11 reviews liked by evaltus


Do you like music? Me too, man.

One of my favourite albums of all time is Devin Townsend’s legendary prog metal musical, Ziltoid the Omniscient. It came out on May 21st 2007 and it’s something of a marvel, being an album developed entirely by Devy himself. Instruments, recording, mixing, cuts, you name it, he did it. It’s really special to me, and I go back to it every other month. Clocking in at just under an hour - a rarity for prog albums - it has a peerless blend of chunky riffs, auditory storytelling, comedic timing and pacing. Before I gave up on tattoos (don’t have the skin for it - literally), I really wanted the Ziltoid logo on my upper arm.

7 years later, after much begging from fans and several other albums, Devin Townsend came back with Z², the sequel album. Boasting a fucking massive production posse, a much longer runtime and a whole other album packaged in, it’s… Fine. Despite everything being bigger and grander, it’s only a little better than the first album and lacks a lot of the zest which came from being a solo production. By no means a bad album, it’s upstaged by a solo project from 2007 in a lot of ways and for many people it revealed that the original album’s limitations might have bred a greater final product.

Dragon’s Dogma 1 came out in 2012 after a now-notoriously agonizing development process that resulted in a vast majority of their ideas being cut out to meet the deadline set by the suits and an ever-shrinking budget. Capcom really wanted DD1 to be the start of a big series, capitalising on the then-rising popularity of Western RPGs like Skyrim and The Witcher 2. Naturally, it was a flop and the ‘franchise’ was silently canned despite the game attaining cult classic status.

I have been playing DD1 for about 11~ years now. I own it on every single platform it was ever released on and on each of those platforms I have near-perfect saves with both the postgame and Bitterblack Isle cleared in their entirety. I’ve played that game so often that, if I were so inclined, I could do a full playthrough in my mind because I know the game world and quest flow off by heart. I have, and frequently do, give people directions around the world without any need to consult a map or a video or boot the game.

To potentially state the obvious: I am something of a Dragon’s Dogma megafan.

Among people like me, who’re so hungry for new morsels of DD content that we begrudgingly consumed (and loathed) the Netflix series, the hypothetical Original Version of DD1 has attained something of a mythological status. The idea of a ‘complete’ DD1 with Elf villages and beastmen and a whole other continent and the like is just so endlessly intoxicating to a group who’re already enamoured with the best-attempt game we already have.

Dragon’s Dogma 2, judging by the year of comments Hideaki Itsuno has been making about the game, is that mythical Original Version. Complete with Elves, Beastmen, other continents, and more! The prevailing sentiment among older fans was that, given a proper budget and all the technical prowess of the RE Engine and enough time, Itsuno would finally make a True Dragon’s Dogma successor!

Instead he… Kinda just made Dragon’s Dogma 1 again? But bigger, and naturally with the problems that come from increasing the scale and scope.

My first sight upon booting the game was the title screen which rather curiously calls the game “DRAGON’S DOGMA” without any numbers. This, sadly, turned out to be an omen.

I normally like to open with a game’s positives before I get into the issues, which is a problematic methodology to have with a game like this. I’m not going to get into it now, but a lot of what’s good about DD2 is also really really bad when viewed holistically.

On the combat front, it’s better than ever. It’s snappy and responsive and the addition of Vocation Actions (block for Fighters, dodge for Thieves, shoulder charge for Warriors, etc etc) adds a lot to the overall flow of combat. New core skills really help too; Sorcerer gets one to speed up cast timers in exchange for a huge stamina drain which I’m really fond of.
It is DD1’s combat, but better! Especially now that stagger is a mechanic and melee classes can now deal respectable damage without spamming either ‘the damage skill’ or mashing attack.

Vocations, too, have seen a tweak. Realizing just how redundant most of them became in DD1, hybrid vocations were binned and now everyone uses just one weapon - which might seem bad at first but everything is so much more fleshed out and roles more clearly defined. It’s easy to miss Assassin for a bit until you sink your teeth into Thief and realise it’s still there, baby.
Archer and Thief both benefit the most; no longer awkwardly fused to two other vocations they’re now allowed to shine and they’re honestly phenomenal. Warrior meanwhile has had a near-total rework into a more tanky DPS class (rather than the weird and seemingly unfinished mess it was in DD1) which comes with tasty charge attacks, a timing mechanic for faster hits and lots of juicy interactions with the game’s stagger mechanics.
And god, the unlockable vocations are a dream. Thief capitalises on the more gamey world design to allow some utterly amazing stuff with lures and traps, Mystic Spearhand is an intravascular injection of Devil May Cry into the game, Magick Archer is mostly untouched from DD1 and is still a blast, and Warfarer is a joy just for having a high skill ceiling compared to every other vocation - also it lets you wear basically anything which is great for the fashion obsessed.

