I wasn’t in a rush to award Baldur’s Gate 3 a rating. Such games should be given adequate time and played without hastening to verify at least the majority of the gameplay components that the creators have provided for us. Another issue was that the makers, by releasing the game so late, did not allow the reviewers a chance to honestly analyze it, therefore there was no point in hurrying to provide the final score as soon as possible.
The fact that several ideas were racing through my mind during the game did not make the task any simpler. When I first started playing the game, I was overwhelmed by the amount of information and mechanisms available. Only after I had digested everything did I feel enthusiasm and awe for the makers. Baldur’s Gate 3 may and should be described in superlatives, but what matters most is that Larian Studios set out to create a full-blooded, uncompromising RPG based on the rules of the paper role-playing game system. So Larian Studio produced the production they planned to do from the start, namely an isometric RPG with a modern twist that retains the classic style and respect for the source material. Simultaneously, they emphasized rigorous gameplay, even on the least difficulty level, with numerous overlapping elements that simply need to be explored and mastered. Although many gamers may have rejected or become tired with this method, the developers remained committed to their purpose. We already know, a few weeks after the debut, that it was worthwhile to take the risk, because they managed to create one of the genre’s finest representations.
This is even more remarkable given that the purpose of high-budget releases is, let’s be honest, to sell as many copies of the game as possible. Game designers must combine their vision of the game with the needs of the general public and accept some sacrifices. It’s up to us, the players, to embrace the designers’ notion in Baldur’s Gate 3 – and that’s fantastic. We were given a large area to enjoy the journey in our own unique way as a result of this. We take on the role of a hero, making decisions and accepting the repercussions of those decisions. Their conduct and actions have an impact on the world, therefore we feel as if this is our tale and it is “only” dependent on the events that occur. I was scared as I finished the first act that the most interesting stuff were behind me and that nothing would surprise me anymore. I was so incorrect. I’m not talking about the narrative twists in the primary plot. It’s tough to surprise me in games since I’ve seen practically everything, and I frequently can’t respect things that people talk about for a long time, but the makers of Baldur’s Gate 3 did it multiple times.
Certain occurrences left an indelible effect on me, and nothing hinted that things would take an unexpected turn. For example, one of the camp debates culminated with an unexpected experiment in which I felt a chisel being inserted into my hero’s eye socket. By the way, I consented to this heinous deed since I did not anticipate the repercussions of my decision being so severe. Importantly, the developers did not discard all of the intriguing concepts at the start, but instead saved a few surprises for later stages of the game. Combat with opponents is one of the most essential features of Baldur’s Gate 3. Battles take place in rounds, which may appear to many to be a dull, even ancient, fighting system. Even the most recent Final Fantasy games have abandoned turn-based fights in favor of considerably more dynamic duels. Although the first and second portions of Baldur’s Gate were based on real-time fighting, they were undoubtedly closer to “turn-based” games because of the active pause mechanism, which allowed us to halt the game at any time and issue instructions to the squad. That’s why Larian Studios’ proprietors opted to use turn-based combat, especially since they’re experts at it, as seen by the Divinity Original Sin series.
Many aspects from Divinity Original Sin, such as toying with the elements and hurling things, have been translated to Baldur’s Gate 3, which considerably diversifies the gameplay and extends the variety of options. Furthermore, because the settings are designed vertically and have several levels, we may force foes into the abyss, which is really satisfying. However, they are adds, since we must still capitalize on the most crucial assets of all team members. It will be physical fighting, ranged combat, or the usage of spells and charms – and a vast variety of varied skills connected with them – depending on the character’s class. The D&D system was extremely effectively handled, particularly in the case of dice rolls throughout different trials, which emerge largely during chats with NPCs but also when we open locks and deactivate traps. Each of these tests is performed in a separate window, where we can see the result we need to accomplish in order to pass the test, as well as modifiers that increase our result. Despite the fact that this mechanism is characterized by a high degree of randomness, it can elicit emotions because it frequently determines the fate of our squad. When speaking with NPCs, we have numerous alternatives for solving the situation and convincing them that we are correct – and whatever strategy we use is entirely up to us. So, while we may occasionally persuade someone to quit fighting, if the throws don’t go our way, bad things can happen. This approach works fantastic, but we don’t want to ruin the enjoyment, so after each failed try, we don’t load the latest save to perform the test.
