When I think of what I'd like to see in a Baldurs Gate 3. I think of a more retro style top-down isometric third person view with a lot of depth and story.
Rather it sounds like what they're making is what I'm thinking of... entirely inverted.
I have to wonder, are old Baldur’s Gate fans like me who played the original desperate for a 3D flashy looks game? And are fans who haven't played it ... even looking for Baldur’s Gate?
That having been said, the previous Baldur's Gate games frequently dealt with dark themes (illithid mind-slaves included) but were made by having a large cast of likeable companions to add to your party. If this game doesn't have that, it's going to suffer a lot from it.
Well, you cast a blanket statement, making it hard to know which complaints you actually have a problem with. So, I read it as you having a problem with anyone disagreeing with the author's opinion. But, fair enough.No, that if you're going to disagree with his opinions, maybe try being a grownup about it instead of disingenuous nonsense like saying a reviewer who didn't like the game in its current form is "obviously biased" and using lazy, cliche strawmen like "So what's your point? That people can't disagree with his opinions?"Yeah, okay... so what's your point? That people can't disagree with his opinions?Man I just don't get the hate Jim is getting in these comments for his opinion. If you don't like his opinion then go read a different review for fucks sake and make comments there. Grow up, understand people can have their own thoughts, likes, and dislikes. He's not an automaton. He didn't like it and he wrote his damn opinions on it.
There are some perfectly fine criticisms of the review in the comments here. There are also quite a number of childish rants from people with single-digit postcounts. And a few from people with 4-digit ones.
That having been said, the previous Baldur's Gate games frequently dealt with dark themes (illithid mind-slaves included) but were made by having a large cast of likeable companions to add to your party. If this game doesn't have that, it's going to suffer a lot from it.
The game does not have that now, but may get it in the future. I've seen Reddit threads today saying that Larian has told people they deliberately only included evil—pardon me, "non-good"—companions in Early Access, and wanted to encourage people to do evil playthroughs specifically.
Which explains a hell of a lot, if it's true. If you want to do an evil playthrough, you'll almost certainly have a better time than I did. That said... spoiler for an encounter about seven hours in:
Too. Damn. Far.[/spoiler]
EDIT: Oh, and there's also an option to "knock unconscious" during battle. You could probably have done that during the fisherpeople battle. I think these things will be more apparent in the future when they have a proper tutorial built in.
OS 2 not nearly as much as the rest, but)...That's uh... not analogous to the situation in the game at all. You don't die from opening a door or looking at something while doing a puzzle. You die from attempting to beat a mind flayer in a contest of minds. Not being able to win in that situation as a complete neophyte is completely sensible and the illithid taking over your mind and you subsequently dying is a completely straightforward and logical consequence. I just really don't see where you're coming from.I don't get how completely appropriate consequences for decisions can be either capricious or arbitrary. But if consequence-free gameplay is your thing, that's fine.
Let's play D&D.
DM: You awake to a noise outside your door, a rumbling.
Player: "I open the door..."
DM: Rocks fall on your head, you are dead.
THAT WAS FUN
It isn't about "consequence free" and you are a jerk to suggest such.
It's about *player agency* and having *something* you can do to save yourself, to respond to said consequence.
Gary Gygax dungeons literally had "Death, no save" results from things as simple as "looking into the mouth of the gargoyle" in a puzzle room.
Fuck that shit.
No, that was Traveller.That sounds less like AD&D and more like Hackmaster.Correct me if I'm wrong, but isn't that the entire basis of D&D? Roll for hit, roll for effect, crit fail, roll for whether or not your sword just impaled you, look up the rules again, argue for five minutes, then the next party member rolls. An hour later, you advance to the next step, rolling for looking around and looting, which takes another hour as you somehow manage to find a bag full of poisonous vipers instead of gold.
