Expressiveness is the quality that defines roleplaying games: they’re judged by how freely players can assert themselves in a reactive space. Players want to convey their personality and make choices, but while these are the obvious core concepts of the genre, Baldur’s Gate 3 has proven to me that they’re not what makes an RPG great. Having the capacity to make decisions is certainly a necessity, but decisions only matter when players care about the outcomes. Choices surround us in every moment of our lives, but most vanish from our minds within seconds for that very reason; they’re so emotionally inconsequential as to be hardly worthy of notice. So, more fundamental than allowing for choice is providing a real adventure in which to make those choices, and defining a journey which has players encountering challenges, learning, changing, and overcoming. This is the critical component which Baldur’s Gate fails to establish, most glaringly from its narrative structure.

(Minor spoilers through act 2)
In the opening cutscene, your character has a mindflayer tadpole inserted into their head, so your call to adventure is getting it out. This is fine in itself, but the game is quick to tell you that there’s no urgency to this task, relieving you of the burden of care. Every quest you receive to accomplish this goal, across the first ~22 hours of gameplay, results in failure where your party just sorta gives up. It takes another ten hours before the main villains are established, a stale group of evil zealots of evil gods who just love being evil, pursuing an agenda which players can't feel meaningfully aligned against. The simplicity of the central narrative gives the impression it’s just supposed to be a foundation for a character-driven story, but the interpersonal aspect is similarly lacking. In what feels like a symptom of the game's long stay in early-access, your companions put their love and trust in you in act 1, before anyone’s had the chance to organically develop relationships or encounter life-changing struggles. Characters don’t have the time and space to have an arc, and you don’t get the chance to express yourself alongside them, you simply skip to the end for an immediate and vacuous payoff. There’s no journey here, you’re simply being presented with scenes from an adventure without actually going on one.

The same can be said for the mechanics, even when they’re lifted from the tabletop game, thanks to a design philosophy where every playstyle is thoroughly accommodated. This seems like a good strategy in a genre where players want to assert themselves, but the refusal to challenge players leaves unique approaches feeling irrelevant. Even with a party led by a Githyanki barbarian, with very little in the way of charisma, intelligence, or skill, there was never a time I couldn’t overcome a situation in an optimal way. I could pick whatever locks I wanted, disarm whatever traps I wanted, circumvent any barrier I wanted; the game never asked me to think ahead or prepare. I didn’t have to be ready with certain spells or proficiencies, it never demanded more than following a clear path. Even if it did, the cheap respecs mean that you’re a maximum of 400 gold away from having a team perfectly suited to the task at hand, and even if you don’t end up using that option, knowing that your choices are so impermanent is a detriment to any feeling of growth.

That’s the key here: growth. My characters leveled up, but I don't feel like they grew. I traveled, but I don’t feel like I went on a journey. I made choices, but I don’t feel like I went in new directions. After a fifty-hour playthrough, all I remember was that I chilled out, ran around some nice maps, and managed my inventory. I spent all that time relaxing well enough, but I didn’t overcome challenge, feel much, or learn anything. All I could confidently state that the game did for me is live up to its basic selling point, of being an adventure I could take at home, a journey where I go nowhere.

Reviewed on Aug 27, 2023


8 Comments


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8 months ago

Deleted

8 months ago

> doesnt read the review
"man you don't like anything"

8 months ago

HA
100% true, in more ways than you know
I was actually thinking about that, how I only pop up once a month (at best) to say I don't like something, and considered leaving it in my google doc vault. I just don't play many games nowadays, and from there, most of the good ones are already pretty well spoken for. I replayed Killer7 the other week and while I didn't like it much at all the first time, I really enjoyed it on a second playthrough, and considered writing something up. But I mean, it's Killer7. Everyone knows. I played Sin and Punishment, and if you're on this site, you know. So, it's a heavy filter of "needs to not be well spoken for already + something I feel strongly about one way or the other + something I even had the energy to play".

8 months ago

I uninstalled this before most of my friends had even made it to Act 2 and I can already feel the whole thing slipping from my mind. Seeing them all get further into the game and watching their enthusiasm taper off has only made me feel like I made the right decision by dropping it while I still had vaguely positive things to say about the experience.

7 months ago

I'm 165 hours into the game and still not done with Act 2 (gave up on a save that encountered a game-breaking bug, rest of the time was spent doing co-ops). Starting to feel like these big mainstream games really rely on impressing players with optional content rather than a solid "main experience". Many times where I was very amused by a story change (especially with The Dark Urge) without really feeling like it made the experience all that more standout from the previous saves. Also, even though I'm very invested in the "cultist slowing realizing they are more valuable individuals than dying for a cult" themes, having anywhere between 3-5 of the main characters dealing with these problems - setting up for what I'm assuming is many "kill your masters" confrontations in Act 3 - is worryingly more redundant than cohesively building on itself. The voice acting really is all that's been distinguishing these character journeys from one another for me (not enough attention being given to Lae'zel compared to the rest imo, the scene in the Zaith'isk genuinely got me).

7 months ago

This comment was deleted

7 months ago

@Zang
Definitely agree with your point about side content vs main experience. I've played this game for 80 hours so far, and I fully intend to play it more in the future, but what kept me going was the simple fun of wandering around and leveling a character. The central plot didn't work, the companion stories didn't really work, the quest design didn't work; the game only works if you accept it as a platform for those little quest-completion dopamine hits.

Even when you think about the quests though, it doesn't look so great. There are plenty of class/ability checks, but quests are never designed around a different class, like heists to make rogues look cool, or environmental manipulation to make Druids feel connected to nature. 95% of the time it's just killin' dudes. So even the stuff I would say I like, I can't even say I like. Rough.

Well actually, scratch that, I do like Lae'zel. That was one thing that I lucked out on, it felt totally in-character for her to fall for my gith barbarian. Those girls bled together, they inflicted grievous injuries together, and they also fought together. Perfect match.

7 months ago

It doesn't matter. This game has mastered the illusion of choice and due to Larian's style of frontloading quality, most people won't even see the full picture before they eventually quit.

4 months ago

stellar review.