Baldur's Deflate 3

It's been a long time coming and it's finally came, for Bun B Weepboop to get his shot at the game and the results are... well... we beat it? Last year was filled with a plethora of large-scale video game releases and unfortunately a finite amount of time to play them. In my quest to play as many GOTY nominees and new titles as I could, I had to prioritize games based upon the feasibility of completing them within a certain time frame and their general approach of play. In deciding how I wanted to tackle the year, this led myself to selecting long RPG's like Final Fantasy XVI and The Legend of Zelda: Tears of the Kingdom in lieu of other nominees like Marvel's Spiderman 2 and the relevant Baldur's Gate 3. I dodged Baldur's Gate largely because of the time investment necessary and my life embarking on an increasingly busier schedule, but a large part of my avoidance came down to the fact that it is a Larian Studios CRPG. I'd previously put thirty or forty hours into Divinity Original Sin 2 to milquetoast results, the game was fun to play with friends but its open-ended quest design and generally uninteresting world and narrative failed to pull me in. With Baldur's Gate 3 finally on sale and a new year on the horizon, I purchased it with the intent to play it as soon as I returned to my home and computer following a vacation.

Just about everyone I know fell head over heels with this game, either because they were D&D heads and had finally gotten their video game manifestation of the years playing the legendary tabletop IP, or because they found the near infinite possibilities of exploration and quest-solving attractive. I lent my ear to each of these people and their affinity towards BG3, happy for them to get the lengthy RPG it seemed forever wanted by the gaming world, but thinking I would personally never touch the game. I asked and listened to each one my friends and peers about the who's, what's, when's, and why's of why Baldur's Gate 3 was so good before I ever thought about my purchase. The common answers melted down to the lengthy involved questlines, rich world with decades of lore attached, a complicated D&D combat and world traversal mechanic, and a narrative ever so mysterious. Going into it, this was quite attractive for the most part, despite gaming as a genre having been fairly in depth and mechanically significant since the advent of the new millennia, it's felt like we've been continuously chasing a title in which our choices sincerely mattered and the agency of us within a fantasy world was paramount. If only this legitimately held true in Baldur's Gate... more to come on that later.

I'll start with what I liked about the game, and maybe that will diverge into my issues and qualms with it as well, but we'll cross that bridge when we come to it. One of the many things I didn't like about Divinity Original Sin 2 (DOS2) was its heightened level of ambiguity in quest design and locations. The journal, or attempt at one, within the game would say things along the like of "Well we talked to a wizard, wizards know magic, maybe somewhere on this island there is a wizard who likes magic a lot" and that would be your clue to find a magic spell to continue upon your journey, without an indication of where specifically to go. Of course this is a slight hyperbole but it was a microcosm of a challenge I had with narrative direction in Larian's previous large scale effort. In BG3 I largely didn't have that issue, as there was a "show on map" option for many of the questlines, all of which seemed to quickly update for new direction once new information was discovered along the journey. I've ranted and raved about quest marker design and the general lack of knowing where to go in games quite often in my reviews thus far, and I have to give credit to Larian for understanding the QoL this brings to BG3. I don't have the wherewithal anymore to exhaustingly read each note or follow each fine word of dialogue as to my next movements within the story, that would be unfair to the average gamer and attention span within the 21st century. What I do have is the ability to recollect summarized information and work with general hints as to where to move next, and BG3 did a fairly good jo overall with that.

Outside of that, there were a few items in which I was generally impressed with BG3 and greatly surprised about going into it. Majorly was the effort put into making the characters of the game complicated and fleshed out against the lukewarm and mostly uninteresting narrative at hand. Each character within your party, should you recruit them (of which I successfully did with each able NPC,) is vastly different and has their own motivations to move through the world and story of Baldur's Gate. Your interactions and conversation with Karlach will forever and always be different than they are with Astarion, and likewise with Gale, Shadowheart, etc... Though I had significant issues with the way a majority of these plotlines resolve, I have to give the staff at Larian some serious credit for crafting the stories of your constituents and making them relevant all the way until the end of the title. In an RPG, the motivations behind your party members to continue along the journey with the main character is integral for creating a believable and striking story. Even in some of my favorite titles of all time, the mark here is missed (cough Final Fantasy cough,) but BG3 was able to tie in the cast with the story. For the most part this was a success, and this is tough to do without divulging spoilers, but one of my most significant gripes with this game was the actual difference you make in their lives upon the completion of the game. Though I felt like the characters were intricately written and different from one another, each with their own needs and values that applied to defeating the big bad and moving on with their lives, I couldn't help to care for just about any of them.

