59 reviews liked by TabletopRPGFan


It's got some rough edges, but it's wild that this game in early access is as good if not better than the first game already.

Love the characters, the callbacks, the way it expands the world. Can't wait to keep playing and see what the hell else is in store.

Every time I've played Persona 3 I've been turbo depressed and every single time it has managed to life me out of that state and remind me life is worth living.

So so fun! It was so queer that I weirdly took much comfort in it. The characters were all interesting and I cared a lot about all of them. I will definitely come back to it to do more endings sooner or later!!

This is one of my favorite games to come out recently. As soon as I saw THAT illustration (You know which one) I was hooked. This game tackles so many themes, so many stories, and doesn't fumble with a single one.

The only real criticism I can come up with right now, is that the card system gets VERY boring, but the option to turn them off and just do dice rolls instead is a blessing to the games replayability.

The ladies be lovin me after hitting them with the "I've played more Persona games than you, I've played more MegaTen games than you. I have a degree in English and a deep focus in fiction writing. My media literacy and my knowledge of this series is better than yours" đŸ˜©đŸ˜©đŸ”„đŸ”„đŸ”„

[DISCLAIMER: This review didn’t run away from me so much as it sprinted. It is obscenely long, sitting at around 9.4k words after cuts.]

When I wrote my initial review of BG3 I swore that I’d probably just bench the game and come back in a couple years when the inevitable Definitive Edition launched. I was hoping to just put the game out of my mind and go play literally anything else that was installed on my SSD.

But, to tell you the truth, I struggled to uninstall the game. Even after my multiplayer game was put on indefinite hold due to a party member being admitted to hospital (they’re fine now), the game continued to haunt me. Both for reasons I’ll get to shortly, and because continued discussion with my close friends either revealed things I hadn’t considered or brought up new complaints that I agreed with but never really thought about.

Ultimately, though, BG3 haunted me because I had so many questions.

Were things unfinished? Or did I just miss them?
Was the class balance really that awful, or did rolling with Paladin and the default Origin layouts give me the wrong impression?
Did Acts 2 and 3 go too fast, or did I?
Was an Origin playthrough really going to change my mind?
Does the game have a lot of useless loot, or did I just miss it?
How bad is the game’s morality bias in reality?

And so many more. Eventually they ate away at me so hard that I decided to start a Shadowheart run and see how I truly felt about BG3.

To save you a potentially long review: It wasn’t pretty.

I will give Baldur’s Gate 3 praise for one thing, though, and that’s its excellent ability to mask its flaws by pretending to have more options than it actually has. A running theme of my original playthrough was picking an option and thinking “Hmm, I wonder what a lot of those other options did”. In this playthrough, I decided to pick more of them - sometimes via save rerolling.

While I was initially so positive towards the game that I labelled the gameplay as ‘a masterpiece’, repeated exposure and a significant replay have soured my opinion quite significantly.

Hilariously, I finger-wagged Wrath of the Righteous for adding too much yet praised BG3 for its reticence.

Anyway, BG3 has too many options and could’ve done with some significant cuts. No, really. ‘This game has too much’ is going to pop up a lot from here on out.

Yes, WOTR has a lot of superfluous gunk that is best skipped. The problem is that, despite BG3 having significantly less, the ratio of usable:worthless is roughly the same.

Especially on the spell front, my god. There are so many of them, and a startling amount of them are Concentration spells - meaning you can either use only one at a time or casting them will shatter your active spell. This doesn’t affect offensive casters like Warlocks or Evocation Wizards too much, but it utterly crushes defensive/support casters like Druids/Bards/Clerics and ESPECIALLY Paladins, whose primary means of attack (Smite attacks) more-often-than-not will break Concentration. Which is a problem, because even an Oathbreaker Paladin gets an excessive amount of support spells.

You could, for example, cast Shield of Faith. It’s a concentration spell that gives your target +2 to Armour Class. Very nice. Or you could caste Haste, which gives +2 to AC and an extra entire action plus Advantage on Dexterity Throws and doubles your movement speed.

You could also cast Compelled Duel, which forces an enemy to attack only you. Or, you could not waste a Concentration slot and instead cast Command; an extremely versatile spell with a number of options that can do basically the same thing in function but also *isn’t a Concentration spell.

You could use Magic Weapon to buff your weapon and get a significant offensive edge, or you could just use Divine Smite to do basically the same thing in terms of damage output but without breaking Concentration.

This is not a Paladin exclusive problem, either. Woe betide Conjuration Wizards, Clerics, Druids and Bards for their excess of Concentration spells.

I get the intent behind Concentration as a mechanic, it’s ostensibly a means to prevent people simply steamrolling fights by pre-buffing and then walking in with like 6 actions, 45 AC, and a movement speed measured in European countries
 Except you can still do this. There are a number of buff spells, many of which are obscenely useful - Longstrider, Enhance Leap, Mirror Image, Feather Fall to name an early game handful - that can easily be cast before a fight for a massive no-catch advantage.
Sure, you could argue that it’s hard to see fights coming on a first run, to which I’d say that the game telegraphs fights very blatantly and anyone who’s even slightly fluent in the unspoken Language of Games will be keyed in immediately. That, and a character only needs a mild investment in Perception to detect ambushes from ten postcodes away.

As an aside: Concentration also feels needlessly restrictive in a game with so few spell slots as it is. Paladins again get hit with this hard, as Divine Smites devour spell slots.

The issue with junk options sadly isn’t restricted to spells.

In my last review, I gassed up BG3’s action economy and praised it for always letting you do something. You can do off the wall shit involving water + lightning, flammable surfaces, improvised melee weapons, throwing loose items in your inventory, shoving, aaaaaaaaaaaaaaaaaaaaaaaand it’s all useless.

I try to avoid optimizing the fun out of my games. I was raised on flashy fighters and my teenage fixation was Devil May Cry with a dash of God Hand, so the need to style on enemies is in my blood. But it’s a bit hard not to play optimally in BG3 because the fun options just do paltry damage. Yes it’s cool to batista bomb someone through a barrel, but that does at best 9-12 damage in an entire turn. Even by the end of Act 1, you can do so much better than this.

The addition of Throw, Improvised Melee Weapon and Shove seemed like boons at first, but they’re really not. Throwing a molotov will always be less effective than throwing a Fire Bolt cantrip that most casters can get, for instance. There’s some merit to using Thrown weapons, but we’ll get to the Ranged Issue later.
Improvised Melee Weapon is useless given the incredibly high stat requirement to use it against humanoids, its waning usefulness as early as Act 2, and the paltry damage it does if used with furniture.
And Shove
 Fall damage is also utterly pathetic. Shove does have a meagre utility for repositioning enemies, but this is rare considering how much mobility even casual players will come into, and using it for instakills often means losing useful loot.

The real reason ‘improv’ solutions suck, though, is because normal attacks are just too good. Ranged especially. Most martial classes, even the ‘pure’ ones, come with a bow or crossbow proficiency that also confers respectable damage regardless of stats. While Thrown weapons are ostensibly meant to be used as the ranged option for physical damage dealers, they also suck compared to just
 shooting the enemy from afar? Or hucking a cantrip. Unless you’re using the Strength Monk Tavern Brawler build, but that build moves so fast that I question your competency if you frequently need to use ranged with it.

As I was typing this review, I considered giving them some praise for the addition of Jump as an action, but then I really thought about it. All jumping added was some okay level design that’s immediately underscored by the buggy pathfinding, and yet another means for melee classes to ignore ranged by just doing a 20 foot leap towards the enemy.

All of this is bad on its own, yes, but the real problems begin to rear their head when it comes to the subject of leveling. In my last review I praised the game for making ‘levels feel meaningful’.

I now realise that was mostly me appreciating the crutch the game handed me as I was feeling out the systems.

Level ups in BG3 rarely feel meaningful, with the rarity being adjusted by classes.

Spellcasters enjoy a relative lack of ‘dead’ levels as they get spells and slots every single level. While levels 11 and 12 are as underwhelming for them as they are for everyone else (due to 11 and 12 being ‘buffer’ levels before level 13, which was not included in BG3), they do at least get some notable new toys to play with. They suck, sure, but it’s something.

Martial classes, however, often see long swathes where they get little more than an action which may or may not be useful, a passive trait that will 80% of the time be too situational to ever pop up, and then the monotony is broken up by a Feat. Again, again, this really hurts Paladins; they get so many Concentration spells that it would perhaps be less egregious if they only got proficiency in a skill and 16 extra HP.

Once the mechanics ‘click’, level ups soon go from being a monumental event to being countdowns for the levels where your build actually comes online. How could they not? In a game where the most boring solution will often reward you with 80 damage per character turn, getting some Always Prepared spells doesn’t mean anything. What good is Faerie Fire when Lae’zel can do at minimum 80 damage before targets can even cloak themselves?

The sole exception to all of this is Monk, a class which embodies another issue I’m going to gripe about at length later on: Content added later in development is so very detached from the rest of the game that it begins to feel like DLC in a Bethesda game which sticks out like a sore thumb.

