I’m just a little bit late to the Baldurs Gate 3 party, but I searched on here and didn’t see much follow up discussion about it after the review thread. I’m also trying to submit more to Lemmy so the communities can grow, so I thought I’d bring it back up now that it has been out for a few weeks.

I only just bought Baldurs Gate 3 this week and finally got time to sit down and play it tonight for the first time really and I am so impressed. The character creator allows so much character expression. I made a generic red Tiefling and when I saw there was an option to add vitiligo, I immediately built out a head canon where my character is a Tiefling that is slowly being transformed into a human by a curse from his past. I never would have thought of a character like this, but the character creator just provided some pretty unique designs and options.

Everything just feels so polished. I’ve played Pathfinder Kingmaker before this and parts of Wasteland 2, but I’ve never been much of a CRPG fan. I feel like the user interface in this game is a lot easier to follow and read. It’s especially nice because I played in co-op with a friend that doesn’t play much in the way of RPGs and has only ever played tabletop D&D once and he was able to easily slot in and start figuring out how things work together and where everything in the UI was. It was very entry-level friendly for our experience and it made the entire experience a lot better.

Also it’s kind of a weird thing but I’m really impressed with the facial animations so far. I was expecting Bioware or Bethesda style faces where their lips move, but their faces are otherwise lifeless. I’ve been loving seeing the character seemingly actually move their eyebrows and their jaws when they’re speaking.

I’m not super far into the game since I’ve only had time today to play it, but I’m super excited to play more when I get the chance.

What have your experiences been like? Any fun stories or characters you’ve made?

  • tburkhol@lemmy.world
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    11 months ago

    I feel like there’s two parts. On the one hand, Larian’s engine is fantastic and allows really creative and diverse approaches to their puzzles. There’s a number of fights that feel more like puzzles than fights, because they’re nearly impossible if you just go in spells blazing, but not nearly as threatening with a little preparation. They’ve honed that engine through DOS & DOS2, so it’s much more mature than you’d get if this were a pure derivative of BG1/2. The first time I lit Shadowheart up with Spirit Guardians and dashed her around a battlefield reaping the canon fodder…I actually giggled with glee.

    Then there’s the storytelling. My journal is filling up with quests & side quests, but I don’t think any of them have been the “Kill 5 orcs,” “gather 10 blood moss,” or “deliver this McGuffin” variety. The NPCs you meet tend to reappear later and react differently depending on how their previous quest ended. I suppose, technically, that’s similar to going back to the same quest-giver, rising in their ‘ranks’ toward some prize, but it doesn’t feel the same. The NPCs, even the side-quest NPCs, feel like they’re woven into the overall narrative and it makes for a much more immersive experience.

    I can’t imagine how much writing, animation, and voice acting had to be done to accommodate all the choices I won’t make. Even just the times some NPC voices my gender.

    • forvirreth@lemmy.world
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      11 months ago

      I agree about the quests feeling fairly good, but my hod is the jour Al itself atrocious. No way to remove/hide quests from the map. Many quests sort of remain in this “not done” quest state because completing it will have undesirable outcomes and it feels weird that I have to keep it there still

    • pory@lemmy.world
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      11 months ago

      They did detailed, stylistic, expressive animations for ANIMAL BODY LANGUAGE. and yes, you can talk to random rats and squirrels.

    • CitizenKong@lemmy.world
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      10 months ago

      I agree, and the fact the NPCs have conversations and stories that play around you which are not automatically turning into quests for you to do (sometimes even chiding you for eavesdropping) makes the world feel much more alive and less player-centric.