I am walking around an uninteresting burning wreckage that amounts to a series of round rooms linked together by "sphincters".

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More like whoever designed this tutorial will meet MY malice.

While running around the crashing Nautiloid, you come across your very first companion, Lae'zel, and your very second companion, Shadowheart. Which leads me to

Tangent #1: Companions

Before you get your hopes up, let me tell you that this games' companions are bad. Their dialogue is well written and they're voiced and animated very well but they are boring and a serious step down from the previous two entries in the series. First of all, there's a grand total of 10 companions and four of those you may never have in your party. Not like you're missing out on much. Compare this to BG2's 16 for instance.

This reduction in companions could be excused, if the quality of the companions compensated for it. Sadly, it doesn't. You get exactly one single rogue, one single cleric, one single wizard, a warlock (subpar gimmick class), one single fighter and a barbarian (fighter with less money for clothes). In addition, party size has been cut from six to four for no discernable reason. One slot is taken up by the PC, the second by Shadowheart unless the PC is already a healer, leaving you with only two slots to experiment with. Party composition is extremely limited, which also limits the ways in which you can approach individual combat encounters. Since the combat is arguably the game's main draw, this is quite a drawback. Yes, you can freely respec everybody to be any class, if you want to have your immersion obliterated and make up some headcanon why Shadowheart is now a bard. A class is part of a PC's or NPC's character and should not be treated like a job you can switch at any moment.

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Yeah, you and everyone else apparently. Boy, what a coincidence huh.

Aside from a lack of mechanical room to play with, from a narrative perspective, the companions suck as well. You have Lae'zel, who is an extremely one note riff on a Klingon that never evolves, Shadowheart, who is actually alright but suffers heavily from "Tragic Backstory Syndrome", Wyll, who is an unlikable smarmy, self righteous yet somehow bland hypocrite and also suffers from TBS, Astarion, who is a gay vampire that never evolves and the game tries to make us feel sorry for in the last few seconds of his companion quest and Karlach, girlboss extraordinaire with the heaviest case of TBS yet. And let's not forget Gale, who is what every redditor thinks they're like, that's to say unbearably smug yet somehow likeable. I could go through each of their companion quests one by one to further illustrate my point but I think that'd be beyond the scope of this obscure review on an obscure website no one's ever heard of so I'll just leave it at that. It bears special mentioning that Wyll got entirely reworked (read: ruined) between Early Access and the final release, with the Wyll we got, not resembling the original vision at all. Mercifully, the game provides you with tons of excuses to get rid of your companions, so there's that I suppose.

I should speak on how outdated the structure of their quests are, because they follow the bog standard "1 phase per act" blueprint that feels about as organic as Chinese, hormone filled chicken tenders. My, how convenient it is that in every act, every one of my companions discovers something about whatever it is that's bothering them and I'm right there with a free slot in my schedule to help them with that. This sort of structure was outdated back when BG2 came out and has been thoroughly proven to be unnecessary by contemporary rpgs like Wrath of the Righteous, which handled this way better. There is no excuse for a game with about 10 times the budget and resources to fumble this bit. The devs also expect you to manually interrogate them about their background at camp instead of having most of this come up naturally throughout the course of the game. Maybe if they were more interesting, I would've sat through all that dialogue but as it stands, I can't be bothered.

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And then you don't do that and there's no substantial consequence for ol Weal. Ah well, best forget about this questline until act 2 rolls along.

The game's premise also feels the need to contrive a reason for everybody having been on the same nautiloid and be infected with a tadpole. How exactly does this timeline look? Let's take Wyll for example: somehow, he's on the ship the same time as the player, crashes at the same time, but somehow gets to the grove first and establishes himself for enough time to become something of a member of the community and trusted enough to go and train Tiefling kids. As coincidence would have it, Karlach, the woman he'd been hunting, was on the ship as well. But they somehow never met at the crash site and Karlach had enough time to get into a tussle with a group of fake paladins and end up a long way from the crash site. Talk about coincidences. If enough time has elapsed for several crash survivors to go their own way, then how long were I and Shadowheart knocked out on the beach for? How long has Lae'zel been trapped in the cage by the time we find her? How come that Astarion is still just hanging around the crash site, instead of having left about the same time the others did? Why is he hanging around there in the first place? What's his plan? To just stand around and hopefully ambush someone for no reason? This all seems extremely implausible if I'm being quite honest. There was no need to have EVERYONE infected you know, the others except for the PC, Shadowheart and Lae'zel could've come along for other reasons.

Anyway

Once the ship crashlands on a Larian brand beach, you're left to wander around a beautifully made and absolutely huge map, very similar to a BG1 style map. That's to say that exploration is very much free form, giving you the opportunity to stumble into random little side adventures. This is exciting and good, glad to see that at least one lesson was learned from the previous games. The environments are highly interactive and have an imsim-like quality to them, giving you the opportunity to move boxes around and such. Many of these interactions remain superfluous though mechanically speaking but it does help make the world feel believable and alive. One path leads you to a grove of druids, where a bunch of Tiefling refugees have holed up in and that is getting attacked by goblins by the time you get there.

This gives you a first real taste of BG3's combat outside of the laughably simple tutorial encounters. Combat is turn based and thus can drag on for quite a while. Fortunately, however, combat is extremely good and easily the game's strongest point. It features free form movement, without any gamy nuCom style grid. While I was initially apprehensive about the simplified 5e rule system, I found it to have quite a bit of depth and had great fun with in in total. The excellent enemy and encounter design contributed heavily to my enjoyment. There are no random encounters and no trash mobs. Every encounter is tailor made and features one or more unique configurations, not to say gimmicks, giving each of them a puzzle-like quality, the likes of which you don't generally see in an rpg. Great use is made of the terrain, a good amount of verticality and sightlines (relevant to stealth plays). Due to the high interactivity of the environments, you're free to toss explosive barrels at the enemy at your discretion. You can even place them right in front of their noses before you set them off, proving that interactivity =/reactivity. Quite honestly, Larian missed their calling as a developer of turn based tactical games.

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Now THIS is adventuring.

Once you've done away with Les Gobelins, you're let into the grove, where you find out that the druids are alt-right mega chuds who HATE the Tiefling refugees because they're RACIST and want them gone. The Tiefugees don't wanna leave, because there's more hostile gooblens on the road that'll kill them on sight. Zevlor, the Tiefling leader wants you to go kill the Gobleaders, Kagha, girlboss of the druids, wants you to just kick the Tieflings out. This is a very classica dyadic quest dynamic. Do you side with the Tieflings or the druids? What do you stand to gain? What do you stand to lose? What do you care anyway? Those are questions I *would* be asking, if Larian didn't completely fumble this absolute layup of a setup. This brings me to

Tangent #2: Quest Design and General Structure

You cannot side with the druids. You read that right. You CANNOT side with the other side in this two-sides quest. This is something that should bother any rpg veteran. If you are yourself a druid and wanna roleplay as a hardline druid nationalist (or something idk) then I'm sorry to say that you have no opportunity to act accordingly. How they missed this is beyond me.

Quest design is all around a bit bad. While you cannot side with the druids, who have somewhat legitimate grievances, you can side with the goblins, who serve a new god called The Absolute (preposterously stupid name) and are part of the Mindflayer cult that's infected you. That's right, you can side with your enemy and help them achieve the victory that would most certainly doom you. Why? Not sure. The game never gives you a good reason for doing so. I think most people would just stumble into this quest branch.

These sorts of questionable choices extend to many other questlines in the game that are too many to list, but it all ties into how BG3 has a massive problem structuring and pacing itself. For example, while running around the wilds, you may come across a temple, where you find some zombie named Withers. Withers is a plot critical NPC, thus unkillable and provides you with the important ability to resurrect companions and hire "Hirelings" to fill out your roster, should you need them. He is also entirely missable. That's correct. Should you never come across him in the temple, then he'll just eventually show up at your camp with no explanation. Why did they do this? This could've been easily avoided by making his discovery part of a mandatory tutorial section. To me, this is indicative of a severe lack of structural planning that plagues the game in many other places as well.

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Wow, Withers, that's a real headscratcher, I'll get back to you about that when it becomes relevant (it never does).

One notable exception to the general subpar quality of quests are the one involving Auntie Ethel, a fantastically executed concept of a hag and recurring villain, who really should've played a bigger role and upstages even the main villains and the Dark Urge's personal quest. While I did say that the amnesiac angle was sorta boring, the buildup and payoff in Durge's quest is actually pretty great. Why? First of all, you get a butler, Sceleritas Fell, easily the best animated, written and voiced character in the entire game and a cool callback to Cespenar, who was your butler in Throne of Bhaal. He provides a much needed amount of levity and comedic relief in an otherwise rather grim storyline. Just in case you don't know, the eponymous Dark Urge refers to your character's psychotic need to kill and having to fight intrusive thoughts about murdering people.

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Reintroducing WHAT

This sounds very messed up and to the game's credit it does absolutely not mess around, though much of the gruesome details are exaggerated to the point of black comedy. We've had similar amnesiac storylines before, most notably in Planescape but while in that game, the assholish ways of your past were and felt far removed, BG3 makes certain that you're confronted by your sick nature regularly. The game has you involuntarily butcher a character early on, just so you get an idea what you're dealing with.This is a crucial and very effective moment in the questline, because from that point on, there's no denying that you, yes YOU, are a vile murderer and you cannot really hide behind the amnesia excuse anymore. If you weren't a killer before, you're one now and now you have to deal with that. This is a genuinely brave piece of writing most games would shy away from.