Rolemaster: The game where you can, and most likely WILL, die during character generation.![]()
RoleMaster had no lifepath system that killed you in chargen. Now, that said, you very likely WOULD die in your first encounter.![]()
I'm not actually the guy who you posed that question to, but seeing as I'm the one who answered a question you directed at him, you mistaking me for him is kind of on me.Well, you cast a blanket statement, making it hard to know which complaints you actually have a problem with. So, I read it as you having a problem with anyone disagreeing with the author's opinion. But, fair enough.No, that if you're going to disagree with his opinions, maybe try being a grownup about it instead of disingenuous nonsense like saying a reviewer who didn't like the game in its current form is "obviously biased" and using lazy, cliche strawmen like "So what's your point? That people can't disagree with his opinions?"Yeah, okay... so what's your point? That people can't disagree with his opinions?Man I just don't get the hate Jim is getting in these comments for his opinion. If you don't like his opinion then go read a different review for fucks sake and make comments there. Grow up, understand people can have their own thoughts, likes, and dislikes. He's not an automaton. He didn't like it and he wrote his damn opinions on it.
There are some perfectly fine criticisms of the review in the comments here. There are also quite a number of childish rants from people with single-digit postcounts. And a few from people with 4-digit ones.
Actually, watching the intro on Steam, the mental powers of mind flayers was abundantly clear after said intro. Entering into a battle of mind with such a creature when you are still complaining that your character feels weak in battle seems foolish.This sounds like an excuse for bad DMing. It's not at all obvious, even for players with a bit of pencil & paper experience, what the game means by "concentrate on a mind flayer's thoughts", and it's BS to punish players for not reading the DM's mind. Part of good DMing is the art of subtly cluing players into what parts of your fantasy world are or are not dangerous. Players can choose to take risks, of course. But the players need to be able to discern some logic behind any negative consequences of their choices.You tried to concentrate in a Mind Flayer thoughts? At lvl 1? Yeah, death looks like the normal outcome.
I haven't played the game, but just by reading this note at least the player knows that the Mind Flayer is trying to control the player, and that the Mind Flayer controlled at least 3 other creatures into fighting to their death. So it appears that the mental powers of the Mind Flayer were already proven to the player.
I don't get how completely appropriate consequences for decisions can be either capricious or arbitrary. But if consequence-free gameplay is your thing, that's fine.If that style of story and gameplay appeals to you, then that's good for you.
It seems capricious and arbitrary to me.
Yeah, well, the game has to start somewhere. And starting in a tavern, while a loved trope, is not exactly the most exciting way to do it.You also have no idea how you got on board the Nautiloid in the first place. Just, poof, there you are.[/spoiler]
That's a valid critique of entering into that mental duel is a choice that the player might make. It sounds more like that's the situation he was railroaded into, not an optional approach that he found.Actually, watching the intro on Steam, the mental powers of mind flayers was abundantly clear after said intro. Entering into a battle of mind with such a creature when you are still complaining that your character feels weak in battle seems foolish.This sounds like an excuse for bad DMing. It's not at all obvious, even for players with a bit of pencil & paper experience, what the game means by "concentrate on a mind flayer's thoughts", and it's BS to punish players for not reading the DM's mind. Part of good DMing is the art of subtly cluing players into what parts of your fantasy world are or are not dangerous. Players can choose to take risks, of course. But the players need to be able to discern some logic behind any negative consequences of their choices.You tried to concentrate in a Mind Flayer thoughts? At lvl 1? Yeah, death looks like the normal outcome.
I haven't played the game, but just by reading this note at least the player knows that the Mind Flayer is trying to control the player, and that the Mind Flayer controlled at least 3 other creatures into fighting to their death. So it appears that the mental powers of the Mind Flayer were already proven to the player.
That's a valid critique of entering into that mental duel is a choice that the player might make. It sounds more like that's the situation he was railroaded into, not an optional approach that he found.Actually, watching the intro on Steam, the mental powers of mind flayers was abundantly clear after said intro. Entering into a battle of mind with such a creature when you are still complaining that your character feels weak in battle seems foolish.This sounds like an excuse for bad DMing. It's not at all obvious, even for players with a bit of pencil & paper experience, what the game means by "concentrate on a mind flayer's thoughts", and it's BS to punish players for not reading the DM's mind. Part of good DMing is the art of subtly cluing players into what parts of your fantasy world are or are not dangerous. Players can choose to take risks, of course. But the players need to be able to discern some logic behind any negative consequences of their choices.You tried to concentrate in a Mind Flayer thoughts? At lvl 1? Yeah, death looks like the normal outcome.
I haven't played the game, but just by reading this note at least the player knows that the Mind Flayer is trying to control the player, and that the Mind Flayer controlled at least 3 other creatures into fighting to their death. So it appears that the mental powers of the Mind Flayer were already proven to the player.
