Baldur’s Gate 1 and 2 are my favorite games of all time, so when I saw the first trailer for Baldur’s Gate 3, I was beyond excited. I knew it was going to be a little different, as the story in the original games is pretty well wrapped up with nowhere to go narratively, but Black Isle had plans for a third entry (The Black Hound), so I figured things would be able to be worked out. I was also completely geeking out because I absolutely love Mind Flayers. They were terrifying in Baldur’s Gate 2, and there was a whole cut/unfinished subplot with a Mind Flayer colony in Athkatla that just brimmed with potential on how they could connect the dots here. One of my DND group’s favorite dungeons we ever ran was a giant library in the astral plane that had been taken over by a singular Mind Flayer that I tortured them with through manipulation, stealth, cunning, and pitting them against each other over 12 hours. By the end of it, they were deathly afraid of him and hated his guts. It was fantastic. I was really ready to love this game…and I tried so hard, but I just don’t.

Turns out, it was a bad idea to make the new 5th Edition game Baldur’s Gate 3. There is a fantastic skeleton here with interesting characters and fun locations, but as a huge fan of the early games, I can’t help but feel like it’s significantly held back by what Wizards of the Coast did to the Baldur’s Gate canon. BG3 isn’t a sequel to Baldur’s Gate 1 and 2 - it’s a sequel to the WotC canon of Baldur’s Gate, and it’s done very poorly. Some of the characters that appear are completely divorced from their characters in the originals, as if the person writing them had no idea of their motivations or any understanding of who these people are. I don’t know whether to blame that on Wizards for the terrible choices regarding canon, or to blame Larian for the awful characterization, but it drove me insane. I realize I might sound like a whiny old-head, but it is just such a strange choice to make a sequel based on a game when you can’t actually adhere to the plot of that game.

The legacy characters aren’t the only strange moments of Baldur’s Gate 3’s writing unfortunately, as it struggles to maintain a foundation between being grounded in the Forgotten Realms setting while wanting to tell a grandiose story. At the beginning of the game, I recruited three companions - one that was incredibly fearsome fighting Demons in the Blood War, another was such a powerful mage that he actually had an intimate relationship with the Goddess of Magic herself, and the last one was sent on a mission to retrieve an incredibly powerful and rare artifact from a race of other dimensional beings. They’re also level 1 and we’re fighting goblins. This type of narrative/world disconnect continues on throughout the rest of the game and I constantly felt out of place and just at odds with the game’s representation of the Forgotten Realms.

For a game that is effusively praised for player freedom - don’t get me wrong there is a ton of it - it does itself no favors with regards to pacing. In particular, Act 2 is paced in such a way that players easily can find themselves locked out of almost all the Act’s content if they simply explore the area, which is the exact opposite of how Act 1 encouraged gameplay. When Act 3 rolls around, BG3 again flips things around and gives a giant sandbox city to run around it, all the while dumping quests on you that beg to be solved with urgency. There isn’t inherently anything wrong in this approach, but because the pacing isn’t consistent across the game, it can be very overwhelming and disorienting.

This disorienting feeling carries over to companion quests and the rest system as well, as the game seems to discourage you from long resting too often, but in order to continue companion quests, long rests at camp are necessary. I actually missed an entire companion questline because I did not rest enough in Act 2, and it wasn’t until late game that I realized the game does actually have a cue to tell you to rest. Every time a party member complains about being tired, a new conversation or cutscene is available at camp. Otherwise, the resting mechanic makes a nice balance between the original games’ dungeon rest-a-thons, and the fear of running out of resources in combat.

Encounters and combat were something I personally was worried about, as I’m much more a fan of the Real Time with Pause system, but I actually think Larian did a great job implementing 5e into crpg format. Most of the time, combat feels engaging and quick due to the encounter and level design, and the environment takes a much bigger stage than it ever did in the older games. Later on, the encounters do seem to fall off regarding intentionality and then it can be frustrating when there are just too many enemies and allies for things to go quickly. In the later stages of the game, Larian also becomes obsessed with placing trap after trap, which just makes things tedious in this engine. Traps are a classic part of DND dungeon design, but throwing 6 of the same DC trap in a room does not make a good dungeon. Honestly, this is true for the game at large. Act 1 in all of its Early Access polished glory is wonderful in pacing, encounter design, world detail, and narrative beats, however the whole thing starts to fall apart as the game goes on and then all of the little, minor things that were overlooked as nitpicks start to become giant thorns.

While the combat system mostly does a good job, it does lack polish with basic functionality. There were so many times that I clicked to attack an enemy, was told “too far, can’t reach,” and then I moved my character manually in range and was able to attack. There were entire battles where certain enemies just stood still for their turn, wasting 10-20 seconds without doing anything. There were times in which I got stuck with one character fighting six by himself because the pathing for the other character broke while jumping, and they couldn’t join combat until forced because they were stuck in a different spot. There were many times where I was told I could not see the enemy, only to swivel the camera around to find that character has a perfect line of sight on the enemy, but just can’t attack because the game says no. After 50-plus hours, all of that began to wear me down, and the experience just felt clunky. Apart from those minor things, I also started to hit real bugs like companions talking to me about events that haven’t happened yet, doors not loading, people popping into cutscenes, among others.

It is highly ironic that Baldur’s Gate 3 has gotten so much praise from people pitting it against other AAA releases that were deemed broken, as if the game does not have its share of cracks and broken bits as well. Ultimately, there is a good game here that I’m sure will grow and be ironed out as a “Definitive Edition” arrives, but for me the entire experience was disappointing and lacking. Baldur’s Gate 3 nails the upfront presentation with cinematic style, but what lies beneath is mediocrity.

Reviewed on Oct 08, 2023


7 Comments


6 months ago

This is really sad

6 months ago

Welp, that settles it. I will be waiting for the Definitive Edition.

6 months ago

DC going in (fire emoji)

6 months ago

lol wow the combat system lacks polish with basic functionality is stupid. You know some people are actually good at games right

6 months ago

why did you copy and paste my review

6 months ago

@aerith064

heck u

@crimson2877

Can't improve upon perfection

6 months ago