So About Those Goblins

Whether or not you decide to join the goblins and the destroy the grove for no reason, you eventually get to Goblin HQ, Subsidiary of Absolute Inc., which is a big playground. The game loves to give you those playgrounds, where you can mess around and engineer a solution to whatever problem you're faced with. Where BG3 stumbles in matters of quest design, it does a lot better in giving you things to do and a variety of options to approach things. There's tons of different ways to even enter Goblin HQ and hidden pathways in an out of it, some of which even lead you to some useful loot. Once inside, you can decide to start combat in the courtyard immediately, or just act like you're part of the team and then enter the inner sanctum. There, you'll meet the three goblin leaders, which you can either kill, lead to the grove or even completely ignore and just head towards story progression via a hidden ladder to the Underdark.

Again, this freedom of choice is pretty great, however, there are some caveats. For one, the game misses yet another layup by giving you no non-combat option to get rid of the goblin leaders, though this would've been a prime opportunity for it. Only one of them can be taking out non-conventionally and that's only when you fail multiple skill checks. The other two, you're either forced to fight, ignore or (temporarily) side with. What's more, if you do start combat, involving about a dozen of combatants, the rest of the HQ does not care and will acknowledge none of it. This feels incredibly weird and internally inconsistent and makes me wonder if they thought any of this part of the game through. The other thing is that, while you are given the option of ignoring all of this, there is absolutely no benefit to doing so. In fact, you miss out on tons of content, experience and equipment that way. I suppose it's still nice that the option is there in the first place, even if it makes no sense to take it and stacking a bunch of explosive barrels around Dror Ragzlin and pushing Minthara down a hole is very funny, I'll not deny that.

So you fight the goblins, probably make a quick detour to the Githyanki Crèche that you believe has the cure for your tadpole problem in it and head to

Act 2

We're in the Underdark fellas, technically still in act 1 but it feels like act 2 at any rate. Let's call it act 1.5. You can also skip the Underdark by going through the mountain pass and a highly obnoxious combat encounter but I don't recommend that personally. The Underdark is filled with cool loot and even some interesting locations.

While down beneath the earth, veterans of the series will notice how bland everything looks. Once more, the game has you wandering about the wilderness, except this time it's a bit dim and there's mushrooms instead of trees. The Underdark is supposed to be this utterly alien and incredibly dangerous environment, something that was conveyed very well in BG2 over two decades ago. BG3's Underdark just feels like any old cave that also has roads for some reason. No cool city to explore, no beholder caves to raid. In fact, there's only one single beholder and that one's just a Spectator. It all feels like something that by all rights should've turned out much better.

Instead of a Drow city, you get mushroom fields, glowing trees and even something resembling a dungeon in the Arcane Tower. I said "resembling" because

Tangent #3: This Game Has No Dungeons!

You read that right. The Dungeons and Dragons game has no dungeons. I'm sure the developers thought they were dungeons but rest assured, they're not dungeons. At best, they're the dungeon equivalent of an elevator pitch. "Goblin Fortress", "Wizard Tower", "Vampire Mansion" etc.; concepts that were hardly realized beyond a token effort.

This is frankly inexcusable and disqualifies BG3 from any conversation about the best rpgs of all time if you ask me. Older and contemporary rpgs blow this multimillion, high profile production out of the water without much contest. Larian may understand how to build a playground but has no idea how to build a theme park.

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The robot lives in the drain pipe, who knew?

Let's take the Arcane Tower for instance. All the ingredients for a dungeon are there: set up, background lore, puzzles and exploration. However, they are implement so incredibly sparsely that it feels like when you're promised a half pound filet mignon and get handed some meatloaf instead. Yeah, both are made of meat and and about equally as filling but it's not quite the same is it? All the pieces for a memorable dungeon were in place, but Larian never bothered to put them together.

An exception to this is the Grymforge, which feels like a mix between a traditional dungeon and a BG3 brand playground. There's tons of lore to uncover, loot to get, people to interact with and quests to solve, all culminating in a cool and memorable boss and big battle encounter. The Duergar are delightful dickheads, the forge strange and interesting to explore and the adamantine forge is a fantastic reward for uncovering the place's secrets. I wish there were more places like this, it's a rather short detour and it's the game's best dungeon.

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Pulling implausible crap like this is one of the game's best features, ya ask me.

On To The Shadowlands

After you're done with that, you can either progress via a passage in the Grymforge or you can return to the previously mentioned mountain pass. The first drops you off at a patrol of Harpers getting attacked by spooky shadow creatures, the second gets you an escorted tour straight to Tilted Moonrise Towers, which is where the bad guys are holed up in. Meanwhile, the first path leads you to Last Light Inn, which is where the good guys are holed up in. Both beginnings to act 2, while very different and both offering great variety, converge rather quickly and are mostly the same past the initial divergence. The Moonrise Towers start is especially recommended for Durge, because it gives some great opportunities for learning more about your mysterious past. Aside from this, I almost prefer that start from a story telling perspective, because it gives you an effective introduction to this act's main villain, Ketheric Thorm.

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:smug:

This introduction is not absent, when you choose the other route but it does come later, when really such a scene must come as early as possible. That is a big shame and I'd even say that that's another one of Larian's misssteps. Going through Last Light first gives you nothing but flavor text (some of which you can even find earlier in act 1) and heaping loads of telling and not showing. This could've been easily avoided by having the introductory section be the same, regardless which way you came and then instead have the rest of the act diverge from that point on, instead of the other way around. This is another case of the game being somewhat badly structured.

Moonrise Towers is a cool area. The prison in the basement is yet another great playground, where you have the option to bust out a group of deep gnome terrorists, where you're extremely free to approach this issue. I'd even say, you're a bit too free, to the point of some of the more non-conventional solutions feeling janky. The "traditional" way, let's call it, has you toss the gnomes a hammer, whereafter they break out, alerting the guards and initiating combat.

You will inevitably find Last Light inn by exploring the map normally, where you will meet returning champion and immortal hagboss Jaheira. How, when and where she ended up here or what she's been up to sinceThrone of Bhaal I'm sure is written somewhere but I don't care. What I care more about is how, when and where she got nerfed into the ground. Last time I saw her, she was an epic level mega druid, powerful enough to slaughter armies and contend with dragons and demigods. And since when is her signature fighting style dual scimitars? That's Drizzt's brand. I suppose that's just something we're supposed to let go. BG3 is a reboot, not a sequel in some ways.

Whereas visually act 2 is extremely dull (it was an extremely stupid choice to have a dimly lit area followed by ANOTHER dimly lit area), narratively, it has a lot to offer. In Last Light, you'll witness first hand some nice CnC. If you saved the Tieflings in the grove, some of em will be there. If you busted the gnomes outta jail, they'll be there as well. Found the ox? You bet he made it too. You'll also encounter very well made Talk-no-Jutsu minibosses throughout the map, the children of General Thorm, and they're actually extremely well done, easily some of the best examples of Talk-no-Jutsu done right.

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*sitcom laugh track*

Instead of just succeeding a single speech/persuasion/deception/intimidation check, you either have to pass several in a row or are presented with several other options relating to many other skills or even your class. In so doing, the devs have successfully avoided the trap of making CHA builds easy mode, a sickness that has plagued the rpg genre ever since Fallout. The Thorms sadly remain the only examples of their kind and I honestly don't see why this philosophy of boss design couldn't have been extended to all bosses. Granted, many other encounters can be at least skipped if you find a certain item for example, rewarding you for thorough exploration, like with Bernard or Ketheric Thorm himself, which I also like a lot.

Last Light can serves as your base of operations, should you choose to play this way. If you are Durge though then you get a very heavy incentive to slaughter the entire place. That's right, I told you they didn't mess around. Through either your own intuition or some additional prodding by Murderbutler, you're pointed in the direction of killing Isobel, the Selunite cleric keeping the Shadowcurse plaguing the land from devouring all life within it. Strategically, this is stupid, morally it's completely reprehensible. But if you do it, you'll get the ability to transform into the returning champion and four armed blender that is the Slayer.

The Slayer is otherwise unavailable until near the very end of the game, making the mass murder definitely worth it, if you're going for an evil Durge run anyway. I don't think I've ever seen a game reward the player for doing something this Stupid Evil. Turns out, more games should do that because boy is it fun to just see how messed up you can make things and get away with it. This point, sadly, also highlights how badly the companions are realized, because by all accounts, after this they should all run screaming in the other direction or put you down themselves. They'll voice their discontent if you talk to them about it, but that's the extent of it. It's not like you're the chosen one who has to be kept alive at all costs. I for one would've found it extremely interesting to be given the Slayer form but as a trade off be forced into a solo playthrough from that point forward. I suppose that would've been a bit difficult to balance the game around though but you know, Wrathfinder did it, just saying.

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Now Jaheira can yuck it up with Khalid IN HELL AAAAHAHAHAHA!

Whatever you do, you're gonna learn that Ketheric Thorm is immortal, because he's got an Aasimar chained up in the Shadowfell named Sir Aelen, who is a MAN and has never been anything other than a MAN and most definitely NOT a lesbian woman! Small point of contention here, Aelen is definitely not an Aasimar and it's something the devs most certainly got mixed up and the millions of playtesters never questioned. He is clearly an Outsider aligned with his mom Selune, a Deva or something like it. Even the bg3wiki acknowledges this.