In an effort to be unique, I felt like certain party members were different just for the sake of being different and had no legitimate value to care for. Like Gale is cool and all, and his plight of being an effective walking bomb is tragic, but what does he really do in conversation or in act throughout the entire 90 hour+ runtime for me to care about? Shadowheart's questline involves a deep and serious conversation about her faith and life up until the events of BG3, but why does that matter to me? Again, Wyll's character dilemma involves a binding contract with a devil that it is up to me and the gang to resolve... but why? And why does everything have to be an ultimatum? This felt like a cheap narrative mechanic that the majority of successful western RPG's I enjoy do not use. It's fine to have a tragic ending, it's okay to have characters die, but when you understand that each of the cast members within BG3 are going to have some tragic ultimatum at the end of their respective questlines, that becomes tired. I look at Mass Effect for example, another party based western RPG that I consider to be amongst my holy trinity (ME3, RDR2, and The Witcher 3,) which sees Commander Shepard and the Boys take on galactic big bads with the fate of the universe on the line. Your party members from game to game have their respective tragedies and relevance to the survival of the Normandy and galaxy, but they don't all involve some frustrating stipulation you have to grapple with at the end. One of my major gripes with BG3 is thus, resolving most of these questlines involves a sacrifice or impactful decision that doesn't feel necessary for the story of the game, rather just for emotional shock value. I cared about characters like Karlach, Astarion (sort of,) and Shart, but did I care about them enough to make the grand decision they are asking about? The answer resoundingly was no. In essence I felt like BG3 attempted to make the resolution of these questlines filled with a faux sense of gravity, and I'm not a fan of that.

You have a lot of scenes take place in camp with this cast in the first and second acts of the game, just for them to completely disappear in the third. I wasn't a fan of this rug pull as it personally felt like they ran out of ideas to make the in-between moments of BG3 interesting and focused on the players self-investigation of the end of the story.

I think a part of this manifested in the romance of the game, something that just about all my BG3 "super-fan" friends were quite into. Part of the fun in open-world/zone RPG's in which you control the avatar or social relationships of is choosing which of the games cast members you want to link up with. Now, I didn't really care about anyone in BG3 to that degree, as mentioned above most of the cast greatly waned on me in terms of care and motive, but I did try to pursue one for the why not of it all. This didn't work out, despite playing their storyline to perfection and pursuing their questline in the best of their interest, with max intrapersonal affinity, all because I missed a scene in Act 1. Now imagine I'm trying to move along the story and complete this game some forty hours later and can't move on with their relationship because of some error I didn't even know I didn't make in the first act. This more than anything felt cheap, as the game had not made any gravity of said moment clear down the line and did not indicate to me that I had missed anything. Several characters within the story approached my avatar for a relationship even though I didn't embark on this massive journey for them, and it had me pondering why this was so complex, and for what reason? Other RPG's made these romance and relationship checks much more cut and dry, and it worked far better in those scenarios. I hope the reader sees this moreso as a qualm with the lack of clarity in relaying plot/story checks to the player than anything else.


I've spoken on it a little before too, but the narrative of this game, something I thought would be the strong point of a near 100 hour experience, was genuinely unimpressive. It relies on a fairly tired fantasy trope in a world I as the player was wildly unfamiliar with. The story simply felt like something I was working towards, and not working with. The narrative at no point rather than the closing scenes of each act, felt like something I was actively involved in. There was no real attempt at worldbuilding, rather just letting you interact and converse with the denizens of the land about the respective plights within each act. I don't know, maybe as a Final Fantasy Fan (I hate that alliteration,) I'm a little spoiled about worldbuilding, but outside of the city of Baldur's Gate itself, do you really ever feel like you truly belong or understand the world of this title? My answer to that rhetorical is no. Even in a game like FFX, a short little cinematic of Tidus and the Blitzboys in Zanarkand gives you enough inference upon how the world is within that game. Beginning BG3 in a crashing Nautiloid with some vagrants who would inevitably become your party members, and no real hub world until the last act made me impartial to the world at large. Sure you have some inns and rests along the way, and a camp to call home but... it never felt to me like a place where I could see myself living in (in a fantasy setting.) Environmental buy in is something that matters to me a lot in a title like this, something that the aforementioned Witcher 3 knocked out of the park, going a mile to make the world Geralt takes on the Wild Hunt in feel like it’s a place he needs to defend and call home. In Baldur's Gate 3, in conjunction with the abrupt beginning of the game, I felt like I was rushed into a world I did not know, and simply had to pursue a big bad that was dead set on the destruction of a city I had never been to and did not care for. My plea throughout the ultimate act of BG3 to Larian Studios was to please make me care about this game, please make me care about these characters, please make me care about this world. The onus of buy-in should not be imparted upon the player, rather demonstrated by the game, and that I personally feel like BG3 missed out on by a country mile.