Most dice rolls occur in the background, such as during battle, however in this instance there are fascinating occurrences that allow us to make extra judgments when striking or defending. A suitably high roll result will allow you to initiate a variety of reactions that we obtain during the game. The game will then prompt us to employ this mechanism. As a consequence, we can cast a spell or execute another skill on the opponent.
A significant benefit of managing a team is the ease with which we may add a player we haven’t used previously, even at the conclusion of the game. Even the ally’s lack of experience is not an impediment, since he can easily catch up and reach our team’s level. Furthermore, if we made an error when creating the hero, we may level him up again for a modest charge. It’s a good thing the developers didn’t overcomplicate things. This is another part of the game where the designers allowed us a lot of leeway. Still on the subject of growing heroes, we may earn 12 levels in the game, which appears to be an insufficient reward for the effort put in for such a long game. That could not be further from the truth. Leveling up each team member is important because the game is based on D&D rules. We experience a huge boost in statistics after achieving a new level, and we acquire new abilities and spells that have a tangible influence on fighting and other duties. Importantly, we may grow our hero in a variety of ways inside a single class. The developers did an excellent job in this regard, providing a wide variety of choices.
We’ll meet the majority of the companions we’ll be able to invite to the party in the first act. Each of these individuals has its own personality and issues that we must address if we want to form a long-term connection with them, which may even develop into a romance. The chores assigned to the companions are broad and frequently last virtually the whole game. Allies also react strongly to our acts, frequently meddling in talks during operations that are unrelated to them.
The primary narrative, on the other hand, is quite well executed, however it should be noted that it unfolds fairly slowly. We must confront the enigmatic Absolute, a cult that threatens the people of the Sword Coast and Baldur’s Gate. The narrative is deep and vast, and it is so intertwined with various threads and duties that unexpected occurrences involving our partners frequently occur. Who we have on the team is frequently critical. Only at the conclusion of the second chapter do we get a good dose of knowledge, so until then we may enjoy exploring the environment, discovering it, and doing side quests, which are one of the game’s greatest features in my view. We learn about the next crucial events over time, so we must be aware that the game’s action will not be fast-paced, but I don’t believe anyone anticipated that from a game that can be played for more than a hundred hours.
“RPG-ness” may be seen in almost every aspect of the gameplay – there are several methods to solve difficulties and finish objectives. Many factors impact and interact with one another. It’s not only that we can use force to resolve some problems or persuade the opposing party to depart. Completing a side quest – which, by the way, may be achieved in a variety of ways – may have an effect on later missions and events in the game. Our decisions have far-reaching repercussions. This is by far the most significant change in the series. The first installment of Baldur’s Gate was distinguished by a well-told plot over which we had no direct control. This shifted slightly in the second section, however the decisions, if we could make them at all, were illusory and reduced down to much simpler options.
Baldur’s Gate 3 is a fantastic game that borders on a masterpiece in many ways. Many components have been improved over the first two volumes, and we now feel like we have a meaningful effect on the environment and the events that occur in it. At the same time, my initial concerns about the game were validated. Larian Studios capitalized on the brand’s strength by developing Baldur, which should be considered a spin-off rather than another numbered portion. As I indicated at the outset, this may be a problem for some and an opportunity for others. I’m a little disappointed, but it won’t matter to gamers who haven’t seen the original.
However, this does not affect the fact that we have acquired a fantastic game that we may enjoy for dozens of hours or even months. This is a delight for RPG enthusiasts, as we feel as if we are playing our role, sitting at a table and participating in the greatest session of a paper role-playing game system.