Anyway, to get to him you have to go through the Gauntlet of Shar, which a lost Sharran temple. It is also by consensus a terrible excuse for a dungeon and I am inclined to very much agree. The sidequest involving Yurgir, a trapped Orthon, is a lot more fun to do than anything else. What is this "anything else"? A series of three """"""puzzles"""""" that are boring the first time you do em and even more so on any repeat playthroughs. The devs must've known that they had phoned it in on this one because the final door blocking progression can be opened by a Knock spell and all of the puzzles skipped entirely. This is an hilarious oversight on Shar's part.

Once the door's been opened you jump straight into the Shadowfell and fight Balthazar, a disgustingly fat Necromancer. If you're a highly intelligent genius like me though, then you'll have killed him already in the Gauntlet and avoided having to do an annoying boss fight. Again, nice nonlinear choice. One way or another, you'll be faced with Aelen, the Nightsong, as he's called by his fans and can free him from his prison, removing Ketheric Thorm's immortality. If Shadowheart is with you (which she will be in 90% of all cases I think), she'll want to kill him in order to become Shar's chosen. She can be talked out of it or into it. I personally recommend doing it, because you get tons of cool gear and abilities if you do. If you don't, Shadowheart becomes a Selunite and Aelen joins you in the fight against Ketheric Thorm.

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"NOOOO WHAT ARE YOU DOING I'M THE ENTIRE POINT OF THIS MOD ORIN PUT SO MUCH EFFORT INTO ME -ACK"

You can also hand the Nightsong over to Balthazar, earning you an audience with Ketheric himself. He'll throw you in jail though if you do, after which you'll have to kill him. If you don't, then you'll have to storm Moonrise Tower and then kill him. If you haven't been a bloodthirsty moron, then you'll get Jaheira and her Harpers to conduct a full frontal assault, during which most of them will die but draw enough fire for your party to eventually win the encounter. If they're all dead, you're on your own. I much prefer this option personally, because figuring out how to infiltrate, not storm the tower, not only spares you the agony of sitting through an hour long battle involving about two dozen combatants but it's also more fun and unconventional. What I did for example, was hop over on the docks, throw the guards in the water and then fly up the tower using a potion of flight thrown strategically at the party's feet. This is CnC at its absolute finest, which act 2 is already full of. It's easily the best of all acts.

Atop the Tower you'll find Ketheric and yet more CnC. Having sided with neither the Harpers, nor the Nightsong, nor Balthazar, you'll have to fight him along with his cronies, including a 250 hp drider, that's a pain to hit, gives a huge AoE debuff to your AC and hits like your drunk stepdad. If you sold out the Nightsong, the fight is skipped but you're sent to jail, like I said earlier, and if you freed him he'll fight with you, turning out to be the single best meat shield ever, because he's immortal, won't stay dead and Ketheric tends to aggro on him most of the time. Without that, You'll feel the full brunt of the drider and Ketheric, who is himself incredibly unfun to fight, having a preposterously high AC and virtual immunity to most important debuffs. This fight was hard and was the game's way of punishing me for being Stupid Evil earlier. BG3 giveth and BG3 taketh away.

Thankfully you don't actually have to kill Ketheric Thorm but have to reduce him to about 30% health, whereafter he flees into the Mindflayer colony that's been there the entire time. If you're Durge, you'll find out that you were originally dumped there, before you were shipped off on the nautiloid. Sadly, the game doesn't give you the opportunity to ask Ketheric for more info, seeing as he clearly knows who Durge is. Not like he'd tell you anything but not having the option feels a bit inorganic in that moment. The Mindflayer colony is yet another "dungeon" but fails where all the others fail as well, I won't harp on about it any longer, I think I've made my point.

At the end, you'll discover that Ketheric isn't actually the game's main villain, as you may have been thinking up to this point. It turns out that he's a Paladin of Myrkul, his chosen even, and has enslaved an Elder Brain along with the chosen of the other members of the Dead Three, Orin (no relation to our Orin) and Turkish bastard Lord Enver Gortaş, representing Bhaal and Bane respectively.

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God, I wish that was me.

Together, the three stooges cooked up a plan to hijack an Elder Brain and build an army full of potential mindflayers controlled via proxy, with the stated final goal being Lord Gort ruling Baldur's Gate and later the world. Ketheric is to launch a false flag attack on the city, Orin to commit acts of terrorism within it and Enver Pasha ultimately stops it all, becoming a hero and getting to be the city's mayor forever. They've also kidnapped Duke Ravengard and mind controlled him so he can make it official. The cult of the Absolute is just a front for the whole operation.

Tangent #4: This Plot Makes Absolutely (heh) No Sense

It really, really doesn't. Let's just begin with the motivation of the antagonists. Even better, let's start with the motivation of the gods they serve. Bane, Bhaal and Myrkul once agreed to split up the portfolio of Jergal, who is now dead (or so we think!). Bane got tyranny, ambition etc., Bhaal got MURDER and Myrkul became god of death. Bhaal specifically explained his choice thus:

"I choose death...I can destroy your kingdom, Bane, by murdering your subjects, and I can starve your kingdom, Myrkul, by staying my hand."

Keep this quote in mind. Why Bane's on board with he plan is rather obvious, he's supporting and funding some guy's megalomaniacal quest for power. Bhaal may as well be on board, since there'll be murder involved. Why, though, is Myrkul participating? He stands to gain nothing from any of it, people will die regardless of what he does. Ketheric will tell you that Myrkul expects him to take over the cult and betray his two allies but to what end is never explained and I couldn't imagine a single good reason. The god of death has no need of any intricate plots in order for people to die, does he? What's he gonna do with the cult?

Let's accept that all three stand to gain something, just for the sake of argument, and say, they all came together and chose their chosen so they could conquer Baldur's Gate, the world or whatever. There is no need to go through the trouble of hijacking an Elder Brain in order to execute the exact same plan. None. Need an army? Have Ketheric raise some zombies. I'm sure Myrkul can spare the odd death knight or two. Bhaal's involvement does not hinge on any tadpoling whatsoever and I couldn't imagine Bane having need of illithid mind control powers.

You'll learn that Mindflayers are in fact soulless, thus robbing gods of their worshippers and power. Having gods behind a plot to turn people into Mindflayers does raise some questions in-game. Bane will, in a semi-hidden dialogue, explain that they're doing the Mindflayer thing to stick it to the other gods. But Bane, you ARE a god yourself and you are also losing potential and actual followers. "You don't spread fear by tending your fields but by burning your enemy's". Um, MORON you are burning YOUR fields too! It's official, Bane does it to own the libs. Amazing.

You'll also later learn that the whole thing was Bhaal's idea. He wants to eradicate all life. When did annihilation become part of portfolio? Remember the quote from earlier? By killing everybody, he just gives up his role as the great balancer between Bane and Myrkul and decides to give Myrkul all the dead he wants. Again, why? And why did he need the help of the others to do this? His chosen alone could enslave the Elder Brain and build a Mindflayer army of his own. No need for this complicated cult front and 4d chess involving the conquest of Baldur's Gate, if just killing people was the endgame.

The Dead Three, aside from Bane, should have anything to do with this. Myrkul gets his dead no matter what he does, has no use for a weird tadpole cult and Bhaal has his followers commit murder fine as is. And even if the three all agreed on this hairbrained scheme, then there still would be no need to rope Mindflayers into this. This plot is complete garbage. Any fan fiction writer could've done better.

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Murder Rapunzel, J. Jonah Jameson Jr. and some Turk united in their quest for world domination.

Why is Ketheric going along with any of this anyway? He only came to worship Myrkul in order to revive his dead daughter, which he did. She wants nothing to do with him but his main goal seems to and should be getting her back. He tries to kidnap her too. That's where his motivation should start and end. Did Myrkul command him to join up? If so, why? As established earlier, Myrkul also has no real reason to get involved.

It often feels like the writers could not decide whether to make the Mindflayers or the Dead Three the villains, compromised and cobbled together this mess of a plot. Either would've work completely fine on their own and this mish mash we got sacrifices the potential of either. I would've loved to explore alien Mindflayer facilities, hives, cooperate with the Githyanki against them and even see the odd Ulitharid or Alhoon. An adventure taking us to the edges of the planes fighting eldritch horrors beyond space and time would've made for a great and original setup. Likewise, a plot around the Dead Three exclusively would've also worked fantastically, fighting the minions of Bane, Bhaal and Myrkul, one act to each, would've been a more traditional affair but it that would have been fine by me. If they so desperately wanted to shoehorn both parties in there, then at least they could've gone for gathering the Dead Three in an alliance against an impending Mindflayer invasion, whose soullessness would've threatened the very gods themselves.

Imma Be Here All Day, So Let's Just Continue To Act 3

You eventually defeat Ketheric, get his Netherstone, a McGuffin used to control the Elder Brain, and go after the other two and their Netherstones. The game jumps the shark here. Ketheric turns into the avatar of Myrkul himself, creating the most spectacular encounter in the entire game, which no other boss fight past this point can live up to. Ketheric was built up as the main villain but now the player is getting rugpulled and is now left with two other dweebs, that haven't been built up nearly as much, do not possess an equal cool factor and all in all don't feel as threatening as Ketheric. He could've and should've been the game's main villain and he'd have been great. Instead, we get this weird tripartite alliance no one asked for.

Speaking of dweebs, those went to Baldur's Gate, meaning that for the first time since BG1, there's actually a Baldur's Gate in Baldur's Gate. On your way though, your dream guardian is under attack by Githyanki monks, forcing you to enter the Astral Prism that's been protecting you from getting enslaved by the Elder Brain and defend your friend. It is at this point that it is revealed that the dream guardian is a Mindflayer. Decent twist, but if you're anything like me then, you never trusted that weirdo in the first place. In a stark contrast to the excellent CnC of act 2, act 3 opens with the false choice of either siding with the Mindflayer or the Githyanki. If you side with the Yanks and kill the Mindflayer, it's game over, so you'll have to side with him. It turns out that the Prism is a prison for Prince Orpheus, only son of Gith, who has the power to disrupt Elder Brain signals or something. It is actually him who's been keeping the party from transforming, not the Mindflayer, who introduces himself as Da The Emperor.

