Despite Its Unpredictability, Baldur’s Gate 3 Is Still Bound to Its Code

Baldur’s Gate 3‘s first act is a rip-roaring adventure, though it starts with grim tidings. You, whoever you are, have been infected with a Mind Flayer tadpole, ensuring that you will become one of the tentacle-faced monsters before long. You’ve landed in some forgotten corner of Faerûn with other infected and band together to try and find a cure.
While this begins dire, good news and swashbuckling possibilities come into view. A mystical figure is protecting you from the parasite infection; you can even take in more parasites to upgrade dramatic powers. Even the act’s central moral quandary is less thorny than it first appears (though I’m about to reduce it for brevity’s sake). Tiefling refugees seek a haven in a druid’s grove, hiding from the roving soldiers of a deadly cult. The druids fear that this will paint a target on their backs and seek to close their hidden world from outsiders. Simply clear a dungeon of evildoers and you can protect both parties. The tieflings will even come celebrate with you that night, which sets up many of the game’s first romantic encounters.
Over the course of Act 1, the possibilities of removing your parasite grow slimmer. However, the tone is disheartening and comic, rather than tragic or horrific. The game ventures into gorey physical comedy if you let the bard Volo try to surgically remove your tadpole. Allowing a witch-like Hag to attempt similarly results in fairy-tale hijinks. Though all these efforts fail, your best bet—using the mystical technologies of the alien Githyanki at their nearby Creché—remains on the horizon.
All this is to say, Baldur’s Gate 3 sets you up for a popcorn good time. There’s desperation and melodrama, but most of it leads to adventurous, rather than distressing, ends. Even mechanically, Baldur’s Gate 3 starts thrilling rather than terrifying. The game’s first few level ups swing in hard and fast, and your power widens significantly with each one. However, just as level ups start to slow, Act 2 arrives.
The most immediate difference in Act 2 is aesthetic. The majority of Act 2 takes place in a cursed land, where a magical darkness swallows flora and fauna, and crushes sentient life into vicious shadow creatures. Outside of underground sections and campfire scenes, the entirety of Act 1 is in gleaming daylight. The vast majority of Act 2 is in this choking darkness. An optional section, the aforementioned Créche huddled within Rosymorn Monastery, is not so bleak. Still outside the monastery there is no brightness of the noonday sun, but instead the orange hue of sunset. A thematic choice, as much as any other.