Monk is obscene. It has numerous possible builds within itself, is one of the few (if not the only) class that can metamorph into something unique via multiclassing, and it also just gets everything. It can have useful spells that swiftly recharge on a short rest, it can get incredible martial actions that’re worth using over basic attacking (in part because they give you an extra basic attack), or they can just straight up become Rogue but better. 9 Open Hand Monk/3 Thief Rogue is one of the few builds I’ve tried that was sincerely fun.

Monk was also the last class added, and no other class has as much unique content or as much depth. The classes in general, actually, are pretty bad on both a gameplay and story front.

I also need to take a moment to gripe about Feats. In Wrath of the Righteous there’s about a hundred or so. Sure, a lot of them are boring and uncreative, but there’s always something you can take to benefit or augment a build. +2 AC when fighting defensively is boring, sure, but it’s something! That’s survivability, right there! Especially if you’re squishy!
BG3, meanwhile, has precious few feats. The vast majority of them benefit melee characters, with only a handful for ranged/magic users and some that are just plain useless. There is no real reason to take ‘Performer’ - which lets you use musical instruments, already a dubiously useful feature that embodies a problem we’ll get to soon. Sure, it gives you +1 Charisma, but you could also take.

[Drum Roll]

ABILITY IMPROVEMENT!

Ability Improvement is the ultimate embodiment of my gripes with BG3’s feats. It’s boring. It’s so boring. It’s the most boring feat in a list of like 20-30 of the most boring feats in the setting.

But it’s good. It’s really good. It’s a two +1s to any stat you want, or a single +2. Given the relatively high starting stats for classes (17 at most), the relative ease of consequence-free stat buffs, and the low level cap for stats (20 via feats, 30 from rewards/tonics), there’s no reason not to take it. Buffing your class stat buffs pretty much everything you can do, and the relatively homogenous builds available to classes means there’s not much reason to not buff the main stat unless you’re doing Strength Monk - again, the only time a class meaningfully deviates from its main draw.

The other feats, in comparison, are just utter faff and feel more like deciding which flavour of Monster Energy you want. Yeah, there’s tons and they all taste different but at the end of the day you’re functionally just choosing between four things: Proficiency in a thing, a linear stat increase, a dubiously useful situational perk, or something that’s just a total no-brainer. To be honest, most classes can get by just using Ability Improvement/Savage Attacker and either Mobile or Alert. That is, in order: +2 to your main stat, Advantage on every attack roll you’ll ever make that cannot be nullified, and either a huge buff to movement speed which is worth more than gold, or Initiative (letting you get off hefty alpha strikes).

Most feats might sound good on paper, but reality tends to crumple that paper up and throw it into a wastebin. Heavy Armor Master, for instance, promises to reduce all non-magical damage by -3 when you’re wearing heavy armor. Sounds great, right? In Act 1, it is!

For about an hour.

BG3’s core issue on the gameplay front is that it’s too rigid in its adherence to DnD 5e. This would not be a problem were it not for how fast the game scales. Much of what is ‘bad’ in BG3 is only bad because it’s in a videogame. -3 damage would be excellent in a lower stakes tabletop campaign where your two worst threats are “some guy named Greg who’s been stealing gnomes from Belfast'' and your DM’s ex-girlfriend whose untreated personality disorder means every diceroll might literally be your last.

But this is not a low stakes tabletop campaign. There are worse threats than Greg, and they frequently hit for double or triple digits. -3 is excellent against an enemy who will only do 10 damage, but in BG3 those stop appearing within about half an hour depending on your playtime.

What’s really infuriating about feats is that there is an abundance of magic items in this game, and even the shittier ones have far more interesting effects that would’ve made for a much better feat lineup. But no, death to pragmatic adaptation I suppose.

I’m gonna take a little break from kvetching about BG3 to point something out, though: This issue with classes and feats isn’t entirely Larian’s fault. It is their fault for blindly adapting 5e with no modifications besides the ones necessary for a videogame, but most of the actual issues lie with the fact that DnD 5e is just unimaginative dogshit which is - to be incredibly mean for a moment - moreso targeted to people whose perception of tabletop games is entirely shaped by Critical Role and funny DM stories on Reddit. I’d compare it to something like Hyrule Warriors, Prison Architect, Forza or Guilty Gear Strive; in theory it should be a good base for people to springboard into better and more thought-out entries within the genre, but in reality people just cling to it and never expand their horizons. And while BG3 does have many of its own issues, a fair share of them are ultimately present because 5e barely makes for a good tabletop system let alone a videogame.

Much of what I’ve said about feats applies to classes, too. You could pick Ranger if you wanted, but do you really want to? Are you really that hellbent on playing Worse Rogue? Oh, you want to pick Paladin instead? Okay, that’s cool
 But do you really want to play Worse Fighter? Ah, you want to play Druid instead. Neat and all, but do you really want to play Worse Sorcerer? Bard? Is Worse Wizard really that appealing?

The answer for most people will be ‘yeah’, because this is a roleplaying game and I imagine the vast majority of people pick classes for the aesthetics and personal character flavour. Not me, though, minmaxing is part of the fun for me.

Wizards, Sorcerers and Warlocks get plenty of flavour to make them appealing and viable in their own right - even if Warlock is mostly an Eldritch Blast machine. Albeit, most of this is down to the game’s obscene fixation on magic. It very much wants you to be a caster, it wants you to use some magic even if you’re martial. The problem here is that Cleric, Druid and Bard don’t get much in the way of interesting or viable mechanics. Clerics are essentially just an awkward midpoint between Paladins and Wizards. Druid can shapeshift and Bard subclasses get spells that’re just diet versions of better class’ gimmicks, but that’s it. Their spellbooks are weak and wimpy, to the point that two entire companions (Jaheira and Halsin) kinda suck right out the gate unless reclassed.

Druid in particular sucks thanks to a problem which is multi-layered: Damage types. BG3 has a lot of ‘em; Piercing (divvied up into 3 subcategories), Fire, Lightning, Cold, Thunder, Acid, Poison, Necrotic, Radiant, Force and Psychic. Of these damage types, Fire reigns supreme. There are so many readily available sources of it than any other damage type, it’s scarcely resisted let alone nullified, and spells that deal fire damage are both incredibly convenient and incredibly strong. To a lesser extent, this also goes for lightning and cold.

Acid, Poison and Necrotic are utterly awful. A lot of enemies resist it or are outright immune to it, and their spells are either negligible in terms of damage or extremely costly. It’s the near-persistent resistances and immunities that truly make Druid a pain, though. This is, once again, a problem with the choices made in the adaptation. Larian wanted to tell a certain story with certain setpieces, no problem
 At first. They also wanted to include lots of combat stuff from 5e, which meant that what they decided to adapt now had tangible consequences for some characters. Even putting aside Druid’s lackluster spellbook, 2 of its 3 subclasses are focused on dealing primarily Acid and Poison damage, which just makes them a waste.

If you have any familiarity with TTRPGs, you might still be thinking about what I said before: That some things in BG3 are fine for a tabletop session and bad for a videogame.

Anyway, let’s talk about ability checks.

In a standard tabletop session - and indeed, this game’s own multiplayer - characters will have different specialties. Your wizard may be able to bend the world’s magical weave to their whims as though it were an obedient dog, but they probably don’t have the charisma to console a grieving widow. That’s where the party member with the appropriate stats takes the stage. In BG3’s multiplayer, this is entirely intact. I rarely talk to NPCs in my main BG3 MP session because I am Smashman the Barbarian Who Smashes.. Our bard - who has 1 level in Bard and 7 in Warlock - does that for us.

In BG3 singleplayer, this becomes a problem. The Party as an entity will automatically do some things of their own volition; perception/arcana/history/whatever checks will roll concurrently and immediately with no input required. If you need something disarmed or unlocked, the game will automatically make the party member with the highest Sleight of Hand roll for it.

This is all on the overworld, however. In conversations, only the person who initiated can roll. As BG3 is a very Player-centric game, your main character will be the one doing 99% of dialogues, which in turn provides a very annoying issue with proficiency forcing.

BG3 is not a masterfully crafted RPG, or even a competently crafted one, so it lacks what I call “fail-throughs”; situations that can arise from failing a check that are unique in their own way and perhaps even better than succeeding depending on the circumstances. Here, it’s nothing but binary pass/fail checks that either skip some busywork or a fight. If you fail, you’re stuck with busywork and/or a fight. God forbid you have a charismatic character step up to the front, too, because there’s a lot of character specific exchanges in Acts 1 and 2 that you can miss out on. Especially as Shadowheart or the Dark Urge. I find this particularly jarring because it’s a problem that CRPGs solved as early as 1998
 With the first Baldur’s Gate.

One thing I regularly castigate BG3 for is its slavish devotion to both tabletops and other, better western RPGs. This, I feel, really makes it clear as day. CRPGs as a genre tend to have a problem wherein Charisma and its associated diplomatic functions are so powerful that taking them is a no-brainer. BG3 is no different.