At this point, the plot falls apart even more. If Orpheus is the source of our protection, then why do we need the Emperor? Why does killing the squid end the protection? Not to get ahead of the plot, but should you decide to send the Emperor away before the final boss, he leaves the Astral Prism, and guess what, NOTHING HAPPENS. Why do we lose our protection in this moment but not in the other? The game seems insistent on having Orpheus ultimately being what stops Elder Brain influence but it pulls this false game over just in order to railroad he player.

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PLOT CRITICAL NPC, DO NOT KILL.

Aside from this, the Emperor is actually a great villain, because he keeps pretending to be your friend and to protect you for any other reason than for his own needs and because he's obsessed with turning you into a Mindflayer for some reason. Gaslight, gatekeep, squidboss. The people who side with him unironically have lost the plot and missed the point and I'm sure most of them would be very delighted to see a flyer from Scientology in their mailbox.

After that little incident, it's on to fancy, glorious and exciting Rivington! Rivington is the mandatory outskirts area of the big city region that has you faff about for a couple of hours with things no one really cares about. Sidequests include, finding some idiot's mail, going on an endless and notoriously boring fetch quest for a clown's bodyparts and ending the occupation of a house by illegal settlers, violating international law. There are some better plot hooks here, like the hunt for Cazador, a vampire lord and Astarion's former rapist molester master, and solving the mystery surrounding a string of Bhaalist murders and the emergence of the Stone Lord, boss of a newly formed crime syndicate. Again, lots to do here, but as opposed to previous content, the stuff here is more miss than hit.

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>tfw woman

Beyond Rivington there's Wyrm's Crossing. The big bridge from BG1 returns, something that we've all been waiting for. I personally really like that they made it historically accurate and put a bunch of dense housing on it, after all, people used to live on bridges back in those times. Visually, the bridge and the city of Baldur's Gate across from it, are visually fantastic, easily some of the best urban environment design I've ever seen in an rpg. The city actually feels medieval with winding roads, chaotic, clearly unplanned layouts, the roofing etc. A minor thing maybe would be that Baldur's Gate feels a lot more like Athkatla from BG2 than Baldur's Gate, and to me it's apparent that they took their design cues mainly from Athkatla. However, it feels a lot emptier in regards to content. Even Wyrm's Crossing for all its elaborate design and verticality has very little content, compared to areas in the previous two acts and even when compared to Baldur's Gate in BG1. It is common for rpgs to run out of steam toward the end but even this dropoff is quite steep.

Act 3's big gimmick, aside from gathering the Netherstones, is gathering allies for your final confrontation with the Elder Brain that's apparently been supercharged by the Crown of Karsus placed on it and has now become the Netherbrain, a world ending threat, capable of reestablishing the Mindflayer empire all on its own, so we're told. If you're Durge, your personal quest concludes in this act as well. In an extremely inelegant and lazy plot dump, you'll randomly keel over and get a vision, explaining that you're a Bhaalspawn. Not a huge shocker to be honest. However, not only are you a Bhaalspawn you are THE Bhaalspawn, the single purest Bhaalspawn ever made. Not born, MADE, basically Bhaalspawn Jesus and former leader of the cult of Bhaal in Baldur's Gate. And not only THAT, the entire plot around the Absolute was your idea.

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Clever callback to the use of the Nietzsche quote in BG1'sintro.



You were the villain all along. While this is a cool reveal, it could've been executed a lot better than just dumping all of this stuff on you. Orin is your sister and the one who put a tadpole in your head in order to usurp your position as Bhaal's chosen. Now, it is time for REVENGE. You can get your groove back, murder two people using stealth jank and then get the possibility to drip yourself out in mad Bhaalist drip. I guess this as good a time as any to talk a bit about

Tangent #5 Itemization

BG3 has the right idea when it comes to itemization, prioritizing giving out good items very sparingly over showering the player constantly with new, possibly randomized gear. It also makes sure to give items interesting properties instead of just giving bonuses to rolls for example, though many items do that, along with other things. Sometimes, however, it feels like they went a bit overboard with this philosophy and made the properties of many items way too niche to be useful for anybody, unless you headed out with the intention to center your build entirely around dealing acid damage or whatever.

Aside from those, there still are many items that I personally would consider virtually useless but also many others that I'd say are irreplaceable. Both kinds are bad, because the one you'll never use and the other you'll always use, with the result being limited equipment and build variety. There are quite a number of weapons and armor especially that you can get in act 1 that will last you either the entirety of the game or at least until act 3. The adamantine splint armor comes to mind, as does the adamantine shield, the Blood of Lathander, the Soulbreaker Greatsword, the Knife of the Undermountain King and I'm sure many others I'm not even thinking of.

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I chuckled real good at that one and I'm not ashamed to admit it.

What's more, many items you get as quest rewards are very much underwhelming and often vastly inferior to the stuff you can buy from a vendor. Act 2 is a veritable desert of good items and much of your gear won't find a suitable replacement until act 3. In my opinion, good itemization is a very careful balancing act between flooding you with new stuff and starving you for it for too long. I think BG3 does a decent job at striking that balance but there are many moments where I ended up disappointed at the gear I found and saw no point in using, because I had gotten something better ages ago. All in all, it's far from a dealbreaker but I've seen it done better.

Back To Murdering

Returning champion and your grandpa Sarevok reinitiates you into the cult of Bhaal. This is one of the coolest moments in the game I think. Good revenge stories never get old. This sibling rivalry comes to a head upon getting to the Temple of Bhaal in the Undercity, culminating in a one on one duel to decide who's dad's favorite. The Temple itself is easily the coolest area in the game and while it doesn't really look like the Undercity from BG1, it feels as it should and it's just got the right vibes. The walk down to the Temple, during which you're retold the prophecy of Wise Alaundo, is a great little touch. Someone at Larian made it a priority to throw fans of the previous titles a bone, it seems.

If you've gotten the Slayer form beforehand, then the encounter with Orin often turns into a complete stomp, in either direction that is. While the encounter isn't great mechanically, narratively is absolutely perfect. Truly, the biggest highlight for me. You then are anointed Bhaal's favorite child by the god himself and are ordered to head out to destroy the planet. Again, none of your companions object to this and then act completely shocked when you actually do. Whatever, we've been over this.

There are other pretty cool high level boss fights to be had in act 3. For example, you can go back and fight Sarevok and get his sword and helmet if you win. That fight especially has a distinct puzzle like quality that's fun and interesting to figure out the solution to. Giving him the Deathbringer Assault is also a very nice touch of nostalgia, making Sarevok feel quite lore accurate. Special mention is reserved for the horrid and rancid grindathon that's the fight against Cazador that takes a gorillion years to finish. Not only are there tons of minions to get rid off, including eternally respawning spam bats but Cazador uses these incredibly swingy spells like Call Lightning or Blight that can either damage you for 5 or 500 hp if you fail your save, prompting a quick reload, should that happen at the wrong moment.

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Game's writing's amazing lol.

Aside from bosses ranging from great to terrible, there are a couple of interesting areas to explore in Baldur's Gate, even if the vast mass of houses and hidden alleyway would suggest that there'd be a lot more of it. Ramazith's Tower, yes, the very same, contains some very good hidden loot, though getting to it isn't the most exciting thing in the world. The sewers are back, minus the carrion crawlers, as is Sorcerous Sundries. Sadly, however, I have to conclude that the city is a lot more style than substance and feels kinda empty at times. The entire act is in service of finding allies for the final battle, which in itself is not that interesting to do from a narrative standpoint, and offers little in the way of more substantial plot development. The game tries its hand at some non conventional stuff, like tasking you with busting out some prisoners of an underwater maximum security correctional facility (it's the Iron Throne, they just dumped it in the ocean), which I thought was a neat little challenge. Aside from that though, it's all rather generic.

Act 3 consist of many different disconnected side stories that only serve to earn yourself a favor from somebody so that they'll help you in the endgame, making for an uninspired narrative structure and pacing that reminds me of a monster-of-the-week TV series. This is coupled with the fact that the remaining two villains, Orin and Gortash do not get nearly enough development or screentime to make them interesting, especially considering that they have to complete with Ketheric in that regard. They tried their best with Orin, having her screw you around with her shapeshifter powers, and as Durge, the conflict with her feels personal enough but as a regular ol' Tav, there is absolute no personality involved there.

Gortash is boring no matter how you slice it. He had potential, being a shrewd inventor sort of guy, who fights you using traps and gadgets, rather than his own raw skills but he's around for what feels like 15 minutes and gets little to no development in that time. You can ally with him in order to battle the Netherbrain but that is yet another false choice, because if you do, he gets obliterated by the brain immediately, and the rest of the game proceeds as it normally would. Speaking of missed potential, the entirety of the upper city of Baldur's Gate was cut, intended to be implemented but then given up on. You gotta understand, Larian only had millions of dollars and several years of outsourced unpaid playtesting via Early Access, you can't expect them to actually FINISH their game, now can you. This is extremely disappointing especially for fans of the series, who would've loved to see the entirety of the city reimagined with modern age technology. BG1's Baldur's Gate felt bigger, because it was, and had a lot more content, and that game is decades old and had only a fraction of the budget. I don't think there's much of an excuse to be found here.