Likewise, the world design is excellent. It’s very, very gamey; the entire thing is a series of ambush spots, winding paths, sharp turns to hide enemies, precarious ledges and unsubtle platforming spots. It is, somewhat ironically, a better fusion of FromSoft level design philosophy and open world design trends than FromSoft’s own attempts on that front.
Traversing it is a joy both because it’s beautiful and because there’s a decent amount of pacing to the environment that stops excessive amounts of holding forward + sprint. Not to mention the distribution of side stuff. I noticed more than a few places and distractions that were hidden on the way towards something, but clear as day while backtracking. That’s good world design right there.

Pawn AI might be the biggest improvement though; they’re not geniuses, but they’re no longer actively suicidal and grossly negligent. They use curatives, have defined priorities based on their (NOW IMMUTABLE, CONCRETE) inclination, are much less likely to use charge-up skills against an enemy that dances around constantly, and for enemies like Golems they’ll bother to target weak spots. Hurrah!

And, above all else, I need to admire Itsuno’s commitment to his vision for a bit. This is a decidedly old-school RPG, I’d honestly argue it has more in common with Wizardry and Ultima or whatever tickles your fancy. The Eternal Ferrystone is gone, even as a reward. You get oxcarts for diegetic ‘fast travel’, Ferrystones are lootable and Portcrystals are doled out sparingly to give you some fast travel points. Otherwise, you’re walking everywhere. Every bit of damage you take slightly reduces your max healable HP, meaning that even effortlessly stomping trash mobs on the overworld will gradually wear you down, necessitating resting at campfires - using consumable camp kits that’re at risk of being broken.

For the first few hours and much of the first reason, none of these were issues.

Which, in itself, became an issue.

Much of my earliest time in DD2 was defined by me saying just how much they kept from DD1! The encounter placement, the stuff tucked away, the way every NPC speaks in that weird faux-medieval theatrical cadence, the way quests unfold and silent tutorials are dotted around the land…

My later hours in DD2 were defined by me realizing that the game, in most respects, is just DD1 again but bigger.

Just like last time you start in a near-wilderness and go to an encampment where you get one diversionary quest and your main pawn. Soon after you make your way to a big city where 10-15 quests pop up in the first 15 minutes and then no more. After a lot of exploring, some of which involves a shrouded forest and a hidden village and some politicking at capital, you’re shunted off elsewhere because the plot demands it and fuckery is afoot.

The problems start to arise when one considers the scale of this game. I can forgive a lot of the above in DD1 because it’s a very compact experience. Like I said before, the world map was comparatively tiny.

DD2’s is huge, but the content density hasn’t changed at all, which makes the game feel like a ghost town? When you first arrive in Vernworth you get a lot of quests immediately, which might imply the game is a lot denser than its predecessor, but the ones that aren’t “go here, come back” are mere fetch quests that occasionally have a boss enemy at the end. Not a unique one, either, but ones you’ll likely have already found by exploring or even on the way there.
NPCs are… Basically the exact same, too? I wasn’t expecting in-depth CRPG-esque interactions with them, but nothing has changed from DD1. They dispense a quest and, when done, return to being random voices among the crowd of their home turf.

And the world itself… You know, the word ‘friction’ comes up a lot in discussions around this game and rightly so. It’s very obvious from the get-go that even the mere act of exploration is meant to induce friction. Enemies gradually wear you down on the world map, necessitating avoidance of some fights if you can help it due to finite resources, and the world is structured to make detours risky due to deliberately awful lines of sight.

The problem is that there still isn’t any friction because the game is comically easy.

Even before getting into the actual gameplay, camp sites are scattered around the world with reckless abandon which allows for nearly unlimited free healing and buffs so long as you have a camp kit & meat. Much of the hypothetical friction dissolves once this becomes apparent and it completely annihilates any feeling of being ‘lost in the wilderness’ that DD1 sometimes had.