Unfortunately, BG3 is not confident in doing this. It offers you an absurd amount of outs; Stat-boosting skills which can be cast from a handy menu, no-consequence rerolls that you get by the bucketload, and tons of bonuses and boons all the way to the credits. It is, in many ways, afraid to let you fail.

Early on, you’re introduced to Long Rests. These cost 40 camp supplies, advance the plot sometimes, and restore all of your spell slots/class abilities. A Short Rest can patch you up briefly for free, but you only get two. The game sort of, kinda, maybe implies that long rests should be done sparingly? This is total hogwash though, you can find about 120 camp supplies immediately after the prologue. It is, to me at least, pretty obvious that the abundance of supplies across the entire game is a safety net for people who’re taking their time to learn the combat or just aren’t that great at the game. This is fine, there’s nothing wrong with this.


Except, on Tactician - which doubles the amount of supplies needed for a long rest - there’s still far too many. Especially for those given to exploration or completionism.

That’s not my actual issue, though.

My actual bone to pick is that the system fucks with the narrative if you’re too good at the game. A bit like Hades, but more insufferable.

Long Rests are good at restoring spell slots, sure. If your party is a monk, fighter, rogue and warlock, then you can get by with short rests. If you’re also decently good at the game, or get lucky with rolls, you can potentially go a long time without using long rests! On my latest run, I only used about three in Act 1.

A very fun fact about Baldur’s Gate 3 is that it’s held together with strings, glue, a bit of prayer and also 4-5 invigilators making sure you don’t peek behind the curtain.

Abstaining from long rests - willfully or not - is a way to peek behind the curtain.

Many narrative events, be they main story related or companion related, are directly tied to long resting. These aren’t just fun side extras, they’re vital to the story being told and the companions within. It’s similar in egregiousness to Hades’ story, wherein you’re punished outright for being better than the game expects. You can, through deliberate or accidental avoidance of long resting, skip a lot of these events.

The game breaks pretty heavily if you do. It’s still clearable, but wow. Companions can skip entire conversations (which are still recorded as happening), Astarion can potentially forget to reveal his vampirism (thus costing him his bite ability), vital scenes involving the parasite can fail to trigger (thus costing you the parasite skill tree), so on and so forth. Even when these do fire, they’re often slammed together in inappropriate ways or delayed by a few real life hours.

Hilariously, you can potentially keep Gale without needing to skill check him into submission, should you choose to kill the refugees and druids. Just don’t rest! It’s easy!

Speaking of slaughtering the refugees and druids, though, it’s possible to stumble into an outcome to the first Big Choice that is either unfinished or was meant to be cut. For context: The first Big Choice of Baldur’s Gate 3 is whether you side with a grove of druids and the refugees seeking shelter, or whether you side with goblins and butcher them. I’ve kvetched about it in my original review, but did you know there’s a third option?

Zevlor and Mol, two tiefling refugees, will allude to stealing the Druids’ sacred idol to disrupt their ritual. Mol even gives it to you as a formal quest. Should you actually do this (ideally via having someone go invisible and nab it), it will trigger a schism and cause the Druids to fight the Tieflings. The Druids will always win, backing the Tieflings into a corner and slaughtering them to the last.

Doing this locks you into a weird Schrodinger’s Murderer scenario. The game flags you as having picked both options at the same time without actually resolving the choice. You still have to trudge over to the Goblin Camp and either deal with the leaders, or “kill” the tiefling camp by
 walking in the front door and having Minthara proclaim victory. Interestingly, Halsin even has unique dialogue for this scenario that sadly never gets resolved because he disappears from the game world entirely in this situation.

What’s really interesting though, are the companion reactions. Shadowheart quips that the Grove owes you a great debt for saving them - despite them being dead - while Gale groans about it despite never confronting you or alluding to it elsewhere. Astarion never acknowledges it - or maybe he does? I don’t know. On the run that let me find this outcome, I grew tired of his Stewie Griffin impression and staked him. Wyll runs through some cut content voicelines with Karlach that reveal he was intended to not leave instantly if you slaughtered the Grove.

I bring this up because it is fantastically broken, doubly so if you opt to ‘side’ with Minthara and then immediately kill her, at which point you’re locked into that Schrodinger’s Murderer state I mentioned above. And yet, this is something the game directs you to do. It’s not something I just found while faffing about, it’s a quest Mol gave me. Keep it in mind for when I talk about the story.

First, though, I want to talk about alignment. Like everything, alignment was gutted in 5e and turned into a vestigial system; there for the sake of being there, really. BG3 omits it
 as a mechanic.
But it’s still beholden to the ideas of the alignment system. If you have any familiarity with the setting and its alignments, it becomes abundantly clear that they’re still there but invisible, much like engines in Mechwarrior or ammo pickup in Payday 2. Sure, there’s no good or evil meter or even associated stats, but also it’s kind of conspicuous that the only Bronze Dragon is so Lawful Good as to be destructive. Or that Astarion becoming a true vampire very noticeably shifts his alignment out of Neutral. Or that, despite waffling and shuffling around the topic, every mindflayer you encounter meets one or more definitions of Neutral Evil. Or that Shadowheart, follower of a Neutral Evil goddess, gets noticeably and abruptly more selfless after converting to Selune - a Chaotic Good goddess.

There are narrative reasons for these, yes, but they have all the sincerity and grace of a parent insisting their son’s stained school shirt, chewed bottom lip and dilated pupils are due to migraines. It’s such a strange thing to observe after 5e bent over backwards to turn alignment into the kind of atrophied husk that excites some of my puppygirl friends. Especially after having finished a replay of WOTR, a game that challenges the rigidity of alignments in basically every other major scene. Larian probably thinks Prelate Hulrun was right.

Why bring this up?

Because at the end of the day, BG3 doesn’t feel like it was actually made with love for DnD or 5e specifically. Rather, it feels like it was made by people who liked the idea of DnD or maybe their specific DnD experiences, who then went on to make a game which is just a cheap rollercoaster ride for Faerun. A narrow hodgepodge of random elements from the franchise to make people gawk at for 60 hours. In a way, I’d argue that BG3 is made more out of demented DnD fetishism as opposed to any genuine love.

It’s one of those things that only comes up on replays, really. I think the first run is good at making the world feel bigger than it is, especially given the inevitability of you missing something. On subsequent runs, it’s very obviously an A-B-C haunted house ride where you can sometimes vote to go on a detour. There are no real memorable components to the overworld, just attractions. Look, there’s the Absolutist siblings! And the owlbear den! And the goblin village! And Auntie Ethel! And the Raphael bridge! And Gnolls!

But there’s no world. I recently reviewed Factorio, yet it’s this game that feels like a conveyor belt ride. In my last review I took potshots at Act 2 for pretending to have a hazard only to immediately hand you a key to ignoring that hazard, and in hindsight Act 2 is the game just admitting what it is. ‘Here’s a wrecked Land of Fuck, go explore Fuckland and see the sights!’, with the sights primarily being undead/shadow enemies and encounters that’re either tedious boss fights or a succession of dialogue checks. They are, at the very least, better tied to the overall story than in Act 1 or 3. Really, if I say anything about Act 2 is that it’s easily the strongest arc just for making the haunted house attractions actually tie in with the rest of the house. Which honestly gives it better interior design cohesion than my parents.

Act 3 is the worst for this, though, my god. 1 and 2 have the excuse of being in a frontier forest and a blighted hellscape. 3, though rife with cuts and rewrites and bugs, takes place in the Faerun equivalent to Glasgow. And, despite the massively increased population and higher density of NPCs and framerate dives and cut content, it still feels like a haunted house ride. You dart around a tenth of the titular city going from attraction to attraction, ticking off entries in a checklist so bloated that I have to declare it as fetish art when crossing the Canadian border. Not once does the game cast off the rollercoaster shackles.

Something else that’s been bugging me as I both replay BG3 and watch others play is that, honestly, classes aren’t implemented very well in the narrative. Dialogue and actions that should break a Paladin’s oath often don’t, and the usage of generic ‘Paladin’ dialogues for each oath means that your character will almost always be OOC relative to their oath. Even Oathbreakers are OOC, as they can still act as and be treated as a Paladin by everyone not named Raphael. Warlocks can frequently chastise Wyll for how silly he was to accept a Fiend pact with little to no attention given to your hypocrisy. It’s often a coin toss whether or not characters will mention a Druid protagonist even being one when appropriate. If someone mentions a lock or trap in dialogue, take a shot every time they allude to you being a Rogue. You’ll be stone cold sober. Don’t even get me started on Warlock and its vocations.

I normally would not hold developers to such tight standards. Gamedev is tough, I’m not insane enough to think they should account for every contingency or random combination of decisions the player might make. The reason I make an exception for BG3 is because it constantly pretends it’s accounting for things. Part of the hype wave from Early Access was caused by the game having responses for all manner of combinations and the general assumption was that the full release would be the same, but More. So with that in mind, every omission is a bit of a glaring hole, especially as they’re often common-sense omissions - weirder ones get accounted for.