Another qualm I had with BG3 was the fact that I generally am not a fan of D&D, and not for the lack of trying. Now you may say, you idiot why are you playing a long winded narrative set in the historic world of D&D that utilizes D&D mechanics if you don't like D&D? I would reply with, well shut up! But, what comes with that is an unfamiliarity and general annoyance with the way the non-lore aspects of that IP are set up. To begin, every single aspect of this game is a dice roll... and I understand the reasoning behind that as I have played multiple campaigns of D&D, there is a nuance to discovery, speech, and combat that relies upon the chance of dice. Of course your character's intrinsic stats player a role in the success rate of these encounters, but largely you are at the mercy of chance. I dislike this... a lot, it makes for a bad video game experience. Is it true to form for the tabletop version of this IP? Yes! Do I like having to roll a dice for things like opening a chest that has two apples and a rotted herring? No! Do I like having to roll the dice because I'm trying to convince a talking cat to roll over on its paws? No! Do I like having to intimidate and persuade on a dice roll just to simply convince someone they smell funny? Also no. Of course those are probably all made up scenarios, but a general pull on the plight I had in the minutiae of BG3's over-reliance on dice rolls. For this reason combat was also aggressively annoying, every hit no matter how close or logical relied upon another series of hidden dice rolls. You had your chance to hit, the chance for the enemy to retort, the chance for an opportunity attack, the chance for a saving throw, the chance for this, the chance for that... it made for some seemingly unending fights with an over-reliance on re-loads, lest you wish to take the brunt of being burnt by RNG. I may be a little burnt after playing several Fire Emblem titles within the last year, in which the simple majority in an accuracy chart meant that you were likely to hit your opponent for full damage, but in BG3 with a 90% chance or greater likelihood to hit, I missed a frustratingly large amount. I legitimately never felt confident in my attacks, be it melee or at range, and again I understand this is true to D&D but man, it also felt true to a rather lukewarm combat experience.

To further the conversation about combat and a foreign experience with the inner trappings of D&D's long running history, I take issue with the fact that Larian did not feel it necessary to simplify or explain just about any of the mechanics of combat and status effects within the game. I hope you know what all the status effects do and how they combine, I hope you are privy to the advantages and weaknesses of spells and cantrips already, because this will not be tutorialized in the slightest for the player. I've joked before with my brother and friends about the tutorial section of Persona 5 and how it effectively lasts the first fifty hours of the >100 hour experience, but you know what it does do? Adequately explain the workings of another storied franchise and its involved mechanics and submechanics. Baldur's Gate has even more going on in the way that strengths, weaknesses, spells, counter-spells, and all the like interact, and it does almost zero to explain this to the player. Of course, should you have enough time to rival that of twenty year WoW vets to read every subtext of items and spells and their effects, you might know, but to the average joe these will go largely unexplained through the runtime of the game. Combine a obfuscated combat system with the "Oops-All-Enemies" nature of this game and you're in for a largely aggravating time. There were too many fights to count that started with the enemies of BG3 outnumbering your party four or more to one. This isn't the worst... in theory until you remember everyone has to act once before your turn relapses. I was in one of the last fights of the game just now and spent most of my time on the app formerly known as twitter, talking to a group of pals rather than having my hands on the keyboard ready to counteract whoever I was in combat with, because it took that long. This was uniform throughout an unfortunately long period of the game, outnumbered and outgunned, fighting powerful bosses that had their own unexplained gimmicks solved best by google and re-loaded trial and error rather than by working through the games motions. I get that its true to D&D to have fights in which the player is greatly disadvantaged in number and in locale, but as I mentioned above it really just makes for a gameplay experience most foul. I get why the narrative would want me to be locked in with a boss who has more than 600 hp and a cohort of demonic followers fighting at his behest, but is it fun? The answer reluctantly is no. This happened time and time again with slight variation, and I felt like what began as an enriching open-world experienced eventually led to a frustrating rehash of mechanics I disliked, over and over again.

Miscellaneous complaints to round this review out revolve around silent protagonism, a plethora of crashes and performance issues, and the abhorrent long rest mechanic. I chuckled a little too often at the emotionally heavy moments within the game in which a motivation speech was needed, or my character was having a heart to shadow-heart, only for my avatar to nod and say dialogue through text. I get that there's a lot of dialogue necessary in a game like this, and Larian likely wanted to truly convey that our avatar was an extension of ourselves... but to me it just felt like I was playing a boneless NPC. I did not feel like I mattered at all within the story, I was simply a vehicle for the plot. I did not understand my code of ethics, did I even have any? I couldn't grasp why anyone would consider me to be their leader or friend, I'd never even said a word. Baldur's Gate simply did not do a good job, in my humblest opinion, of making you the player character feel like a worthwhile member of your party. You could ask yourself "Who really is the main character" and I don't know if there's an answer.

In the end, I can't recommend Baldur's Gate 3 to anyone who values a strong narrative, freetime, or a game worth playing. It was pretty, I didn't want to put it down, but it eventually became a frustrating gameplay experience in a world I found largely uninteresting.

I fell into a burning ring of fire
I went down, down, down
And the flames went higher
And it burns, burns, burns
The ring of fire

Reviewed on Jan 23, 2024


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