Another bigger problem with act 3 and by extension the whole game is that the level cap is too low at a measly level 12. The actual problem is not the cap itself but that you hit it waaaaaaaaaaaay too early, long before you're even close with being done with act 3. This makes exp useless and takes a ton of incentive out of questing, so unless you really want some item or another that's given as a quest reward, you may as well head straight to the final boss for all the difference it makes. This is yet another indicator of BG3's overarching structuring problem. I can't think of any other rpg that messed up its level pacing to this degree. In BG1 and BG2 you have to put some real effort into even hitting the level cap in the first place and you may not even hit it when going solo and thus sucking up all the exp for yourself. This is something that should've never escaped playtesting and I don't see why the level cap could've been at least 14.

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Come on, her posts aren't THAT bad.

The meaninglessness of exp also means that the otherwise excellent combat starts to wear out its welcome by this point in the game. After close to a hundred hours, the game starts to run out of tricks and gimmicks to make its encounters interesting and the absence of substantial level ups also means that from here on out, you're not gonna see much variation in how you get to approach things anymore. The underwhelming dragon boss or the fanservice cameos by Minsc and Viconia do nothing for me in the absence of an engaging plot and combat. For all the intricate visual design that went into designing the city of Baldur's Gate, it can't help but feel hollow and reeks of wasted potential.

So. You've gathered all the allies you want, hit the level cap and are kitted out with the best magic gear money and blood can buy and got all three Netherstones. You're now ready for the endgame and if you're a crpg veteran then that thought should scare the hell out of you; crpgs have a notorious history of completely pissing the bed in the final moments. BG3's endgame starts off on completely the wrong foot and has you traverse a boring cavern hallway, containing exactly one single encounter that is completely inconsequential because you'll be healed and restored to full only minutes later. Then the game has you do a couple of superfluous checks to try and dominate the Netherbrain. You can fail those at your leisure, the only thing you'll get out of them is a minor health reduction of the final boss. The story still plays out just the same.

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You'll just have to believe me that I didn't save scum this part and got this on my first try.

It turns out that the Brain is actually just Uka-Uka from Crash 3 and had the entire plot orchestrated in order to be brought the Netherstones and be set free from its shackles. That's right, first we thought, it's the Mindflayers, then we got twisted into thinking it's the Dead Three and then we got twisted right back. It's the old classic triple twist to the original status quo, plus with the reveal of the ultimate villain at the last second. I haven't seen this amount of tripe since I last played a jrpg.

You fail to dominate the Brehn and are told by the Emperor that now only a Mindflayer can dominate the supercharged abomination. He now suggests to eat Orpheus, absorb his power and take the Netherstones to dominate the brain. This raises so many questions with the game's already holey (as in riddled with holes) plot. Why didn't he eat Orpheus earlier? Why doesn't he do it right in that moment in order to make himself indispensable? If you refuse him, he just leaves and joins the Netherbrain. You don't fight him right then and there for who gets to enjoy freedom from the brain, he just throws up his slimy little hands, goes "Well, I tried!" and just gives up. What the hell? And like I said earlier, once he leaves, nothing happens to you, making the game over at the start of act 3 a massive plot hole and choosing to give the Emperor the stones objectively a wrong and stupid decision. So I did what any thinking person with a brain would do, told the squid to get lost and freed Orpheus.

Actually, any thinking person would try and get Omeluum, the friendly Mindflayer you can free from the Iron Throne, to fill in here but that's another plothole the writers in Belgium were too drunk to notice was there, so that's not an option. Once freed, Orpheus is hella pissed and very correctly explains that, had the party been killed by his honor guard, he'd have been freed earlier and able to easily defeat the Brain before it became too powerful. You know, drunk though they may be, but it takes an extremely ballsy kind of writer to just torpedo and obliterate their own plot like this. The guy's 100% right, you and the gang are a pile of morons and the world would have been better for all of your deaths. Oops!

Plot's been torn up, burned and ruined, does the endgame at least play well? While I feel like the endgame may absolutely not be everyone's cup of tea, I for one liked the final battle for Hoover Dam, I mean Baldur's Gate, along with the allies you've been gathering for the past few hours. They just show up and are all gathered in a conveniently not yet destroyed building like it's a high school reunion but I personally can look past this small contrivance, gamey as it may be.

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The coalition of the willing, ready to bring peace and democracy, ft. the Kuo-Toa, Shadowheart's Sharrans, Halsin, Duke Ravengard, Florrick's Flaming Fist, the Guild, Daddy Bhaal, the Gondian Steel Watcher, Yurgir, the gypsies Gur, Mizora, Ethel, Arabella and Voss (not pictured)

All that stands between the gang and the final boss is one single hugely large encounter, and some weird escape sequence where you have to outrun a cannon barrage from a nearby nautiloid. Both can be skipped entirely using invisibility and having your designated Mindflayer just fly to the end. Not sure if that's intentional but then again they never fixed this, so I suppose Larian entirely meant for the endgame to be trivialized.

The final boss consists of another large encounter on the top of the Netherbrain itself (it's grown by a thousandfold, don't ask), which is prime time to summon all of your allies into combat. This is a cool moment, even if those summons primarily serve to draw fire, except for Yurgir, who's seemingly the only one capable of killing things. You don't need to beat the encounter, all you need to do is spend a turn opening a portal to the Brain's inner psyche or whatever and then engage in a 5 round dps race with it. Do that and you win.

And that's BG3. You get various different ending cutscenes depending on what you've done and if the narrative had been actually engaging then I'd have actually enjoyed them. I don't like ending slides as a concept much anyway, they don't influence the game at all and are only really impactful if the game's plot has been interesting up to that point, which in many rpgs it just isn't. You can get a very sappy anime-esque reunion party at the end, with everyone explaining, what they've been up to since saving the world, but, who cares. There's also a post credits scene with Withers roasting the Dead Three for whatever reason. Whatever they originally planned for that guy evidently did not pan out.

Is THIS The Game Of The Decade? Is THIS, Dare I Say, a Masterpiece?

No. That's the long and short of it. If you're gonna take away only a single thing from this review, let it be that BG3 does not live up to the hype or its reputation. This is not to say that it is bad; if you like the combat, the exploration and exploiting the game's systems, then there's a perfectly fine 7/10 rpg to be found here. If you don't, especially if you can't get anything out of the combat, then I am afraid there's nothing to offer you. I personally had fun, though act 1 drags on a bit on replays due to the lack of meaningful diverging paths you can take and act 3 seems so tacked on, insubstantial and unfinished in places, that I wanted to get it over with as soon as I could. Act 3 has its moments, but aside from that, nothing much else.

I could recommend the game or I couldn't. Either way, it makes little difference. The game's already turned a massive profit and is already being hailed as the new gold standard for video gaming, proof that single player games are not dead and economically viable, a shining example of writing and production as well as game design. They got Swen out here giving hour long interviews like he and Larian are the saviors of the industry, not dissimilar from how people kept praising CDPR after Witcher 3 came out.

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Relatable.

I think we all know what became of CDPR and the lofty heights from which they fell. I am not in the business of gassing up mediocre developers just because they released a serviceable game in current year. Truth is, I've played better. BG2 surpasses BG3 in every aspect, except graphics and arguably combat, which to be fair to BG3 is excellent for the most part. However, in total BG2 did tons of things right decades ago, with a fraction of the manpower, budget and testing that Larian did wrong here. BG3 fails in too many areas to be considered one of the greats and comes up short even against titles of its own series.

This game is indicative of how low standards have become, a trend prevalent in other sorts of media as well. They rereleased Revenge of the Sith recently, a movie that was panned in its day, but today, in the absence of anything but Marvel slop, remakes and remasters, looks like Citizen Kane in comparison. Something, something, one eyed man is the king among the blind, something something.

Again, the game's fun, very good in parts even, but that is it. It's worth playing but do not expect a life changing experience or to find your new favorite game of all time. Here's hoping that it attracts tons of more people to the genre and leads them to try better games.
Last edited by rusty_shackleford on May 9th, 2025, 18:04, edited 1 time in total.
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rusty_shackleford
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Post by rusty_shackleford »

Humbaba wrote: May 9th, 2025, 18:04
if you want to have your immersion obliterated and make up some headcanon why Shadowheart is now a bard. A class is part of a PC's or NPC's character and should not be treated like a job you can switch at any moment.
troof
I hate games that let you fully respec companions. Deadfire let you pick between a couple fitting classes/subclasses/dual-classes when the companion joins the party, it was a fitting compromise.
Humbaba wrote: May 9th, 2025, 18:04
and even see the odd Ulitharid or Alhoon
I can recommend the two NWN modules: Shadows of Undrentide and Hordes of the Underdark. The base campaign itself is shit, but those two were good. The latter features high level illithids. It's a two part campaign meant to be played in order.
Humbaba wrote: May 9th, 2025, 18:04
meaning that for the first time since BG1, there's actually a Baldur's Gate in Baldur's Gate.
Dark Alliance games feature it.
Last edited by rusty_shackleford on May 9th, 2025, 18:20, edited 3 times in total.
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Post by DagothGeas5 »

Reaching through to the shadow realm you have been banned to to leave a rating, thank you for the review Humbaba! I was thinking of not even reading at first as this game is always only pain for me, and the least I know of what it became I think the better, but I figured that if there was a way I could stomach it is if it was penned (typed) by your hand, and I was not wrong. You mirrored much of my own grievances and added insight into many more I had no words to express. There were also a lot of moments where I laughed out loud, which helped in reading through this as to say that seeing what this game turned out to be in the end still pains me deeply is an understatement. That Ketheric :smug: was so apt it is one that still gets me as I type this, and, as I am a slow reader, it has been a while since I saw it first yet still has the same effect XD
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Post by Sweeper »

Humbaba wrote: May 9th, 2025, 18:04
There's enough depth here for any regular buildfag, the way I see it.
Is there though? This is in the notes for Unarmoured Defence (Monk) on the Fagdur's Gate 3 wiki.
Mage Armour, Draconic Resilience, Unarmoured Defence (Barbarian), and Barkskin all change your base armour class and therefore does not stack.
I can overlook homofaggotry if you serve it with an adequate side of buildautism, what I can't overlook is the mongrelization of D&D for the purposes of simplifying it so normiecattle doesn't have to dive into the ruleset and just roll with whatever is "fun". The reason why BG3 is irredeemable garbage isn't because of the gay bear sex, it's because it's 5e. You've got a mod that removes all the gay shit? Great. Now point me to the mod that changes the ruleset from 5e to 3.5e.

