Baldur’s Gate 3 Largely Lives Up to Its Unrealistic Expectations So Far

Baldur’s Gate 3 is in a curious position. It is the only (major) videogame project to base itself on Dungeons & Dragons’ fifth edition, by far the tabletop game’s most popular incarnation. It is coming out just a few months after the property’s first successful (and moderately enjoyable, like butter on toasted white bread) swing into Hollywood. It is also the first big budget RPG of its kind since developer Larian’s last release, the excellent Divinity: Original Sin 2.
All this is to say, Baldur’s Gate 3 is perhaps unfairly burdened. Nearly a decade’s worth of discourse about fifth edition is bearing down on it. It’s being released while the IP (ugh) lays the groundwork for something approaching mainstream acceptance. Legions of starved Bioware freaks will buy this game to tide them over before the forever teased Dragon Age: Dreadwolf and whatever that Mass Effect project is. Additionally, Baldur’s Gate 3‘s scale practically ensures good press, which in turn ensures backlash. A lot of people have a lot of expectations about what this game is going to be.
I’m only around 10 hours into the release version of Baldur’s Gate 3 and I can tell that it is going to disappoint a lot of people. It’s also frightfully good. As reported, it is Larian’s big swing at a cinematic RPG a la Bioware, while holding stubbornly and admirably to the genre’s number crunched origins. Yet, that description does undersell it. It’s not exactly subversive or surprising. However, at least thus far, it is assured. It’s determined to pull on DnD’s vast reserves of lore bullshit to construct expressive and interesting scenarios, both tactical and emotional.
As for plot, it’s about a merry band of adventurers brought together by grim fate. You have been kidnapped by the eldritch Mind Flayers, who have infected you, along with most of the party members, with mystical tadpoles. At some future date, you will all become tentacle-faced, mind-eating monsters yourselves. Thanks to a massive battle between the Flayers and their dragon-riding enemies, the Githyanki, you and the others manage to escape, but must find a cure for the creature growing in your head.
You can play as most of the potential party members, or create a character of your own. I picked the Dark Urge background, which offers some of the narrative perks of playing as a predefined character, while still letting you customize your class and appearance. Pure custom characters choose a background, which gives them special responses and specific events. Combat is turn-based and operates somewhat faithfully inside Dungeons & Dragons’ basic ruleset. Each turn, you’ll roll initiative, move your character around, perform an action like attacking with your weapon or throwing a rock or casting a spell. Different spells and weapons deal varying kinds of damage, which can help or hurt your attempts to vanquish enemies. Within these constraints there’s a serious amount of wackiness. Throw oil on the floor and set it on fire, push enemies off of cliffs, etc.
Some of Divinity: Original Sin 2‘s tactical bite is absent here. For example, I appreciated in Divinity that spells and attacks basically always land. That game always asks “what” and “when” and “from how far away” rather than “will this hit?” Whiffing on a major attack never feels good. The single action per turn can also feel limiting in comparison to Divinity‘s expansive potential turns. However, these are minor complaints. The single action also gives each turn some weight. Battles are tipped against you, early on especially, so every move can count for something. The encounter design, at least thus far, is top notch. Most environments offer specific strategies and challenges. Various party compositions feel viable and all are given opportunities for interesting play. It’s tempting to replay fights with a different party loadout, just to see what will happen.