IGN BALDUR'S GATE 3 Baldur's Gate 3 Review in Progress

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BALDUR'S GATE 3

Baldur's Gate 3 Review in Progress​

It may be weeks before I finish Larian's latest, but I'm pretty pleased with what I've seen so far.​


Baldur's Gate 3 Review in Progress - IGN Image

Leana Hafer

BY LEANA HAFER

POSTED: AUG 3, 2023 11:00 AM


Baldur’s Gate is estimated to clock in at around 100 hours on a first playthrough. Review copies were distributed this past Sunday morning; this first draft you’re reading was due the following Wednesday. I am, sadly, not a Time Wizard (yet), so I'm going to do my best to help you make a day one buying decision based on what I've played so far and update this article as I go along with new thoughts and insights until we can roll credits. At around 22 hours deep – still within the first act that was available to Early Access players – I can say that I more or less love Larian's latest high-fantasy behemoth.

One issue video games often run into when trying to adapt the experience of playing Dungeons & Dragons on the tabletop is the freedom and imagination you get to express in overcoming problems using real-world logic. And while no game will probably ever match that level of freedom, Baldur's Gate 3 is a big step forward from the likes of Skyrim or Dragon Age. And that goes such a long way toward making the world feel more real and making me feel really smart for coming up with unconventional solutions.
Baldur's Gate 3 - Official 'The Greatest Foe' Animated Trailer | PC Gaming Show 2023

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Baldur's Gate 3 - Official 'The Greatest Foe' Animated Trailer | PC Gaming Show 2023

If something looks flammable, you can probably light it on fire with a fire spell. If an enemy is standing in water and you zap the water, it does about what you would expect. You can get to a lot of secret areas by climbing and jumping. Just about anything that looks like you should be able to pick it up, including most furniture, can be picked up and even thrown if you have enough strength. This level of care extends to the people who inhabit the world, as well. Everyone has a name and is fully voice-acted – including, astoundingly, all the animals. Playing through as a ranger with the Speak to Animals spell, I have yet to find a single bird, ox, or wolf who didn't have something to say. I was even able to talk a ferocious owlbear out of eating me.
The writing is strong so far, as well. (My biggest criticism of Larian's Divinity: Original Sin games was that they didn't really succeed in making me care about the plot.) Baldur's Gate 3 starts with an appropriately epic intro featuring a squid-like spaceship being chased through magic portals by dragons, and the player characters becoming infected by mind parasites that will slowly turn them all into brain-eating cthulhu monsters called mind flayers if they can't find a cure. The voice acting across the board has been excellent, too. And while I don't exactly like all of my traveling companions, they’re all very interesting with lots of secrets and rich backgrounds I've only begun to unfurl.

Baldur's Gate 3 Full Release Screenshots​

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And while Faerûn may be a more grounded and serious world than Divinity's Rivellon – and I definitely prefer it that way – there are still some quirky and off-the-wall side quests to vary the tone. At one point I accidentally walked in on a female ogre and a bugbear about a quarter of her size… um… spending some quality time together. It didn't end well for anyone, but I got a good laugh out of it after I did my best to will that image out of my mind forever.
I have run into several bugs, but nothing game-breaking. In one area, a goblin I spoke to failed to play her dialogue lines, the camera hung on a shot of one of my party member's faces for far too long, and then a different party member from the one who had initiated the conversation was forced into the negotiating role – something she was very poorly suited for. There are also some cases of clothing on models clipping into their bodies when they bend a certain way, lighting glitches in certain dialogue scenes, and other visual weirdness. It could all be filed under annoyances. We've also gotten two large bug fixing patches since the review build dropped, so I'll go back and check if these issues are still present once the final launch version of the code is available.
There are simply too many spells


Combat has been improved from the Early Access version I first played in 2020, and it feels much more fluid and flowing now. That being said, it does suffer somewhat from trying to be such a faithful adaptation of Dungeons & Dragons 5th Edition, a system that works better on the tabletop than it does in the digital realm. There are a lot of buttons to learn about and deal with even at first level, and every caster you add to the party makes this worse. Leveling up a spell-focused character is an exercise in decision fatigue. There are simply too many spells, many of which I feel like no one will ever use. And the amount of damage enemies do in comparison to your health pool at lower levels can make even small battles really stressful.
At the same time, death has been made somewhat meaningless – you meet a character fairly early on who can resurrect any party member for 200 gold, which honestly isn't that much. I would have much preferred a Baldur's Gate 3 balanced around a lower risk of death, but with higher consequences if you do kick the bucket.
 

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