All the changes and buffs to combat up above mean that the player and their pawns are more powerful than ever. There are plenty of panic buttons, fast-casting nukes, evasive options and counters alongside a relatively high amount of free gear.
But what’s really worse is the enhancement system. Each culture has its own smithing style: Vermundian is balanced, Battahli is Strength/Defense focused, and Elven is Magick/Magick Defense oriented. There are two others, or one if you discount dragonforging.
This seems cool on paper, but what it really does is cause a serious amount of stat bloat. Weapons only use one stat for damage, meaning it’s easy to just hop off to the appropriate merchant and get +100~ damage for a pittance of effort and money.
Money, too, is surprisingly commonplace. Simple expeditions into the wild or even A-B-C-A trips would see me coming home with full coffers, which in turn meant mass gear purchases and upgrades.

Together, nothing can pose a challenge. It’s trivial, with even a modest time investment, to reach 500~ or so in your offensive stat by the midgame and hell, compared to the first game it’s actually a smart idea to kit out your hired pawns rather than cycling them - money is just that commonplace.

A lot of these can be considered the developers ‘fixing’ perceived issues with the first game, especially when one considers that vocations now come with their own base stats to prevent accidental softlocks, but in ‘fixing’ these non-issues they’ve made the game a joke.

My first Drake kill wasn’t triumphant or cool. I rolled up to it and killed it in about 5 minutes. End of the Struggle - this franchise’s fantastic ‘YOU’RE ALMOST THERE!’ theme - barely got to peak before it dropped dead. I dread how they’d balance any DLC.

The enemy roster is near-entirely pulled from the first game and its expansion, with many of the ‘new’ enemies being simple reskins of existing enemies, meaning you’ll get tired of Harpy/Bandit/Saurian/Goblin variants that permeate the world. It was harrowing to get to the last region and find out that my ‘new’ threats were Saurians but red and Harpies but black.

As for boss and miniboss enemies… God they could’ve used some sub-variants or something. The Volcanic Island, this game’s final region, still throws Ogres/Minotaurs/Chimeras/Cyclopes at you. The relative lack of variety leads to the game and its exploration rapidly becoming exhausting, because it’s a gigantic swimming pool but the bag of tricks meant to fill it is the size of a teacup.
I praise Bitterblack Isle a lot despite it being a combat gauntlet because there is so much going on there, and so many enemies. Even its reskins add new layers to the fight - like my beloved Gorecyclops. DD2’s brand-new enemies are cool, and your first fight with them will usually be a treat, but after that they become rote. Speedbumps, not triumphs.

Dungeons are basically gone now, too. Nothing like the Everfall, Gran Soren’s Catacombs, the Greatwall, or the Mountain Waycastle. Just caves and mines, caves and mines, caves and mines… caves… mines… the odd ruin… Fuck. There’s so many. It’s like Skyrim but with worse design, somehow.

As I trudged through DD2’s main story, I found myself longing for the postgame. I’m really fond of The Everfall and Bitterblack Isle for being steep hurdles designed for more devoted players to test their builds and equipment on, but… There isn’t one? Postgame has some new boss fights but there’s no final dungeon experience or final exam. The world state change isn’t as intense as DD1’s either.

To speak on plot for a bit, I feel it occupies a really unfortunate place. If you’ve played DD1, you know what’s going on. There’s no real surprises here. If you haven’t played DD1, then you’ll be surprised to find a plot that’s underbaked and somewhat anticlimactic, driven more by excuses than anything of substance.

I think about Pookykun’s Baldur’s Gate 3 review a lot when it comes to RPGs, and doubly so while playing this game.

There are moments in this game that’re outright magical, immersive without peer. All of them are quiet moments with unsheated weapons: Traversing Battahli roads at sundown and seeing the vast temples of Bakbattahl pierce the skyline. Stumbling upon the Ancient Battleground and poking through wrecks from a cataclysmic event long before my time. Seeing the glimmer of a campfire stick out from the trees that dot Vermund’s many forests. Oceanside strolls through the Volcanic Island.
I'm especially fond of the road to the Arbor, which was the first time the game really wowed me and made me excited for the game ahead.

They are phenomenal, a testament to the team’s ability to craft a world, and… I hate them. I really hate them.

Because, without fail, they’re always pierced by another repetitive combat encounter. The 50th Chimera, the 10000th Goblin, the next of a million Harpies. Over and over, I am reminded that I do not exist in this world to explore it, I exist to kill everything in it as though I were American.
My quests are nothing of the sort, for they might as well be called bounty targets.
Other people will likely praise how reactive this game is, and its propensity for ‘randomness’. I would argue that, as all the ‘randomness’ is purely centred on killing, there isn’t actually much the game can do to surprise you - especially considering the enemy roster. It’s neat to see goblins and cyclopes invade a town the first time, but afterwards it’s just more free XP and a slight obstacle in the way of you spending 60k gold on new shoes.
There's an irony to be found in just how badly the world feels claustrophobic. There are always mooks around every corner, and you're never more than a minute away from a fight. Looking out into the distance from a vantage point betrays an endless hamster wheel of caves, mobs, chests and seeker tokens.