If my reading of it is correct, then blaming the player for this is just plain shitty, as it's the devs who created the situation and railroaded a new player into it.
Well, technically BG 1 had you encountering an evil god-spawn who wanted to kill you at the end of the prologue, but they put it in a cut scene so you automatically run away, and you don't really get an interactive encounter where you can choose face down the big boss at level 1 or 2 and get slaughtered instead of running away like a sensible low level noob.This does not bode well.
One of the charms of the original BG series is how you begin as gnat (made even more prominent by the spartan second edition rules), but your opponents, at least at the start, are tribes of kobold, hobgoblin mercenaries, the odd evil spellcaster, and so on. There is a natural progression. By the time you first encounter an Illithid, CHARNAME is at least a level 10 veteran with plenty of magic and a history of defeated enemies. So when you saw CHARNAME meddling into the affairs of Dragons, Beholders, Illithid and Drow, you felt deserving of the challenge. Messing up the power balance of the Underdark was right up your alley and it felt GOOD.
Neverwinter nights did not have the same charm (at least in my opinion), but it also tried to ease you into the game by withholding the big baddies until after you cut your teeth against goblins, orcs and bandits.
Unless they're trying to pull off a Planescape-type story in BG3 (and Larian shouldn't be trying that), that introduction is a terrible start. Even if the gameplay itself is fantastic, the sense of wonder and advancement that comes from seeing CHARNAME grow is ruined.
BTW, I just now realized that despite paying top-dollar for a Dungeons & Dragons license, Baldurs Gate did not have a single dragon. It had Wyverns, sure, but Dragons? Nope, nothing. THAT is you pace your story. That is why I remember to this day the first time I defeat Firkraag on BG2.
That having been said, the previous Baldur's Gate games frequently dealt with dark themes (illithid mind-slaves included) but were made by having a large cast of likeable companions to add to your party. If this game doesn't have that, it's going to suffer a lot from it.
The game does not have that now, but may get it in the future. I've seen Reddit threads today saying that Larian has told people they deliberately only included evil—pardon me, "non-good"—companions in Early Access, and wanted to encourage people to do evil playthroughs specifically.
Which explains a hell of a lot, if it's true. If you want to do an evil playthrough, you'll almost certainly have a better time than I did. That said... spoiler for an encounter about seven hours in:
Why Early Access?
“We’ve learned that working directly with our players during development makes our games better. RPGs this large, with so many permutations, thrive from feedback as new features and fixes are incrementally added to the game. Early Access gives players a chance to participate in development and it gives us an opportunity to explore different game ideas with a live community. We want to learn how you play the game and use that to make it a better experience for everyone.
Will I enjoy Early Access?
You should not buy Baldur’s Gate 3 in Early Access if you want a polished experience.
Early Access gives you a chance at an early taste of what the gameplay will be like but we still have a lot of work ahead of us. While we did our best to remove the most annoying bugs and optimize the game as much as we could, there are still plenty of issues and it will take us time to fix them. Only buy the game now if you want an early look or if you want to participate in community feedback. Otherwise, you’re probably best off waiting until version 1.0 releases.”
Approximately how long will this game be in Early Access?
“Though Act 1 (the content for Early Access) is defined, Act’s 2 and 3 are work in progress. It’s therefore difficult to predict when 1.0 will launch. We anticipate Baldur’s Gate 3 being in Early Access for at least one year but we’ll have to see how it goes. It’ll be ready when it’s ready.”
How is the full version planned to differ from the Early Access version?
“Leading up to release you can expect a plethora of incremental improvements and new features to be added to the game, as well as the inclusion of new classes and races. The 1.0 release will include the full game including Acts 2 and 3.”
What is the current state of the Early Access version?
“The Early Access version of Baldur’s Gate 3 includes Act 1 of the game which, in one playthrough, is approximately 25 hours of self-contained content. 6 player classes are supported and 9 races/subraces with more to be added later. There are 5 origin characters which you can recruit (but not play as for now). Most of Baldur’s Gate 3’s advertised features are included though some are still work in progress. Not every language is currently supported, as our writers are still developing the game which makes translation difficult.