One last addendum (because this segment has expanded 3x its original size since I started) I feel is worth noting is that the original level cap for this game was 10. It was later buffed to 12 to allow spellcasters to get Level 6 spells, but Larian has explained several times that it’d never go any higher because they just didn’t want to deal with the ramifications of 7th level spellcasting or anything above it. “We didn’t want to deal with it” pops up a lot in interviews around this game, which is also vexing considering how much faff the game has.

[I had a segment here about how bad customization was, but honestly it’s just a repeat of my prior gripes in the last interview with an added “I hate how boring the body types are”.]

Okay. 5700 words into this review.

Let’s actually talk about the story, and the characters that inhabit it.

When I first ran through this game, I had a lot of love for the tadpole infestation as a framing device. A lot of my earlier story criticisms were centred around “squandering a good premise later on”. I liked the setup, but the payoffs to said setup were unsatisfying.

Now, coming back to Act 1 several times, I’ve actually come to resent the story for immediately going out of its way to remove all sense of urgency without even pretending there’s anything at stake. Very early on, you are told outright that the tadpole in your brain won’t immediately turn you and thus there’s no real rush whatsoever. Despite vestigial dialogue from Early Access implying that engaging with the tadpole at all will doom you, this is a lie. There are no consequences for using it, and it is indeed just a cool skill tree you can gorge on with no issue or complaints. Lae’zel doesn’t even need to be persuaded to turn a blind eye; you can stand in front of her and ram parasites into your skull while she stares at you glaikit and uncaring.

This isn’t an issue exclusive to the tadpoles. Even in Act 1, you will be told an annoying amount of times that the Druids are this close to shutting off the grove and that you REALLY need to hurry before they succeed in their ritual. Naturally, you can take all the time you like. Even as you learn of a pending Goblin invasion, so long as you don’t speak to Minthara you can just meander around at your own pace. Characters are constantly urging you to focus on things; Raphael warns you not to meander, your companions beg you to hurry up and do their specific thing, NPCs give you quests and go “oh it is SO urgent people are DYING it’s almost OVER you are our LAST HOPE” only to exit dialogue and stiffly walk away while you pinch their healing potions with Astarion.

Now, I need to lay my cards out here: I like time limits, and I think completionism is a venereal disease. I think the real strength of videogames is that they offer experiences that other artforms literally cannot replicate, and a huge part of this is due to some games simply not letting you ‘see everything’ on a first run.

I don’t think BG3 would actually benefit from hard or soft time limits, though. Rather, I take hefty umbrage with the game constantly pretending to have any sort of urgency or time limit only to clap its hands and lead you down a trail of Side Shit. It’s telling that you can acquire a ring from a sidequest that’s meant to assuage symptoms of tadpole infection only to find out that it confers a small buff instead.

WHICH IS A PERFECT TIME TO TALK ABOUT EARLY ACCESS AGAIN!

I really need you, the viewer, to understand how much of a different game BG3 was before they bowed to complaints and made a worse version of DA:O, and I’ll start with that bloody ring.

As I’ve mentioned before, the Early Access version of BG3 was a much different, darker beast. Using the tadpole was an in-game taboo, would royally piss off your companions, and subtly accelerated your descent into becoming a squid. But there was a way to make it fuck off: A ring. The same ring you get that now confers a small buff. It required a short and at-the-time annoying sidequest, but it made that tadpole shut up and made the dream visitor fuck right off until you removed it.
That it was diluted so heavily in the full release (to the point where pursuing the sidequest actually enhances your tadpole powers) is indicative of this game’s massive tone shift, but it’s not quite as indicative as *Wyll.

Wyll in BG3’s release version is the noble son of Duke Ravengard. He is a kind and morally upstanding man who took a Warlock pact that massively fucked him over, but he’s still good in spite of it. He is the goodest of good companions. Mizora, his patron, is just a terrible creature all around with all the redeeming traits of the average Serbian war criminal given that she groomed a teenager into accepting a Warlock pact.

Wyll in BG3’s EA version wasn’t even a Ravengard. He was hinted to be an Eltan, and his dad was a rogue. While he was still the ‘Blade of Frontiers’, conversing with him and exposing him to Goblins made it clear that he harboured an intense darkness in his soul and was a bit too proud of himself. When faced with noncompliant Goblins he immediately resorted to torture, and had no qualms about hurting an innocent man for information. He saw himself as Robin Hood, but veered into The Punisher territory
 But there was also an undercurrent of longing to his desire to find Mizora. Despite being his abuser (more intensely, since EA implied she’d sexually assaulted him) and openly scorning her, it was never clear if he actually did hate her.

Unfortunately Larian made the mistake of asking CRPG fans to empathise with a morally complex black man and thus they whined for years that he was “boring” (despite being, imo, the most interesting EA companion besides Gale), so they rewrote him entirely and gave him a new VA and didn’t even have the fucking care to give him as much dialogue as the other companions, so now he feels worse than even the non-Origin characters or Karlach - who only existed late in the game’s lifespan. I bring this up specifically because EA Wyll and EA Astarion were essentially the same character concept; men who affected a front that crumpled under duress and revealed a murky, complex interior. Wyll’s story just progressed in EA while Astarion’s didn’t.

In the middle of writing this segment, which was going to touch on how launch BG3 is painfully split between trying to be a dark fantasy story and trying to be ‘Dragon Age With Cocks’, Larian dumped out Patch 5, which among other things adds an actual epilogue and a way to recruit Minthara without carrying out a small-scale ethnic cleansing. The content present in both of these confirmed to me that Larian have opted to embrace Bioware’s legacy wholeheartedly, by treating their own work as a terminally unserious dating sim for 20-30 somethings who laugh at Virtual Youtuber fans but treat Astarion as though he were an actual person they know.

It’s an excellent jumping off point for my criticisms about tone, though. Marketing itself as a Dark Fantasy Epic gives me certain expectations and while I’ll praise them for avoiding the addiction to sexual assault which is omnipresent in American/West European Dark Fantasy, I have to dock them points for not actually making a Dark Fantasy story. Yes, the game is very gorey and a lot of sidequest characters get royally dicked over, but this is ultimately a story about a party of mostly heroic individuals out to slay an inarguable bad guy who is out to control all reality. Along the way, you can hit a button every now and then to do a dickish thing for no justifiable reason than “the option was there”.

If you’ve played BG3, think of your least favourite party member. Maybe it’s Shadowheart, with her initial snootiness and wishy washy morals? Maybe it’s Lae’zel, with her refusal to lick your character’s boots and penchant for dickheadedness? Maybe it’s Gale, with his emotional manipulation and habit of lovebombing people?

Whoever they are: They were better in EA simply by way of having worse character traits. The release version comes with a distinct sanding-down of everyone to make them more palatable to the Dragon Age crowd. Which, given how DA fans continue to talk about Morrigan to this day, isn’t entirely unreasonable. The end result though is that the party are, as a collective, insufferably good. Besides Minthara - who is very obviously your Lawful Evil rep - every single party member is ‘good at heart’, or just outright good.

The option is there to make some of them worse, of course, but as I alluded to in my last review and up above there often isn’t any justifiable reason for it. It’s debatably a worse case of protagonist-centric morality than the titles this game is blatantly ripping off. At least Dragon Age 2 bothered to provide reasons why you might turn Anders into a crazed zealot or Isabela into an amoral, selfish thief. Here, the choice is always “follow the logical conclusion of the character’s arc” or “hit the bad guy button”.

None of this would be an issue if each NPC’s worst traits were still present. Barring some leftover EA dialogue and early Act 1, everyone just softens up unless you hit the bad guy button.

I also need to take a moment to natter about how boring the companions are, having seen their arcs to completion around 5-6 times at this point. Call me reductive if you wish, but every Origin character is someone whose life growing up was defined by abuse (sexual, emotional, institutional, whatever) and whose personalities at game start are defined by grooming (for romance, for sex, for control, as part of a militaristic caste society, by a literal demon, etc). The resolution to these characters is always either them getting over it - with only your help, naturally - or becoming a dickhead.

The only material difference, besides (imo) cosmetic differences in dialogue is that Astarion gets significantly more Everything than everyone, which is best exemplified by the Dark Urge

I was hoping to put the Astarion favouritism off until nearer the end, but again the recent update put him at the forefront of dev time, quality and quantity so I am bloodsworn to kvetch. Most of what I’m going to say applies to Shadowheart too, but to a much lesser degree because she’s a woman and you know how fantasy fans are.

Astarion gets an unusual amount of shilling by the devs, to the point where it gets exhausting. He has the most indepth romance, he has the most interactions with the Dark Urge, he has the most dialogue, the most interjections, the most indepth companion questline - with the most outcomes - and is generally just given so much more than everyone else. In updates, he is always the focus. “You can kiss Astarion on demand” got more attention from Larian themselves than “Minthara, an entire companion, now works properly”. Hell, the old BG3 poster used to have every companion dispersed evenly and now it’s got him at the forefront. He’s also the only dex-specced party member in the game, so you’re stuck with him unless you want a Hireling.