I'll give the rest of the review a look see, just to see the writing capabilities of the T*rkoid, but reviewing any CRPG that uses 5e is an inane task.
Humbaba wrote: May 9th, 2025, 18:04
While I was initially apprehensive about the simplified 5e rule system, I found it to have quite a bit of depth and had great fun with in in total.
Okay, this review is worse than the Armenian genocide.
Last edited by Sweeper on May 10th, 2025, 03:10, edited 2 times in total.
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Post by Vergil »

Can't imagine a person whose opinion on bg3 matters less

If you disagree react to this you take turk cock up your ass btw
Last edited by Vergil on May 10th, 2025, 08:13, edited 1 time in total.
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Post by Brother Chad »

ctrl+f "It fucking sucked"

0 hits.

I demand answers.
perfectly fine 7/10 rpg
You know what, I'm fine with this. It is what it is.
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Post by Irenaeus »

Great review, you can write well. I finally learned more about the game than what of with the awful tutorial. Some of it sounds intriguing and had potential, but then again, it's Larian.
PS: I hated the premise of everyone being under mind-control tadpoles and having to find a cure (annoying plot device imo) and I feel vindicated in how retarded all the plot is. Reading from your review it seems it had some good ideas, but poor taste and mostly bad execution. Thanks again, Larian.
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Post by TKVNC »

This is actually a very thoughtful review. Good job, genuinely.
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Post by Vergil »

TKVNC wrote: May 10th, 2025, 06:10
This is actually a very thoughtful review. Good job, genuinely.
Personally I think it sucks and he should die.
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Post by TKVNC »

Vergil wrote: May 10th, 2025, 06:17
TKVNC wrote: May 10th, 2025, 06:10
This is actually a very thoughtful review. Good job, genuinely.
Personally I think it sucks and he should die.
A bold statement, certainly.
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Post by Humbaba »

TKVNC wrote: May 10th, 2025, 06:18
A bold statement, certainly.
*bald statement
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Post by Norfleet »

rusty_shackleford wrote: May 9th, 2025, 18:07
Humbaba wrote: May 9th, 2025, 18:04
if you want to have your immersion obliterated and make up some headcanon why Shadowheart is now a bard. A class is part of a PC's or NPC's character and should not be treated like a job you can switch at any moment.
troof
I hate games that let you fully respec companions. Deadfire let you pick between a couple fitting classes/subclasses/dual-classes when the companion joins the party, it was a fitting compromise.
Well it depends. The ability to just completely obliterate a character's class identity is too much, but on the other hand, you really don't want to be stuck with a completely dogshit build created by a dev who clearly has no idea how to play the game....especially if that build gets automatically more dogshit if you meet the prospective companion later in the game as it gets filled with more templated slop, forcing you to either rush the sequence to pick the character up at a lower level where they're less fucked up, or just entirely forget about using them because they'll always be shit.
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Post by DemoGraph »

Thanks for the review.
Wat. I thought those are some mutated goblins (I've stopped following D&D when 4 ed. just appeared).
In addition, party size has been cut from six to four for no discernable reason.
lel, "RPG"
Irenaeus can lead what, 16 people?
There are no random encounters and no trash mobs. Every encounter is tailor made and features one or more unique configurations, not to say gimmicks, giving each of them a puzzle-like quality,
You cannot side with the druids
Grymforge
lel, "RPG"
This is a crucial and very effective moment in the questline, because from that point on, there's no denying that you, yes YOU, are a vile murderer
It's like we've never killed anyone in a game. Srsly.
I remember Nashkel slaughter. Or that Minsk-led gnoll genocide run. We could've made a tower of skulls and sit on top of it in golden pantaloons of genderbending with a talking chicken in hand and Viconia under heel.
And in BG2 we've became inter-dimensional threat of holocaustic scale.

Devs should've been more nerds and less fat gay bear fuckers.
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Post by mercerxiv »

Wait, Humbaba is a turk?

Anyway, I've skimmed through for now since I'm not in a long read mood, but I will get back to the whole thing eventually. Overall seems solid, although I do disagree with a few points made. I think conclusions is pretty much on the point.

The main things I disagree with that come to mind:
- I don't think chargen is actually rich for an RPG in the right way - sure, you can paint your hair purple, but the gradual stripping of racial differences and complexity in DnD leads to some very unimportant choices. Oh, you'd like to be specialized in some spears and halberds, or longswords and bows as a non-martial character that will rarely ever use those? Some darkvision (although that one is actually neat and what IMO makes elves and drow the masterrace). Or would you like an Int scaling cantrip for your martial? A bit more movement range? Bleh, I struggle to think of a single racial trait that would make me go "wow, this is really a build maker". Darkvision is probably the only meaningful trait.
- I do think there are dungeons, but too few and some (potentially) are too short. I'd say the goblin camp can qualify as a dungeon. Kazador's manor is definitely a dungeon, so is the House of Hope. But I agree with the sentiment - we need more dungeons.
- You didn't bash enough on how bad the ending options are.
- I think the biggest reason behind at least gameplay issues is that it's using the vastly inferior piece of shit 5th edition. I will never pass up an opportunity to shit on 5th edition.
- The narrative structure and dictionary used... no, it's 5th edition being shit again! They couldn't even do companions right in the sense that when you get any new companion they lose their unique stats (even Minsc!!!!) in favor of a generic 5e stat spread. This is absolutely fucking criminal and someone should lose a hand for this shit. Nevermind the ability to just casually change class of your companions. At least it doesn't suffer too badly from the WotR favorite munchkin syndrome, where your characters over the span of 20 levels just may happen to have, I dunno, 5 middle life crises and change their class 5 times to something nonsensical and out of character (yes, I'm looking at you Savage Barbarian/Dervish of Dawn/Divine Strategist/Urban Druid/Archer/Martial Artist/Hospitaler/Trapper/Scout/Wildblooded/Conjurer).
- I think there used to be talk about them "telling a lower stakes story" and that being the rationale behind limiting the player level. I call bullshit on that, because the story quickly devolves into "we must save the world the universe" which is even higher stakes than the plot of WotR if you think about it. Yet you get a significantly less epic campaign.
- Act 3 is indeed bad beyond imagination. It is apparent that they have ran out of time/resources somewhere around that time and just hit the "random bullshit go" button, quickly wrapped it up and called it a day. The quality drop is staggering, especially coming out of a rather solid Act 2.

I'll put below the review I've written for steam (so I did have to hold back some language), but it will have a lot of commonalities.
Just some thoughts on the game, I'll get the more negative ones out of the way first.

- D&D 5e issues apply here. Personally not a big fan, I much prefer AD&D 2e and its BG1 and 2 adaptations. It's a con to me, but may be a pro to you.
- Endings are very meh. They talked up a storm about how many endings the game will have, but in reality it's just 2. The big number comes from counting any minor variance (like companion personal ending beats) as a full unique ending. This is far from the truth, and many of the companion arcs end up pretty unsatisfying in the end.
- Final act is rushed and a mess, many quests fail to acknowledge each other, it's very easy to (unintentionally) sequence break, it's overall just chaos. The upper city being cut only adds insult to injury. It shows great potential with it being this massive sandbox with places to visit and things to do, but it just fails at filling it with quality stuff.
- Evil playthrough support is patchy. Basically evil party = bad ending if I simplify it a lot and avoid spoilers. And bad not in the sense "evil", but in the sense it's just bad. Act 1 has probably the best evil party support, while in Act 2 it tapers off, and in Act 3 the game mostly just punishes you as most good aligned campaigns do.
- Turn based system, while a valid option, should never been made a default. Older Baldur's Gate games were Real Time with Pause. I'm not calling for removal of TB, but being able to chose if you want to play RTwP or TB is a must, RTwP being the default choice for the series.
- As a consequence of the above - party members have no AI to drive them (I don't see how it would work with TB). It does have a decent pathing AI though so your party follows you fairly well through the environments, except when jumping is involved - then there may be some hiccups.
- UI is somewhat difficult to navigate. There really should be more information about how things work and class progression.
- With amped up graphics it's more difficult to spot lootable/interactible objects, and I didn't find an option to highlight/outline them.
- The whole fanfare with the dice rolls feels unnecessary and I wish I could turn it off or speed it up even more, or skip animation altogether.
- 4 character party limit - why. Previous BG games have always had parties of 6, as well as some of the other prominent cRPGs. 6 works perfect because it leaves plenty of room for character interactions within the party, as well as for a more versatile party that has room for most classes. Limit of 4 feels unnecessary and will result in some classes being benched forever because you have to consider the opportunity cost of bringing some of the weaker/more situational classes. Depending on how the game ends up in terms of skill checks, locks, proficiency usefulness we may see different outcomes: what if most enemies in mid-late game have high saves and spell resistances? Blasters/save or suck casters will find it increasingly difficult to justify bringing along. This limitation is just bad and will hurt the party compositions and viability of classes/builds that are not minmaxed, or negatively impact your experience with the game because on many occasions your party will feel limited due to the difficulty of covering most skills/proficiencies/etc with just 4 characters (or you will have to metagame and bring right characters for each area/quest by learning beforehand what skills you will need).
- The initial companions you get in the beginning of act 1 have writing, interactions, and personal quests of some level of quality. But later ones have few meaningful interactions, and not all of them even get a personal quest, which is disappointing and feels rushed. Overall character roster leaves much to be desired - you get pretty much exclusively a bunch of goody two shoes, a couple of them may have a little bit of edge (but more in the angsty teenager style).
- Writing starts falling off as the game goes on, with most notable decline in the final act. A lot of plot holes, heavy handed writing, questionable motivations.
- Some performance issues, crashes, maybe a memory leak. Some bugs too, but nothing too awful. I still wish games released in a better state, but this is definitely closer to the smooth launch than many contemporary peers.
- Sadly they decided to engage in the whole modern fad with gender bollocks. It's tiresome to see over and over injected in video games, so it loses just enough points to tip the score into negative.
- Patches have been arriving, but instead of fixing some bugs they just keep adding silly stuff like kissing animations. The ending on launch was rather unsatisfying (and downright awful for evil playthroughs), and with expanded epilogue patch it didn't get too much better. I suspect that the Act 3 was rushed and the story got wrapped up in a hurry. Act 3 is still rather buggy.