We’ve worked hard to release an Early Access version that feels complete, fun to play, and has as little stub (unfinished) content as possible. There are bugs and there will be changes to content (often based on player feedback), but our goal is to already now give you something that’s genuinely fun to play.”
Will the game be priced differently during and after Early Access?
“We are creating our most ambitious RPG yet, and pricing won’t change during development of the game, into release. We hope that by purchasing the game early, you’re on board for the Early Access journey, and we thrive from your feedback, letters, and discussion around our games. Our community is incredibly important to us, and we value each and every one of you who opt into the Early Access journey.”
How are you planning on involving the Community in your development process?
“Since day one of Baldur's Gate 3’s announcement, community discussion, feedback, and organization (thank you) has shaped what we’ve said and done. Though we have a strong vision for the game throughout our team of over 300 people, our goal is to create a game that gets our audience excited, and to maintain a healthy relationship with those who take the time to provide feedback and help us create a better game. We use automatic data collection tools to help us better balance the game but we also listen to forum feedback and use that to drive internal debate. We create massive, sprawling games, and we couldn’t possibly explore every single permutation and combination of skills, choices, reactions and conclusions without our community. Working with your thoughts, feedback, and behaviour helps us to better understand how our ideas are toyed with, and how we can improve things.”
With the information I currently have, I think the option to mess with the mind flayer's mind shouldn't even be there. But then there's the general rule of D&D that players should be allowed to try pretty much everything they want to.This sounds like an excuse for bad DMing. It's not at all obvious, even for players with a bit of pencil & paper experience, what the game means by "concentrate on a mind flayer's thoughts", and it's BS to punish players for not reading the DM's mind. Part of good DMing is the art of subtly cluing players into what parts of your fantasy world are or are not dangerous. Players can choose to take risks, of course. But the players need to be able to discern some logic behind any negative consequences of their choices.You tried to concentrate in a Mind Flayer thoughts? At lvl 1? Yeah, death looks like the normal outcome.
I haven't played the game, but just by reading this note at least the player knows that the Mind Flayer is trying to control the player, and that the Mind Flayer controlled at least 3 other creatures into fighting to their death. So it appears that the mental powers of the Mind Flayer were already proven to the player.
Save or suck/die for -succeeding- a check isn't very fun.
With the information I currently have, I think the option to mess with the mind flayer's mind shouldn't even be there. But then there's the general rule of D&D that players should be allowed to try pretty much everything they want to.Save or suck/die for -succeeding- a check isn't very fun.
Usually it's about giving the players enough information so that they can tell when they are making dangerous choices. But if they do so knowingly, them getting killed is a perfectly valid outcome. Play stupid games, win stupid prices ...
It seems like the sensible thing would have been for the Int check be for you to realize that mentally dueling the illithid was something that you could try, and then give you an option to nope the hell out of that idea, or go ahead with it, warning you that a Wisdom check would be involved before you actually commit to doing it. Also, it would be nice if ability checks were color coded with an approximate difficulty (not necessarily showing the exact DC) so if something is easy, make it green, really hard or impossible, red, and somewhere in between make it yellowThat's a valid critique of entering into that mental duel is a choice that the player might make. It sounds more like that's the situation he was railroaded into, not an optional approach that he found.Actually, watching the intro on Steam, the mental powers of mind flayers was abundantly clear after said intro. Entering into a battle of mind with such a creature when you are still complaining that your character feels weak in battle seems foolish.This sounds like an excuse for bad DMing. It's not at all obvious, even for players with a bit of pencil & paper experience, what the game means by "concentrate on a mind flayer's thoughts", and it's BS to punish players for not reading the DM's mind. Part of good DMing is the art of subtly cluing players into what parts of your fantasy world are or are not dangerous. Players can choose to take risks, of course. But the players need to be able to discern some logic behind any negative consequences of their choices.You tried to concentrate in a Mind Flayer thoughts? At lvl 1? Yeah, death looks like the normal outcome.
I haven't played the game, but just by reading this note at least the player knows that the Mind Flayer is trying to control the player, and that the Mind Flayer controlled at least 3 other creatures into fighting to their death. So it appears that the mental powers of the Mind Flayer were already proven to the player.
If my reading of it is correct, then blaming the player for this is just plain shitty, as it's the devs who created the situation and railroaded a new player into it.