I wouldn’t normally take umbrage with character shilling because, let’s be honest for a second, posterboys are exceptionally useful marketing tools and most big releases have one for sanity’s sake. My actual issue comes from the sheer neglect everyone else gets. Wyll, a companion who’s been around since very early access, has less dialogue than Karlach - a character who didn’t at all exist until earlier this year. Everyone else just has less than Astarion, which is impressive given that it’s Shadowheart who the narrative drops on you. I’ve noticed that a lot of this game’s most vehement defenders tend to point to Astarion’s story (which is just “sexual assault is bad
 when it happens to men c:”) as proof that the narrative is high art while conspicuously ignoring the rest of the game’s narrative contents.

In a way, it amazes me that Larian managed to speedrun the Star Wars Pitfall - wherein a series starts off with a vivid and interesting cast of characters only to cross the event horizon and end up revolving around 2-3 (Skywalker/Kenobi) in the end. In EA, BG3 was a game about a party of fucked up people with a deep ugliness in their soul sat opposite all the beauty, and in the full release BG3 is a game with Astarion and some other people in it.

Also
 This may strike some viewers as cold, but I don’t particularly care about the way sexual assault and trauma are depicted in Astarion’s questline. Both because all of the abuse is thrown up in one big box named “abuse”, and because the writers clearly think the players are fucking morons which results in several scenes where either Astarion or the Narrator tells you outright the exact ways in which his trauma affects him.
This in itself is not unrealistic; as heartbreaking as it is, the most damaged people I know don’t want for self-awareness and could probably deliver much the same exposition.
In writing, though, it often comes off as what I said before: The writers assuming players are morons. Which is doubly strange given Gale (my favourite companion) is a whole other beast, and the results of his grooming by a literal goddess are often present yet not explicitly commented upon. He’ll even deny it in the rare moments you do bring it up.

It’s all very
 “Young adult novel tackling abuse”. Every time I see the ‘good’ climax to Astarion’s story where he declares that he’s “so much more than [Cazador] made him” and then stabs his abuser to death before sobbing, I wince a little at how juvenile it is. In the past it was ambiguous as to whether murdering Cazador actually helped, but sure enough the new epilogues confirm it ‘fixes’ him. Nauseating, I tell you.

I mentioned that Gale was my favourite companion and that’s primarily because he hits on the same notes, they’re just handled with grace. Gale is a deeply traumatized man who was groomed and taken as a consort by a literal goddess. A goddess who enabled his worst tendencies until they bore actual consequences, and then cut ties with him for both of their sakes.
He presents a jovial and jolly front, but said front comes with a habit for compliments-as-manipulation and guilt tripping because it turns out being well-read does not make up for serious arrested development.
Peer beneath the veil and you find a man who has a genuine, sincere belief that his death will be a net positive for the world, yet despite this emptiness and resignment to his fate he still nurses a nuclear anger towards his abuser and anyone like her that can be set off if pushed properly. His apparent ‘ego’ is also a front, because in truth he believes his only notable trait is his intellect and magical prowess; they’re the core of his entire self. Without them, what is he?

There’s a moment in Act 2 that’s incredibly easy to miss due to that act’s general pacing issues where he’s just outright depressed. When you poke him for a conversation, the first thing he apologises for? Not being the erudite and verbose speaker he usually is. It’s heartbreaking.

Most of that is just inferred, by the way. Unlike Astarion, Gale has precious few scenes that really expand on his character and I had to really dig to get some of them. That many of them were bugged and didn’t appear until patches 3 and 4 didn't help. Minthara is great too, but the developers are hellbent on leaving her unfinished so I can’t even go into an expository rant about her.

I’m going to take a brief break from dunking on the game to talk about a good part - though it is in service to dunking all the same.

Act 2 is fucking phenomenal. I’d say it’s the only solid part of the game’s story. There’s a solid villain with defined motives and an actual personality, a strong supporting cast, minibosses who act as narrative mirrors to the big bad, and several companion quests (Except Wyll, sorry) reveal their full stakes here. The studio’s art designers worked overtime for each of its various environments, deftly alternating between oppressive deathcult fortresses and regal yet foreboding enclaves with plenty of rotted quasi-medieval structures in between before eventually capping off in a horrific dungeon made of meat. While I’m still not too fond of the Shadow-Cursed Lands as an area to navigate, I think the entire thing is of infinitely superior construction to the acts it’s sandwiched between.
Special shoutout to Act 2 if you’re playing as Shadowheart, which is perhaps the only time in the game where the potential of Origin Characters as a game mechanic is ever realized. Dialogue changes constantly and your interactions with the major NPCs are often radically shifted to account for your character’s role and heritage. Shame it doesn’t last.

Act 2’s biggest flaw, sadly, is that its mere existence makes two already bad acts look even worse. With the primary exception of Act 3’s intro and final two hours, most of BG3’s plot in Acts 1 and 3 only occurs sporadically. It is a series of diversions, fetch quests and camp rests until Plot, and Act 2 really pulls back the curtain on this because the plot is progressing constantly. It’s difficult to wander around Act 2 and not advance the story.
The foundation of this criticism stems from BG3’s obsession with absolute faff. Taking a leaf out of DA: Inquisition’s book, a lot of sidequests and side areas are either contextless fights or an intro to painfully unfunny writing. XP in this game stands for both Experience and Excruciating Pain from yet another Whedonesque gag sequence. Normally I’d excuse this because the game gives you gear for suffering, but so much gear is caster-specific that my martial addicted self usually bins it.

There’s a conspiracy theory that Dark Urge - who starts as a Sorcerer by default - was the main character and ‘Tav’ did not exist, which is probably not true but is believable with how much gear is caster specific. If you are a punchman or a Barbarian, eat shit.

And the Dark Urge itself
 Truthfully, I like it so much that I do wish it was the only option and that Origins were unplayable. The DU story is a tale of someone wracked with a violent compulsion that haunts them no matter what. If they fight it, it is a story of fighting tooth and nail to stop said compulsion as it grows in power, eventually threatening to make the DU lash out and kill their loved ones. If they succumb, it’s a story of a demented madman building a throne of murder from the bones of reality, for they are a Bhaalspawn and that is their birthright.
DU is, to my surprise, a surprisingly captivating tale because of this. There’s a lot more weight given to some moments, and parts of the game which are usually dead air are instead filled with advancements of the DU’s personal plot. Successfully fighting it and making it to the end feels earned, in part because it’s the only good-aligned path in BG3 which is infinitely harder than the evil path.

Aaaaaaaaaaaaaaaaaaaaand nobody really responds to it. DU, much like the other companions, just doesn’t get as much unique dialogue as it should. As expected, Astarion is the only character to really get into conversations about the DU, with everyone else only really giving brief interjections or casual camp chats. In the good route you are literally murdered stone dead and brought back, and nobody reacts to it. It feels grotesquely incomplete, which is a disservice to BG3’s most interesting aspect.

Throughout this review I’ve alluded to “the plot” or “the story” and I’m sad to announce that there just isn’t that much to discuss on that front. The party get infected with mind flayer tadpoles, are manipulated by a rogue mind flayer, get told to wrest control of an Elderbain from the Dead Three’s Chosen, and then decide what to do with said brain once it breaks free. I am of course being reductive, but only slightly; the meat of this game’s ‘story’ is the companion quests and side stuff. Attempt to do the plot with Hirelings and it peels back just how empty the game is.
And, really, I think having the final villain be the Elderbrain is a bit too straightforward for a game that pretends to have depth with its various ‘twists’. Doubly so considering the Chosen are miles ahead of the brain in terms of writing, managing to deftly straddle the line between “big bad you absolutely must kill” and “sympathetic failure who has reasons for being like this”. Which gives the game more depth than Final Fantasy XIV, I guess.

The story can be made somewhat more palatable by picking an Origin, because it at least hoists some unique scenes on you as a means to let you play out a character's arc however you wish. This is, sadly, the only way to give Wyll or Karlach any depth, and I'm not about to award points for the game encouraging you to make up the good writing in your head - though it certainly worked on a lot of people.

I am nearly ten thousand words into this review, and the entire time I've been waiting for a moment to posit the "What is Baldur's Gate 3 about?" question to myself. Staring down at the last few paragraphs, I realize I don't even know. So deep are the narrative changes and so sloppy is the EA/Launch welding that I can't even speculate with certainty.

As we near the end, I do want to say that the voice acting is the game’s best aspect. Besides Neil Newbon (I’m sorry. He sounds like Stewie Griffin. I will not budge.) everyone else sounds fantastic. It says a lot that the main cast have relatively few works under their belt yet are managing to go toe-to-toe with legendary voice actors JK Simmons and Jason Isaacs, with the gap in quality being about a hair’s width. Sure, it’s really fucking annoying that the game has a cutscene for EVERY dialogue even if it’s incidental NPC one-offs, but at least it’s nice to listen to everyone. Shout out to Maggie Robertson for managing to make every line out of Orin’s voice sound hornier than even I could imagine. You rock.