Now the good stuff:
- On the positive side of things - the amount of races to pick from is quite good and even includes Lolth-sworn Drow (often overlooked race due to them being evil and most cRPGs not wanting to commit too much to the evil playthroughs). I do wish there were more faces available for elven races though.
- The game is HUGE. Lots of quests, lots of options and you really can play how you want (well, within the bounds of 5e...). Lots of unexpected but awesome ways to go about solving some of the quests, amazing interactions, you should really try to use your creativity and see if the game supports it. For example, you can drop a candle next to your archer to light your arrows on fire!
- Good writing for some quests. There will be plot twists, the game will surprise you and it generally won't feel cheap. It will keep you guessing character motivations and maybe even stoke some paranoia. Dark Urge is more solid than the rest, even though it doesn't stick the ending. In my opinion it's the definitive way to play through the game, although it definitely adds some dramatic twists that you will have to cope with.

Overall, this is sadly about as good as we can hope to get these days. This and Pathfinder: WotR are the modern great pillars of cRPG, WotR definitely being much more mechanically and customization rich (better ruleset, a lot of classes and kits, mythic paths, full 20 levels, high level campaign perks, crusade management) and this being just vast, with many branching stories, paths, and so on. Definitely recommend this over whatever modern Bioware or others put out (sadly!). You can also play it in co-op.

On a side note: get the RPGHQ mods to massively improve this game. Realms Restored is great, so are Dignified, Even Better Romance (vital IMO), Immersive Heads to mention a few. While this doesn't sadly address my main grievances with the game, it does make the game itself a lot more immersive, believable, and tasteful.

=======================================================================
Wanted to keep this bit of EA review, because I still stand by it. Just because the city is in the game doesn't make it BG3, no matter how good it is. I do wish to amend it by saying that after playing through full release it's much closer to Baldur's Gate than I originally thought in EA, and that some of the named characters do make an appearance. I still miss the full original cast, and think that it's stretching it with the naming, and I don't think it should be calling itself Baldur's Gate 3 - it's not, and the main story is tangentially related at best in narrative and much less so in the mood and level of stakes. The stakes are unnecessarily high considering that level is capped at 12.
> Also wanted to bring it up since they did mention it in one of the dev interviews - Baldur's Gate has never been about the damned city. It was always more of a temporary destination where you spent a bit of time (and not even majority of time - there were other more exciting places to be), but that's about it. Baldur's Gate has always been about the Gorion's Ward, Imoen and company. About Edwin(a), Minsc, Viconia, Jaheira and others, about Sarevok.
Last edited by mercerxiv on May 11th, 2025, 00:24, edited 1 time in total.
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Post by Unhelpful Contrarian »

mercerxiv wrote: May 11th, 2025, 00:17
Wait, Humbaba is a turk?

Anyway, I've skimmed through for now since I'm not in a long read mood, but I will get back to the whole thing eventually. Overall seems solid, although I do disagree with a few points made. I think conclusions is pretty much on the point.

The main things I disagree with that come to mind:
- I don't think chargen is actually rich for an RPG in the right way - sure, you can paint your hair purple, but the gradual stripping of racial differences and complexity in DnD leads to some very unimportant choices. Oh, you'd like to be specialized in some spears and halberds, or longswords and bows as a non-martial character that will rarely ever use those? Some darkvision (although that one is actually neat and what IMO makes elves and drow the masterrace). Or would you like an Int scaling cantrip for your martial? A bit more movement range? Bleh, I struggle to think of a single racial trait that would make me go "wow, this is really a build maker". Darkvision is probably the only meaningful trait.
- I do think there are dungeons, but too few and some (potentially) are too short. I'd say the goblin camp can qualify as a dungeon. Kazador's manor is definitely a dungeon, so is the House of Hope. But I agree with the sentiment - we need more dungeons.
- You didn't bash enough on how bad the ending options are.
- I think the biggest reason behind at least gameplay issues is that it's using the vastly inferior piece of shit 5th edition. I will never pass up an opportunity to shit on 5th edition.
- The narrative structure and dictionary used... no, it's 5th edition being shit again! They couldn't even do companions right in the sense that when you get any new companion they lose their unique stats (even Minsc!!!!) in favor of a generic 5e stat spread. This is absolutely fucking criminal and someone should lose a hand for this shit. Nevermind the ability to just casually change class of your companions. At least it doesn't suffer too badly from the WotR favorite munchkin syndrome, where your characters over the span of 20 levels just may happen to have, I dunno, 5 middle life crises and change their class 5 times to something nonsensical and out of character (yes, I'm looking at you Savage Barbarian/Dervish of Dawn/Divine Strategist/Urban Druid/Archer/Martial Artist/Hospitaler/Trapper/Scout/Wildblooded/Conjurer).
- I think there used to be talk about them "telling a lower stakes story" and that being the rationale behind limiting the player level. I call bullshit on that, because the story quickly devolves into "we must save the world the universe" which is even higher stakes than the plot of WotR if you think about it. Yet you get a significantly less epic campaign.
- Act 3 is indeed bad beyond imagination. It is apparent that they have ran out of time/resources somewhere around that time and just hit the "random bullshit go" button, quickly wrapped it up and called it a day. The quality drop is staggering, especially coming out of a rather solid Act 2.

I'll put below the review I've written for steam (so I did have to hold back some language), but it will have a lot of commonalities.
Just some thoughts on the game, I'll get the more negative ones out of the way first.

- D&D 5e issues apply here. Personally not a big fan, I much prefer AD&D 2e and its BG1 and 2 adaptations. It's a con to me, but may be a pro to you.
- Endings are very meh. They talked up a storm about how many endings the game will have, but in reality it's just 2. The big number comes from counting any minor variance (like companion personal ending beats) as a full unique ending. This is far from the truth, and many of the companion arcs end up pretty unsatisfying in the end.
- Final act is rushed and a mess, many quests fail to acknowledge each other, it's very easy to (unintentionally) sequence break, it's overall just chaos. The upper city being cut only adds insult to injury. It shows great potential with it being this massive sandbox with places to visit and things to do, but it just fails at filling it with quality stuff.
- Evil playthrough support is patchy. Basically evil party = bad ending if I simplify it a lot and avoid spoilers. And bad not in the sense "evil", but in the sense it's just bad. Act 1 has probably the best evil party support, while in Act 2 it tapers off, and in Act 3 the game mostly just punishes you as most good aligned campaigns do.
- Turn based system, while a valid option, should never been made a default. Older Baldur's Gate games were Real Time with Pause. I'm not calling for removal of TB, but being able to chose if you want to play RTwP or TB is a must, RTwP being the default choice for the series.
- As a consequence of the above - party members have no AI to drive them (I don't see how it would work with TB). It does have a decent pathing AI though so your party follows you fairly well through the environments, except when jumping is involved - then there may be some hiccups.
- UI is somewhat difficult to navigate. There really should be more information about how things work and class progression.
- With amped up graphics it's more difficult to spot lootable/interactible objects, and I didn't find an option to highlight/outline them.
- The whole fanfare with the dice rolls feels unnecessary and I wish I could turn it off or speed it up even more, or skip animation altogether.
- 4 character party limit - why. Previous BG games have always had parties of 6, as well as some of the other prominent cRPGs. 6 works perfect because it leaves plenty of room for character interactions within the party, as well as for a more versatile party that has room for most classes. Limit of 4 feels unnecessary and will result in some classes being benched forever because you have to consider the opportunity cost of bringing some of the weaker/more situational classes. Depending on how the game ends up in terms of skill checks, locks, proficiency usefulness we may see different outcomes: what if most enemies in mid-late game have high saves and spell resistances? Blasters/save or suck casters will find it increasingly difficult to justify bringing along. This limitation is just bad and will hurt the party compositions and viability of classes/builds that are not minmaxed, or negatively impact your experience with the game because on many occasions your party will feel limited due to the difficulty of covering most skills/proficiencies/etc with just 4 characters (or you will have to metagame and bring right characters for each area/quest by learning beforehand what skills you will need).
- The initial companions you get in the beginning of act 1 have writing, interactions, and personal quests of some level of quality. But later ones have few meaningful interactions, and not all of them even get a personal quest, which is disappointing and feels rushed. Overall character roster leaves much to be desired - you get pretty much exclusively a bunch of goody two shoes, a couple of them may have a little bit of edge (but more in the angsty teenager style).
- Writing starts falling off as the game goes on, with most notable decline in the final act. A lot of plot holes, heavy handed writing, questionable motivations.
- Some performance issues, crashes, maybe a memory leak. Some bugs too, but nothing too awful. I still wish games released in a better state, but this is definitely closer to the smooth launch than many contemporary peers.
- Sadly they decided to engage in the whole modern fad with gender bollocks. It's tiresome to see over and over injected in video games, so it loses just enough points to tip the score into negative.
- Patches have been arriving, but instead of fixing some bugs they just keep adding silly stuff like kissing animations. The ending on launch was rather unsatisfying (and downright awful for evil playthroughs), and with expanded epilogue patch it didn't get too much better. I suspect that the Act 3 was rushed and the story got wrapped up in a hurry. Act 3 is still rather buggy.