It's the difference between getting arrested for committing a crime on your own recognizance, vs getting entrapped into it. It would never have occurred to me on my own to try to psionically duel an Illithid—but when the game is like "hey, here's one that's literally down to one hit point, trapped under a ton of rubble, and it's already failed to mind control you when you WEREN'T expecting it, it also failed to control your party members, it only controlled these civilians. Want to roll an INT check to mind-fuck it right the hell back?"
... if you don't explore options like that, you don't know what's possible in the game universe. You especially can't just assume Larian got Illithids right, given that they're exposing level 1 players flying solo to Nautiloids packed full of Illithids and Intellect Devourers in the first place, with red dragons and Githyanki knights whizzing by.
I wouldn't have been mad if FAILING the int check got me mind-controlled. But failing it going fine, and PASSING it screwing me over? Yeah, that just feels like the DM being a dick and thinking he's clever.
When I think of what I'd like to see in a Baldurs Gate 3. I think of a more retro style top-down isometric third person view with a lot of depth and story.
Rather it sounds like what they're making is what I'm thinking of... entirely inverted.
I have to wonder, are old Baldur’s Gate fans like me who played the original desperate for a 3D flashy looks game? And are fans who haven't played it ... even looking for Baldur’s Gate?
That's a valid critique of entering into that mental duel is a choice that the player might make. It sounds more like that's the situation he was railroaded into, not an optional approach that he found.Actually, watching the intro on Steam, the mental powers of mind flayers was abundantly clear after said intro. Entering into a battle of mind with such a creature when you are still complaining that your character feels weak in battle seems foolish.This sounds like an excuse for bad DMing. It's not at all obvious, even for players with a bit of pencil & paper experience, what the game means by "concentrate on a mind flayer's thoughts", and it's BS to punish players for not reading the DM's mind. Part of good DMing is the art of subtly cluing players into what parts of your fantasy world are or are not dangerous. Players can choose to take risks, of course. But the players need to be able to discern some logic behind any negative consequences of their choices.You tried to concentrate in a Mind Flayer thoughts? At lvl 1? Yeah, death looks like the normal outcome.
I haven't played the game, but just by reading this note at least the player knows that the Mind Flayer is trying to control the player, and that the Mind Flayer controlled at least 3 other creatures into fighting to their death. So it appears that the mental powers of the Mind Flayer were already proven to the player.
If my reading of it is correct, then blaming the player for this is just plain shitty, as it's the devs who created the situation and railroaded a new player into it.
I played 10 hours of Baldur’s Gate 3 early access, and I want them back
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Well, if that isn't the most honest article title I've ever seen.
The title was in error: I played fifteen hours of BG3, and I want them back. :'(
Y'all, I expected to love this game. I wanted to love this game. But boy oh boy, it did not feel like the game loved me.
Yeah, okay... so what's your point? That people can't disagree with his opinions?Man I just don't get the hate Jim is getting in these comments for his opinion. If you don't like his opinion then go read a different review for fucks sake and make comments there. Grow up, understand people can have their own thoughts, likes, and dislikes. He's not an automaton. He didn't like it and he wrote his damn opinions on it.
Well this sounds disappointing.
Any reveal on how long rests work?
Long rests work like D&D rests always worked; you get your HP back and re-up on all your spells.
There's a strong implication that time is passing by and this may affect quests, but I'm not sure if I believe it or not; I did not observe day-ending advancing any timelines during my time with the game. It's not uncommon for games to tell you "you have to hurry!" when there's literally no time constraint at all; then again, I didn't play for long enough to be absolutely certain I wouldn't just wake up one morning with my head exploded, IDK.
Short rests were the new mechanic for me; they give you a few hit points back and that's about it. They don't advance time ("end of day") like the long rests do, but you get a limited number of them; seemed like just one short rest per day.
I read another EA review where a house was burning down, but instead of completing the quest (mostly due to bugs), the reviewer camped. When his party awoke, the house had burned down and a party member was upset they hadn't done anything. So it seems at though time doesn't pass UNTIL you sleep.
Also, in regards to the mindflayer taking control of you, were you able to command any other party members while the dialogue was happening? Divinity Original Sin 2 allowed one character to converse while the others could be controlled to run around and pickpocket, cause mayhem, or, as would have been useful here, attack.