Ultimately, this game’s ambitions hurt it the most. There is a vast mountain of cut content for this game, much of which was being shown off and played by the developers as late as three weeks pre-release. Endless rewrites, mechanical changes and changing staff are obvious in the patchwork, ramshackle product that released in August of this year. There is a clear attempt to make a modern epic on display here. To call this game a rough gem would be acknowledging that it is still a gem, and that’s not praise I’m willing to offer even faintly.
Towards the back of my 200~ hours in this game, I began thinking of something I read years ago while talking about Three Kingdoms China. I think it’s from Sun Tzu’s ‘The Art of War’?

There’s a limit to how far something can travel before it needs more maintenance, food and water than it can transport. This goes for animals, humans, and software too.

Baldur’s Gate 3 needed either more money, staff and resources than Larian had, or more realistic ambitions. The foundation required to support their ambitions just wasn’t there.

This game has already won a ton of awards, and will likely win even more in the coming year. For many people, it’ll be their first experience with Dark Fantasy and their views on the genre will be coloured by it. It’ll take five or so years for critical retrospectives to exist without getting shouted down by manic Astarion fans. Even now, all over social media, excitable gamers hold it aloft as an example of what games “should be”, and executives will nod their head and agree. It is, after all, the AAA way to launch unfinished and fix it later.

I have no satisfactory ending for this review. Which, given what game I'm reviewing, is apt.

[POST-SCRIPT STUFF STARTS HERE]

After posting this review, I lay down to rest my ancient back and primordial eyes, and I had a thought.

This game has problems with sex, Asian people and trans people.

Just to rattle them off without a script or proofreading:

1) Sex is treated weirdly, like Bioware's attitude but worse. It is a reward, something you get from engaging in the uncomfortably transactional romances or from doing sidequests. Alternatively, it's treated as a kink in and of itself, and that people who have it are freaky, which is very obvious with both Minthara and the fucking incest twins. Lastly, it tends to pop up as a punchline but in a very annoying way where it's the only punchline. There is genuinely an encounter early on where the '''joke''' is "haha look! Ugly people fucking!"

2) There just aren't any important Asian characters in this game, with the most prominent being a one dimensional baddy who is ultimately irrelevant outside of Astarion's questline and the rest being NPCs with one or two lines of dialogue. It really sticks out, especially given the undeserved praise this game is getting for representation. Hell, the Black characters aren't treated any better; Wyll is a non-factor thanks to Larian gutting him to appease whiners, and his dad is another man's plot token. Neither of them have any agency within the story, with Wyll always putting the fate of his dad in your hands. The playable cast is so fucking white too, my god.

3) Much of what I said up above applies to trans people, essentially confirming what I said last time. There are only a handful of trans NPCs, and there are no body options so if you decide to be a trans woman you're stuck with bolted on tits, and trans male characters are stuck looking buff as fuck because everyone in this game shares one of 4 body types. Sure, you could use one of the other body types, but faces are sex-based and there's an aggravating lack of sliders there's no real option besides femininity or masculinity. Fun! There's one major trans NPC who appears in Shadowheart's quest, but that's really it for trans people in Faerun.

In 1997, a game called Fallout spilled out into the world. Under the guidance of a nerd named Tim Cain, it was initially a hobby project until more and more people latched onto it, adding their talents and thoughts to the potluck that would eventually spawn the most annoying group of cryptofascists this side of Warhammer 40,000.
Drawing on their love of pulp fiction, retrofuturism, XCOM, sci-fi movies and a tabletop system they liked (GURPS, which is absent from history for a very good reason), this vast pool of influences eventually calcified and become Fallout 1.

This story had already played out several times across modern culture by the time Fallout came into existence. It is the basis of Star Wars, modern western comics as a medium, Gundam, Warhammer... Really, you can pick any longrunning and influential franchise to find the same story of one passionate person and their team of equally passionate collaborators drawing on a huge pool of influences to make something unique.

Fallout 1 is a great game. If I ever made a list of games you should play before you die, it'd definitely be up there. Rather uniquely for the post-apocalyptic genre, it's more focused on humanity pulling itself out of the ruins of a long gone civilization than it is on the long gone civilization itself. Compared to what came after, it's a far more somber and reserved experience where the potential of combat occurring is more like a sword of damocles than a regular occurrence. Sure, it has every trope you likely expect from the genre (mutants, bandits, factions mimicking old world stuff like cowboys), but those tropes are more of a deconstruction than anything; they're portrayed as kind of pathetic for having an obsession on old iconography, because there is a now in front of you and it needs help to be built and maintained. There's a reason the BoS are assholes in this one.

Sadly, much like every example I gave two paragraphs ago, Fallout has succumbed to what I nowadays refer to as the Lucas Horizon. George Lucas combined his love of westerns, samurai, Kurosawa movies, WW2, Flash Gordon and sci-fi to make Star Wars.

The people making Star Wars after him are using their love of Star Wars to make more Star Wars.

Despite calling it the Lucas Horizon, however, I feel Fallout embodies it more than any other franchise. Even starting with Fallout 2, the series began to develop an obsession with itself. Rather than letting the influences and references form a foundation to build a work upon, they became the central part of the work. Now, Fallout 2 isn't as bad about this as every game that came after it, and indeed it at least bothers to expand on Fallout 1's themes, but at the end of the day it's ultimately more about pop culture and Fallout stuff than anything else.

Fallout 3 is where the series begins to veer off into the Lucas Horizon for good. After two games that were about the gradual rebuilding of civilization and the ways in which people built a new life from the wreckage of American civlization, 3 did a massive 180 and focused specifically on the wreckage, setting itself in a wasteland literally called The Capital Wasteland, with all of the progress from 1 and 2 seemingly undone.
The game opens with a hollow recreation of Fallout 1's intro, once again narrated by Ron Perlman and featuring shots of a ruined world set to a dissonant song by the Ink Spots as the first game did, before revealing yet another person in power armor. The difference, though, is that while Fallout 1 used it as a prelude to the story, Fallout 3 uses it to signal just how much it adores the wreckage and the retrofuturism and the distinct Fallout iconography that Bethesda yoinked at a garden sale. Fallout 3 rolls out its new power armor model to make you go "wow, cool!" while Fallout 1's intro prominently displays the T-51 being worn by American soldiers extrajudicially murdering prisoners of war.

If you've spent any amount of time in gaming circles, either directly or indirectly, you've likely heard the phrase:

"It's a good game, but a bad [franchise] game".

Personally, I hold this phrase in contempt as it's almost often deployed as a means to avoid any indepth examination of what it means to be a [franchise] game, and is often code for "it's not like the games I love".

Fallout 4 is my one exception. It is a good game, but an atrocious Fallout game. We'll be talking about the latter part exclusively, you can infer my thoughts on 4's gameplay from the Starfield review I did.

Why is it an atrocious Fallout game?

Because it's not about the rebuilding of society. It's not about the struggles faced by those seeking to carve new life out of the bones of the old. It's not even about kitschy pop culture references or the ways in which veneration of the past drives one straight into the past's sins.

It's about Fallout. It's about Vaults, Vault Suits, power armor, the Brotherhood, retrofuturist shit, dandy boy apples, whatever comes to mind when you think "Fallout", that's the core of Fallout 4.

Now, don't get me wrong, there are some themes present in Fallout 4, but they're superficial at best. Any talk of 'rebuilding' is just a pretext to shove the settlement mechanic on you, and this game treats a question as intense as "If artificial life possesses humanity, is that natural humanity or is it as artificial as its host?" with all the seriousness of The Room tackling breast cancer.

Discourse surrounding this game points to the voiced protagonist as the source for many of its woes, but I'd argue that the protagonist being a pre-war survivor does more harm than anything else. Intrinsically binding the player to the old world means everything encountered is filtered through the lens of that world. For all its faults, Fallout 2 having the player be an insulated tribal whose confusion at the world around them stemmed from their post-war experience was a much better angle than simply having the protagonist be a 200 year old.
In the non-Bethesda titles, the pre-war period is explicitly associated with the concept of rot and decay. The Brotherhood donning the armor and imagery of pre-war America led them to become just as paranoid, isolated and self-righteous as pre-war Americans did. Ghouls, ancient pre-war survivors, were rotting zombies in the most literal sense of the word. Shady Sands becoming the NCR was explicitly portrayed as a bad thing, because its citizens assumed a mantle of relative safety in exchange for shouldering the foolishness that led to the state of the world as it is now - to the point of recreating American jingoism and oil barons in the new world.
Most obviously, the Enclave were the last bastion of the US government and their very existence is seen as a virus purely because they wish for some inane ideological and biological purity. Fallout 3, despite having more flaws than I can count, at least got it right by involving a literal virus in the Enclave's plans just to make it obvious.