Now the good stuff:
- On the positive side of things - the amount of races to pick from is quite good and even includes Lolth-sworn Drow (often overlooked race due to them being evil and most cRPGs not wanting to commit too much to the evil playthroughs). I do wish there were more faces available for elven races though.
- The game is HUGE. Lots of quests, lots of options and you really can play how you want (well, within the bounds of 5e...). Lots of unexpected but awesome ways to go about solving some of the quests, amazing interactions, you should really try to use your creativity and see if the game supports it. For example, you can drop a candle next to your archer to light your arrows on fire!
- Good writing for some quests. There will be plot twists, the game will surprise you and it generally won't feel cheap. It will keep you guessing character motivations and maybe even stoke some paranoia. Dark Urge is more solid than the rest, even though it doesn't stick the ending. In my opinion it's the definitive way to play through the game, although it definitely adds some dramatic twists that you will have to cope with.

Overall, this is sadly about as good as we can hope to get these days. This and Pathfinder: WotR are the modern great pillars of cRPG, WotR definitely being much more mechanically and customization rich (better ruleset, a lot of classes and kits, mythic paths, full 20 levels, high level campaign perks, crusade management) and this being just vast, with many branching stories, paths, and so on. Definitely recommend this over whatever modern Bioware or others put out (sadly!). You can also play it in co-op.

On a side note: get the RPGHQ mods to massively improve this game. Realms Restored is great, so are Dignified, Even Better Romance (vital IMO), Immersive Heads to mention a few. While this doesn't sadly address my main grievances with the game, it does make the game itself a lot more immersive, believable, and tasteful.

=======================================================================
Wanted to keep this bit of EA review, because I still stand by it. Just because the city is in the game doesn't make it BG3, no matter how good it is. I do wish to amend it by saying that after playing through full release it's much closer to Baldur's Gate than I originally thought in EA, and that some of the named characters do make an appearance. I still miss the full original cast, and think that it's stretching it with the naming, and I don't think it should be calling itself Baldur's Gate 3 - it's not, and the main story is tangentially related at best in narrative and much less so in the mood and level of stakes. The stakes are unnecessarily high considering that level is capped at 12.
> Also wanted to bring it up since they did mention it in one of the dev interviews - Baldur's Gate has never been about the damned city. It was always more of a temporary destination where you spent a bit of time (and not even majority of time - there were other more exciting places to be), but that's about it. Baldur's Gate has always been about the Gorion's Ward, Imoen and company. About Edwin(a), Minsc, Viconia, Jaheira and others, about Sarevok.
Good write up that echoes similar sentiments of the game. While I can appreciate BG3 positive aspects I find it looses some of its appeal as a CRPG , its doesn’t help that’s it’s very pozzed or some of character assassination cough** Viconia ***cough
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Post by Breathe »

What a review! I didn't even play it but that was a good read.

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Post by mercerxiv »

Unhelpful Contrarian wrote: May 11th, 2025, 00:32
Good write up that echoes similar sentiments of the game. While I can appreciate BG3 positive aspects I find it looses some of its appeal as a CRPG , its doesn’t help that’s it’s very pozzed or some of character assassination cough** Viconia ***cough
Yeah, I didn't even touch on that but that was one of many disappointments I ran into with BG3. Pozzed stuff we all know about, but even without that the game is deeply flawed and the writing is still very uneven and not good in the parts that matter the most. Dark Urge writing is the most disappointing ultimately, because you can see how it could be extremely good was it not constantly balancing on the precipice of tipping into being excellent and just never taking that step. Most "evil" decisions you can make are usually punished by the writers, while some also come under a guise of being "rewarded" with a gruesome "shock value" style scene while still punishing the player narratively or mechanically. For example getting rid of the tieflings means you lose access to some of the more powerful items in the late acts, and as a reward you get.... nothing really, just some shock value from seeing the grove slaughter and a goblin party. Even Minthara is not a "reward" for that anymore. You just get punished in the long term. It's almost as if some writer is sitting there moralizing with the most cliche stuff like "what goes around comes around" and so on.
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Post by Unhelpful Contrarian »

mercerxiv wrote: May 11th, 2025, 00:42
Unhelpful Contrarian wrote: May 11th, 2025, 00:32
Good write up that echoes similar sentiments of the game. While I can appreciate BG3 positive aspects I find it looses some of its appeal as a CRPG , its doesn’t help that’s it’s very pozzed or some of character assassination cough** Viconia ***cough
Yeah, I didn't even touch on that but that was one of many disappointments I ran into with BG3. Pozzed stuff we all know about, but even without that the game is deeply flawed and the writing is still very uneven and not good in the parts that matter the most. Dark Urge writing is the most disappointing ultimately, because you can see how it could be extremely good was it not constantly balancing on the precipice of tipping into being excellent and just never taking that step. Most "evil" decisions you can make are usually punished by the writers, while some also come under a guise of being "rewarded" with a gruesome "shock value" style scene while still punishing the player narratively or mechanically. For example getting rid of the tieflings means you lose access to some of the more powerful items in the late acts, and as a reward you get.... nothing really, just some shock value from seeing the grove slaughter and a goblin party. Even Minthara is not a "reward" for that anymore. You just get punished in the long term. It's almost as if some writer is sitting there moralizing with the most cliche stuff like "what goes around comes around" and so on.

Owlcat Pathfinder:WOTR still remains the best game that does the evil route well without feeling like an afterthought IMO which have to tip my hat off to. I honestly wish developers would stop even attempting to make evil endings since it clearly shows both personally and in the game with little narrative build up or logical sense in worse cases.
Last edited by Unhelpful Contrarian on May 11th, 2025, 01:13, edited 2 times in total.
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Post by mercerxiv »

Well, my view on that is very simple: it's ok if you just want to tell a story about good characters and good defeating evil. Those are classic and have inherent societal value simply via the virtue of reaffirming good morality as the superior one.
Now, if you want to let the players be bad then you have to commit to it and write a story that's just as satisfying for those who take that path.

At least in my head the equivalent of including evil choices in an RPG and then punishing the player for picking them is including ability to, say, injure your own team players in a football game, making them perform worse and lose more games. What is it even trying to accomplish in that scenario? Violence for the sake of violence? That's what a lot of evil decisions in BG3 felt like: you can just do some evil stuff for purely sadistic purposes. And then people wonder why there are stereotypes about players wanting to play anything evil in the tabletop that they will be an absolute murderhobo. I think at very least it points towards a complete lack of understanding of alignment compass and what makes evil characters evil. But don't worry, they've decided to not include the compass in BG3, because that would imply having alignments, and that would require the writers to actually understand alignments and write characters with consistent morality and behavior.
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Cipher
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Post by Cipher »

DemoGraph wrote: May 10th, 2025, 23:34
Thanks for the review.
Wat. I thought those are some mutated goblins (I've stopped following D&D when 4 ed. just appeared).
Githyanki have been always been around since the 80s.
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Cipher
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Post by Cipher »

mercerxiv wrote: May 11th, 2025, 00:17
Nevermind the ability to just casually change class of your companions. At least it doesn't suffer too badly from the WotR favorite munchkin syndrome, where your characters over the span of 20 levels just may happen to have, I dunno, 5 middle life crises and change their class 5 times to something nonsensical and out of character (yes, I'm looking at you Savage Barbarian/Dervish of Dawn/Divine Strategist/Urban Druid/Archer/Martial Artist/Hospitaler/Trapper/Scout/Wildblooded/Conjurer).
That's just the way build faggotry ended up after being heavily encouraged in 3e/Pathfinder. It's essentially the 'appeal' of WotC's dragon game. I've said it before and I will say it again here, D&D died with TSR. If you want to play something like D&D now, play ACKS or ACKS II.
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mercerxiv
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Post by mercerxiv »

Well, I don't necessarily mind the ability to multiclass, I just do find it tasteless when people create multiclass abominations. I'd take Pf1e/3.5e over 5e any day, simply because neither of those are even in the same dimension of shit scales. 5e is shit on a level like 5 dimensional planes above whatever shit scale for pf1e/3.5e is.
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Hyborian
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Post by Hyborian »

Never heard of this game before.
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Kitsune
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Post by Kitsune »

For what it's worth, it's actually a good review for a game that I'd consider unplayable without the mentioned mods hosted on this site.
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