1 review liked by Indianproxynow


Far too early to speak on this with any authority, but some early thoughts:

• As with Divinity: Original Sin 2 the potential for roleplay immediately crumbles if not playing as an origin character. Especially damning since they are all locked into a specific class and race except for the Dark Urge.

• Dialogue options being marked by skill checks and background tags deflates them. It would be more fitting for certain options to have the checks/tags but not convey this to the player until it is time to roll. If I see an option tied to my one-of-like-six background choices, I effectively have to pick it so I can get Inspiration. As for the checks, I can prep the face of the party with Guidance, Charm Person, Friends, what have you. Which itself leads into...

• Despite being a four-member party game, the other three characters might as well not exist for the purposes of dialogue. If you're lucky you'll see one of the origin characters milling about in the background of a conversation, but the person/people I'm playing with are forced to listen and suggest options. So just like with real 5E, it's best to have one person do all the talking since only one person can anyways, further displacing non-faces from the story they are meant to be involved in.

• Origin characters all talk like they're YouTubers, falling into a pillow at the end of a sentence, a permanent vocal sneer tainting each word (except for Gale). There is no space for subtlety in their characterisation either, their MacGuffins and driving purposes laid so bare like the Hello Neighbour devs trying to get MatPat's attention.

• Without a DM to actually intervene, to interpret the players' wishes, anything requiring interpretation is simply gone. Nearly every spell that isn't a very simple effect or damage dealer? Absent. This leaves players with options for what colour of damage they want to do, or what one specific action they might like to take. Creativity spawning from these bounds is incidental, not intentional.

• The worst part of 5E, its combat, is not improved in the slightest here, and if anything is actively worse. One of the great benefits of the tabletop setting is that the numbers are obfuscated. Statblocks need not be adhered to. Players typically don't know the raw numbers of a creature's health or saves unless they clue in through what rolls succeed for saves, or keep a mental tally of damage done before the DM says they are bloodied. The DM has the option of disclosing information, but here the player is forced to know everything. Every resistance. Every hit point. Every stat point. Every ability. Combat cannot be creative as a result because the whole of its confines are known the entire time. You even know the percentage chance you have to hit every spell and attack. It makes it all hideously boring.

• If spells are going to be one and done boring nothingburgers, the least Larian could have done was not have some of them, like Speak with the Dead, be tied to a cutscene that tells me a corpse has nothing to say. I get it, the random goblin body I found probably isn't a font of lore, but do you need to take me into a scripted sequence of my character making a concerned face with their fingers to their temple as I am told for the eighteenth time that it has nothing for me.

• When spells are being learned, there is no indication as to which are rituals and which are not, nor are there options to sort or filter choices. With so few choices maybe it doesn't matter.

• Despite a bevy of supplementary sourcebooks giving players countless options for their characters, you're stuck with primarily the base text. Perhaps it would be unrealistic to wish for every subclass, every spell, every feat, but not knowing this narrow scope beforehand meant my hopes for, for example, a College of Glamour Bard or a Hexblade Warlock were dashed. Without the spells that make those subclasses interesting, however, I suppose they might as well be absent.

• The 'creative solutions' of stacking boxes to climb a wall or shooting a rope holding a rock over someone's head are not creative, they are blatantly intended and serve only to make the player feel smart for being coerced by the devs into a course of action.

• The folks eager to praise Larian for not including DLC seem to have missed the Digital Deluxe upgrade that gives you cosmetics and tangible benefits in the form of the Adventurer's Pouch.

• As touched upon by others, the devs are clearly more invested in giving players the option to make chicks with dicks and dudes with pussies than they are in actual gender representation. This binarism only exacerbates how gendered the characters are. With no body options besides "Femme, Masc, Big Femme, Big Masc" and whether you're shaven and/or circumcised, the inclusion of a Non-Binary option becomes laughable if not insulting. Gender is expressed and experienced in countless ways, but here it comes down to your tits (or lack thereof) and your gonads. No androgynous voice options. No breast sizes. No binders. No gaffs. No packing. The only ways for me to convey to fellow players that my character is anything besides male or female are my outright expression of my gender, to strip myself bare, or hope the incongruity between my femme physique and masc voice impart some notion of gender queering. Maybe this is great for binary trans men and women, but as a non-binary person it comes across as a half-measure that seeks to highlight my exclusion from this world. More cynically, this, alongside Cyberpunk 2077 read as fetishistic, seeing the trans body as something for sexual gratification, rather than just that, a body.

I'll keep playing it, but damn if my eyes aren't drifting towards playing a real CRPG for the first time.

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