In New Vegas, the Enclave's power armor has been forgotten by almost everyone. Those that are aware of it consider it to be either a hate symbol or a bitter memory of a failed state. You have to go through a long and messy quest to get it, and it's given as a 'reward' once you're told that the Enclave was a dream doomed to die from the start. The game rubs your face in how pathetic its remnants are; sad old people who struggle to deal with the cognitive dissonance resulting from them missing the Enclave yet being fully aware it was just another death cult. Should you convince one of your party members to don it in support of the """best ending""", he's immediately identified as a war criminal and given a life sentence.

In Fallout 4, it starts spawning at level 28.

But really, it's the Brotherhood who embody this complaint more than anyone.

In part because they've become the Enclave, complete with vertibirds and racism.

In a better work, this would be remarked upon. Someone would point out that there's a bitter, harrowing irony to be found in the Enclave's biggest enemy stumbling into their ideology, or that a group that was once positioned to be the country's heroic saviours were now out enforcing curfews and killing people without trial. That something once considered a reassuring symbol to the wastes had now become something people dread.

Fallout 4 instead trips over its own feet, because it's more concerned with making you - the viewer - think the Brotherhood are cool. They debut in an epic, memorable cutscene where a fucking blimp flies into the map alongside a vertibird swarm and a dramatic announcement, potentially accompanied by Nick Valentine quoting a passage from The Raven in dismay. Your personal introduction is given an equal amount of weight, featuring a cool vertibird sequence up to the Prydwen which caps off with a rousing speech from a guy deliberately designed to look like modern neo nazis. Progress the story, and they bust out Liberty Prime - Fallout 3's giant death robot who rants about communists in a hammy voice and literally can't be killed.

Being a queer person who has several other characteristics that make me a target for fascists, I'm very sensitive and hypercritical of how they're portrayed. One of my most strongly held beliefs regarding the creative arts is that, much like suicide, a creative should be very considerate of how they depict fascism as I feel it can have very very very lasting real world harm.
See, the other thing Fallout has in common with those other IPs I listed up above is that all of them have had their iconography co-opted by fascists, because all of those IPs eventually doubled down and made their in-universe fascists seem cool to the average viewer. Star Wars doubled down on the Empire's cool visuals, Gundam gave tons of screentime to Zeon, Marvel keeps bringing back The Punisher uncritically, and Warhammer 40k continues to glorify the Imperium even as queer people are made to feel unsafe and ostracized within the community.
I'm only speaking from personal experience here, but the Fallout fanbase is rife with nazis. For a time, Enclave iconography and visuals were pretty much synonymous with the more rightwing elements of the fanbase. Despite New Vegas being popular among queers, the series as a whole doesn't get much discussion because said discussion is mostly driven by rightwingers. The reactions to The Frontier mod contain a lot of the word "degenerate", which I think speaks for itself.

For Bethesda to try so hard to make the openly and textually fascist Brotherhood seem cool and admirable feels irresponsible given the franchise's history. There is a very good reason most other videogames do not give you a "bad guys campaign" when they're approaching anything political, after all. Even Skyrim, this game's immediate predecessor, handled the subject with infinitely more grace.

Such problems are the natural consequence of Bethesda equating "good writing" with "there is a Fallout Thing present". The moral, social and political implications of The Institute being a 200 year old ancient conspiracy who rule an entire region from the shadows are glossed over in favour of "Look! Synths and pre-war aesthetics!". Almost nothing touches on the messy politics of the Railroad and their written goal, which is altruistic on paper but in practice has accidentally become a supremacy movement that carries out 'justified' violence for the sake of the violence itself. The Vaults are no longer horrific dungeons of suffering that represent the sheer moral decay, disregard for life and ruthless exploitation that occurred under Fallout's late stage capitalism, they're a thing you can build if you buy a DLC.

This game's intro, while not as egregious as Fallout 3's, is still a sign of what's to come. Slapped into a pre-war house filled with the worst of Bethesda's fixation on that god awful retrofuturism aesthetic they've concocted, you waddle around interacting with things for a few moments before you get to see the bomb drops in person, run past the military (clad in power armor, naturally) and get admitted to a Vault.
It's all very... theme park. "Look, you can SEE the bombs drop!" doesn't really work when the core of Fallout isn't specifically that the bombs dropped, but what caused them to drop. The erasure of context in favour of simple imagery is a rare moment of honestly from Bethesda, though perhaps an unintended one.

It is not, however, anywhere as honest as Nuka World, a DLC which turns the Fallout world into a more theme park by being set in a literal god damn theme park. Most people have already said it, but the DLC forces you to side with deeply evil raiders to even experience it which is a bad start. Not as bad as the rest of the content, though. Peeling off their mask to reveal their intent, Nuka World shoves you through a series of dungeons utterly caked in Fallout's iconography and original stuff, so much so that it feels like a self-parody from Bethesda at times.

The ultimate tragedy of Fallout as an IP, and specifically the Vault Boy, is that both were very heavily rooted in criticisms of the uniquely insidious ways in which capitalism will weaponize things for its own goals. The peppy and cutesy marketing in-universe was meant to cover up a deeply rotted hyperfascist surveilance state which was willing to annex its neighbours due to deeply rooted Sinophobia. The Vault Boy in particular is a goofy, cutesy cartoon mascot meant to encourage people to sign up for sickening, amoral experiments headed by a company so detached from humanity that it saw a nuclear war as an opportunity.

Bethesda sadly now own Fallout, so the Vault Boy is merchandise, used to entice people to sign up for sickening, amoral experiments headed by a company so detached from reality that they thought Starfield could stand on its own merits.

finally, my dreams to be bald have been reallzed

Super fun, super hard, super rewarding. Good story, amazing gameplay, so many things to discover, and brutal permadeath that makes the game ten times more immersive. The secret boss is hot garbage tho

So for my 1000th review, I chose what I consider to be the most important brazilian game of all time. The mere existence of Unsighted is a miracle in itself, being made by 2 latinas trans women with a short budget is nothing short of impressive, considering it’s quality not only in the gameplay but also in the sprite artwork, music, and so on. How did possibly the greatest achievement in brazilian game developing history become so unknown nationally? To properly answer this question, we first have to analyze the gaming scene in Brazil.

Despite being the 3rd largest country in number of active "gamers", Brazil has a surprisingly small game development scene due to a lot of harsh factors. Hardware and Software prices tend to be too high, the government gives very little incentive in developing technological careers, and both of these have only gotten worse in the last few years by the dystopian combination that is Bolsonaro, crypto bros and Covid-19 working together. Also worth mentioning, is that a lot of programmers and artists who are into game design, straight up just leave the country whenever possible, seeking better life conditions.

Currently the most noticeable games in the minds of the average brazilian gamer, are not the likes of Dandara, Chroma Squad, Momodora or Sludge Life, who even if they don’t make your cup of tea, had a lot of effort and love put into it. The most usual names you’ll hear are the cheap ones that were made to be bad, hoping that you either play them or buy them for your friends as a joke. Kandidatos, Ultra Miner Adventures, Zueirama, and the ever infamous Bad Rats, are probably the ones that get the most recognition.

The ironic praise and fetishization of trashy national media has always existed throughout the entire world, however, I think that the extent in which it happens in Brazil is absurd, especially considering it started off as a counter movement in direct response to the enforced nationalism by government endorsed media during the dictatorship years and the “Brazil: Love it or Leave it” mentality. For decades, our most watched movie genre were softcore porn movies called “pornochanchadas”, that benefited the state by suppressing other types of movies that didn't support the regime, in perhaps the weirdest panis et circenses case I can think of.

The good neighbor policy, enforced by the american government at the time, only directly affected Rio and SĂŁo Paulo as they were portrayed as the definitive tropical paradise for other first world nations to exploit. Culturally wise, the majority of the country was abandoned, which meant that the imposed nationalism had to come from within every single state, creating a sense of animosity from others, as they were perceived more as enemies than neighbors. Xenophobia became ingrained in our culture, which meant that the idea of being born in a specific state became more important than being born in Brazil itself. Mocking the idea of being brazilian while hyper valorizing your own cities had unfortunate lasting effects even after the dictatorship was dissolved.

Although the respect for other states has gotten better in the last 10 years, the disdain for the government has only ever increased as we’re facing our worst political decade yet, ranging from multiple extensive corruption scandals to a forced government takeover publicized as a democratic impeachment. However, what I think is the series of events that perfectly encapsulates our political scene, happened when our current president, Jair Bolsonaro, denied covid for 2 months after it was declared a worldwide pandemic, only to accept it’s mere existence months later by contracting it himself, only to deny it again weeks later as he was cured, claiming that his “past as an athlete wouldn’t let him die by a simple fever”.

More than 600.000 lives were lost due to covid, a number elevated by Bolsonaro’s actions and denialism. 3 ministers of health were fired during the height of the pandemic, because any measurement that went against his agenda that Covid was nothing special, resulted in them being dismissed. While most nations were trying to buy and distribute vaccines, he denied 11 deals until april 2021, with common names such as Pfizer, Covax, and even the vaccine being developed in the national territory by the Butantan institute, deemed as untrustworthy. He tried to push a chloroquine agenda, claiming it to be the true cure to covid, which to no one's surprise proved to be ineffective even before he made his announcements. Couple of months and many deaths later, Bolsonaro would end up, surprisingly, accepting a vaccine deal, which turned out later that he only actually accepted as there was embezzlement involved.