Your party members are in charge of their thoughts, but you're in charge of their actions. I wouldn't be surprised if the game wanted you to use a different character to kill the Ilithid while it was taking control of your character.
EDIT: Oh, and there's also an option to "knock unconscious" during battle. You could probably have done that during the fisherpeople battle. I think these things will be more apparent in the future when they have a proper tutorial built in.
While I understand your sentiment, it sounds like you essentially succeeded in waking him up and then things went south.I wouldn't have been mad if FAILING the int check got me mind-controlled. But failing it going fine, and PASSING it screwing me over? Yeah, that just feels like the DM being a dick and thinking he's clever.
While I understand your sentiment, it sounds like you essentially succeeded in waking him up and then things went south.I wouldn't have been mad if FAILING the int check got me mind-controlled. But failing it going fine, and PASSING it screwing me over? Yeah, that just feels like the DM being a dick and thinking he's clever.
As I said, I understand the frustration, but I disagree with your apparent expectation that you should be able to try everything possible without having to face deadly consequences.
The inability to control party members at that time is hopefully something that will be fixed later. IIRC it was the same in early versions of DOS - the ability to switch out of dialogue was added with a patch after release.
And I haven't read the rest of your comment.Dear Mr Salter,
I haven't read your initial thoughts on Baldur's Gate 3 early access.
Dear Mr Overthere.Dear Mr Salter...
Dear Mr Overthere.Dear Mr Salter...
You might want to actually read beyond the title before writing a lengthy comment on what you imagine the article may or may not be about.
Regards.
TBF, a person using their first post to spout a bunch of ad hominems over a game review isn't so much a member of the community as a gatecrasher.Dear Mr Overthere.Dear Mr Salter...
You might want to actually read beyond the title before writing a lengthy comment on what you imagine the article may or may not be about.
Regards.
I swear, this BS from rabid gaming fanboys is why I refuse to have anything to do with the community anymore. What a bunch of shitposting babies. Edit: I don't mean you, Chris!
TBF, a person using their first post to rant about a game review isn't so much a member of the community as a gatecrasher.Dear Mr Overthere.Dear Mr Salter...
You might want to actually read beyond the title before writing a lengthy comment on what you imagine the article may or may not be about.
Regards.
I swear, this BS from rabid gaming fanboys is why I refuse to have anything to do with the community anymore. What a bunch of shitposting babies. Edit: I don't mean you, Chris!
From what I understand the check was to make the connection in the first place - which succeeded. It did what the player wanted.With the information I currently have, I think the option to mess with the mind flayer's mind shouldn't even be there. But then there's the general rule of D&D that players should be allowed to try pretty much everything they want to.Save or suck/die for -succeeding- a check isn't very fun.
Usually it's about giving the players enough information so that they can tell when they are making dangerous choices. But if they do so knowingly, them getting killed is a perfectly valid outcome. Play stupid games, win stupid prices ...
Sure that's fine if he failed the INT check, but he succeeded. Then the sadistic DM designer laughed and said "sucker! now pass a WIS check too!"
Sorry Jim, but I can't agree with your take on much of this.
First, as pointed out already, you probably missed the option to non-lethally deal with the mind-controlled folk. Even if you are forced to kill them, however, that's a perfectly legitimate narrative choice. You're dealing with an illithid, after all, and you aren't going to get to have everything go the way you want. And while I don't think you claimed this (others in this comment thread did however), being put in a bad situation and having to kill some "innocent folk" under the control of an illithid does not mean your character is evil.
Your weird hangup with the unused movement points seems to be a purely personal thing and not really a valid complaint against the game itself.
Being forced to work together with a characters who don't particularly care for you, and may actually wish to do you harm, may not fit into some idea that a D&D party has to be all chummy but that doesn't make it an objectively bad narrative choice. Learning to work together despite initial differences and perhaps even building a rapport over time is plainly the intended arc here. It's certainly in character for a Githyanki, an evil cleric, and a vampire.
Anyways, the point isn't that you're wrong and this is obviously a great game, but it seems to me like you have some really specific expectations of what a D&D game should be that are more personal hangups than something that others can use as a good compass to determine if this is worth playing or not.
I mean, at least they didn't change it into a clone of their existing property that's totally at odds with the first two games (*cough*Fallout*cough*).