Amongst our presidential wrongdoings, the indie gaming scene flourished around the world, and although it didn’t thrive as much in Brazil, it had an impact nonetheless. Developing codes, creating digital art, publicizing media, have only gotten easier as time goes on, despite creating the unfortunate consequence that it’s more scattered around the net as ever, making so that the mere chance of a spotlight is to be considered a miracle for the average indie dev. In the last 2 years, the gaming scene was severely hit by Covid-19, however, that didn’t affect small studios a lot, especially when the amount of people working on them is as small as 2 in Unsighted’s case.

Still here after the overly simplified history lesson? Good, let’s actually talk about the game now.

The easy way to explain Unsighted to someone is that it’s a mix of Hyper Light Drifter fast paced combat alongside the limitations of a punishing stamina bar, with a metroid map progression. I’m NOT calling this game a metroidvania because it has nothing to do with the usual 2D combat, however if you think metroidvanias are more of a “feel” with progression based items with pseudo open world games, I won’t stop you. The constant back and forth of experimenting with your new upgrades is one of gaming’s greatest sensations when done right, now imagine doing that in a punishing time limit. Sounds stressful when you can’t progress in your own way? Good, that’s the main idea behind Unsighted.

After finishing the tutorial, you’ll notice that everytime you go to a new room, a small text appears in the middle of the screen telling you how much time you have left until you become an unsighted yourself, a walking android with no thought beyond primal instincts hard coded in their metallic soul. The game tries to calm you down by explaining that you can give yourself and your friends more time, with an item called Meteor Dust, which you can find by exploring, however you’ll quickly realize that giving 1 day’s worth of time is not very impactful when a day ingame happens in less than 40 minutes. You may also share them to increase your “friendship meter” to get unique rewards, which is the opposite of what anyone would do in that situation: Embracing a decaying materialism in a world that needs only solidarity.

By accepting the loot social aspect more than the emotional one, you can in theory, save more people than before, since you’ll be increasing your combat capabilities which results in you resolving the game’s conflict faster, which means you’ll be bringing salvation to even more individuals. This could also be my half assed coping mechanism that I ended up developing after letting 2 characters that were really special to the main character die, both meeting their fate because although I tried really, I ended up failing, but chose to move once again. As we all have to do sometimes.

Gear Village is one of the most comfortable hubs I have seen in gaming, facing fierce competition against Majula from Dark Souls 2 and Rosalina’s ship from Mario Galaxy. Not only it has a plethora of charming characters wandering around, but also it looks like a place I could live in, if I travel enough to the south. The androids are all visually distinct and offer different essential functions from one another, like upgrading your items, selling useful stuff, or giving you hints on where to go next.

Exploration is not obtuse in the slightest, since there’s a clear indicator in what you can and can’t do, and early on you don’t even have to get key items in a set order, so it becomes a question in how you want to approach the game. The best weapon, until the very last dungeon, and some gadgets that allow you to completely bypass some puzzles to get powerful items early on, can be obtained after the very 1st dungeon if you’ve been exploring. It’s only after a long while, that you’ll have to progress in the way the game wants you to, which is honestly pretty well executed, because it ends up coinciding, for the average player at least, to a certain “event” in the cathedral which I’ll explain later.

Fighting also feels amazing, mobility is key in this game and it feels wonderful running around. By allowing the players to never take damage by missing platforming sections, even if you have to “respawn” again, it encourages a riskier and more fun approach to both combat and puzzles. Parrying is both smooth and responsive, and also if you land it gracefully with precise timing, it restores your stamina bar fully, making it so that if you take the effort to master it, you’ll be rewarded by never having to back down from a fight. There’s also a colossal weapon arsenal to choose from, including swords, pistols, axes, shotguns, dual wielding weapons, flamethrowers, and even grappling hooks.

Well, I’m gonna get into spoilers now, so if that’s what you wanted to see from this review, have a good one, and make sure to give this game a shot, it’s worth it.

Eventually, while exploring, you’ll receive some notifications about some npc’s who have less than 24 hours remaining. The feeble, the fragile and the old ones fall victim first, however soon you’ll start to notice that the character that teaches you how to parry better and is known as the village’s chief, is also one of the first ones. And that’s when it clicked with me, that this curse comes for everyone, independent of who you are, what you’ve done, and even if you have a “past as an athlete”. While not directly being a covid metaphor, the way Unsighted handles the story, themes, and the mechanics around time being a currency, are inherently something that could only happen in our current political and social scene.

One important thing I purposefully didn’t mention until now, is that during the entire game you’ll be accompanied by a small pixie called Iris, who doesn’t exactly have much time in her hands. She greatly helps you, not only navigate and solve puzzles, but also by being your only source of actually “leveling up”. In this game, the only progression you’ll get, besides equipping discardable gears with single uses and buying expensive items to improve your healing at the cost of time, is increasing your chip slots, which might give you more health, defense, damage, stamina, etc. The fact that the only fixed progression you’ll get is tied to a npc low in time is astonishing, because it forces you to sacrifice precious time with her. Due to the nature of video games we usually don’t end up thinking much about our sidekicks, but Unsighted makes sure you know how much she’s sacrificing for you and asks you to at least keep it mutual. If you intentionally or not, let her go unsighted, your journey is not only going to be a lot lonelier, but also immensely harder, because you took her feelings, dreams, and maybe even existence, for granted.

A certain event happens when your character has less than 100 hours: she is contacted by an entity in the cathedral. There, you’ll meet a powerful person who talks like an old friend of yours that wants to “help you”, by giving you an accursed power: You can take hours away from your friends and give them to yourself. Although this might sound like a relief for some, the idea of killing your friends for your own benefit is nothing but sickening, and it doesn’t help that every single one of them was written in the story to be a good willed android, trying to survive while helping others. This is the only place in the game in which Iris won’t accompany you, as she feels a malevolent presence nearby, which means that you’re the judge, jury and executioner of yourself while in there.

You can by all means challenge her to an absurdly hard secret boss fight that will give you 10 dusts, however it not only takes a lot of effort, but also gives a reward that doesn’t benefit you as much. By working with the current dystopian system, you can guarantee yourself a safe future in this cruel world, as it’s easy to live at the cost of others, specially when your job is to be selective to who has the rights to live, however, even challenging them, won’t help as much unfortunately, as the entire fundamental aspect of being an unsighted won’t change by dethroning a single individual within a intrinsically corrupt order. There is a secret ending that requires you to beat the self proclaimed angel, however I won’t get into details because I’d have to explain a lot more elements in the story, but to summarize: You can’t vote your way into revolution, fight for what you believe in.

So now to properly answer the question: Why is Unsighted so special, even when not considering the gameplay? In an interview for Screenrant in October 2021, the devs Tiani Pixel and Fernanda Dias answered the following question “...Could you talk about what gaming was like when you were younger, and compare it to what's happening now?...” made by Leo Faierman.

“One big thing here in Brazil, and it kind of ties in with some of the discussion that has been going around lately, is with piracy. Because, for example, in the city that I lived throughout my childhood, you could never find an original game to buy. Like, it wasn't even an option. I'll be honest with you: I never saw an original PS2 game in my life, and it's common for all Brazilians. Like, I even doubt that those exist, because there was never an original game being sold here in Brazil. However, this came with a lot of positives. English is not our native language, so we received pirated games from all over the world, so there's a lot of Japanese games that are famous here that a lot of people in the US don't know, and kind of ended up being inspirations here for game designers in Brazil.”

Transforming and adapting cultures from around the world is how Brazil became Brazil. Independent if it were the natives, or the portuguese in the 15th century, or the spanish a couple years later, or the dutchman in the 16th century, or the germans and the italians in the following years, or the japanese in the 19th century, or the many other that I forgot to mention: We are in the end, a mixture of cultures from around the world, trying our best. The cultural difference between some states in Brazil is higher than the ones from entire european countries, and yet we’re all stuck in the same tropical paradise. In the end Brazil was molded by those who were molded by Brazil, therefore making something made in Brazil only possible if it was made in Brazil.

We had a lot of games in the past that captured the brazilian essence, like 171 or Tcheco in the Castle of Lucio, however those were projects made in mind to be enjoyed by mostly brazilians. We’ve also had games that tried their best to abandoned that convention, accepting their own existence as a product meant to be mostly enjoyed for those that aren’t from Brazil, but seen as the same foreign product for those that are, like Heavy Bullets or Spark. Unsighted is the first project that not only doesn’t follow that convention, but also actively tries to display such ethos for those that weren’t born here or the ones that do but fail to recognize it.

Unsighted is a game made by 2 trans women fighting not only to survive in one of the most transphobic countries there are, but also to make a project that will never get mainstream attention. Unsighted tells the story of those that struggle, for those that don’t care. Unsighted is the essence of a story forever doomed to be praised yet not seen by many. Unsighted to me, is the most important brazilian game of all time.

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