All of these complaints might seem quaint, and any DD oldheads in the audience might be wondering why I’m lambasting it for things the first game is guilty of.

The issue is twofold.

First, I try not to have expectations for games. I don’t fuck with trailers or press releases and avoid streams or whatever. It helps keep me grounded, and I think stops me from hating games based purely on them not meeting my hype - Metal Gear Solid V taught me that.

With DD2, I faltered. I was excited, and I lapped up everything about it. Articles, streams, trailers, you name it.

But I don’t really think the issue stems from the game not meeting my hype. Rather, I think it’s because the game was sold on a very specific vision, the one I mentioned up above: This was meant to be “DD but for real this time”, and in reality it’s just the first game but stretched far too thin.

Secondly, I don’t think every sequel has to be a grand, innovative experience. I play musous and Yakuza games after all. But I do expect there to be some iterative improvement, some signs that the developers have grown and improved at their craft. In simpler terms: Sequels should be a step forward, even if it’s a miniscule one.

DD2 is sort of an awkward step to the side. Could’ve came out ten years ago as a mission pack sequel and been lauded for it.

I don’t like to be prescriptive with my critique, I really don’t, but if this game was 1/4th the size and half the length I think I’d be a lot kinder to it. Don’t get me wrong, I still enjoyed about 2/3rds of my time with it, but I can’t really recommend DD2 specifically because a lot of what I enjoyed is just stuff that DD1 not only did 12 years ago but does better.

In the end, Dragon’s Dogma 2 is Z². It’s by no means bad, and for many people this will likely radically alter their preferences for fantasy RPGs. Hell, I still think it’s amazing this game even got made, and a lot of what I think is bad or problematic still runs rings against most of its peers - this is the closest you’ll get to a modern Wizardry game.

But I look back to the past, to Dark Arisen sitting in my library, and I think about all the limits imposed on that game. All the rough edges, the flaws, the executive meddling and the cut content, and all I can think is…

Ziltoid was the better album.

[DISCLAIMER: This review didn’t run away from me so much as it sprinted. It is obscenely long, sitting at around 9.4k words after cuts.]

When I wrote my initial review of BG3 I swore that I’d probably just bench the game and come back in a couple years when the inevitable Definitive Edition launched. I was hoping to just put the game out of my mind and go play literally anything else that was installed on my SSD.

But, to tell you the truth, I struggled to uninstall the game. Even after my multiplayer game was put on indefinite hold due to a party member being admitted to hospital (they’re fine now), the game continued to haunt me. Both for reasons I’ll get to shortly, and because continued discussion with my close friends either revealed things I hadn’t considered or brought up new complaints that I agreed with but never really thought about.

Ultimately, though, BG3 haunted me because I had so many questions.

Were things unfinished? Or did I just miss them?
Was the class balance really that awful, or did rolling with Paladin and the default Origin layouts give me the wrong impression?
Did Acts 2 and 3 go too fast, or did I?
Was an Origin playthrough really going to change my mind?
Does the game have a lot of useless loot, or did I just miss it?
How bad is the game’s morality bias in reality?

And so many more. Eventually they ate away at me so hard that I decided to start a Shadowheart run and see how I truly felt about BG3.

To save you a potentially long review: It wasn’t pretty.

I will give Baldur’s Gate 3 praise for one thing, though, and that’s its excellent ability to mask its flaws by pretending to have more options than it actually has. A running theme of my original playthrough was picking an option and thinking “Hmm, I wonder what a lot of those other options did”. In this playthrough, I decided to pick more of them - sometimes via save rerolling.

While I was initially so positive towards the game that I labelled the gameplay as ‘a masterpiece’, repeated exposure and a significant replay have soured my opinion quite significantly.

Hilariously, I finger-wagged Wrath of the Righteous for adding too much yet praised BG3 for its reticence.

Anyway, BG3 has too many options and could’ve done with some significant cuts. No, really. ‘This game has too much’ is going to pop up a lot from here on out.

Yes, WOTR has a lot of superfluous gunk that is best skipped. The problem is that, despite BG3 having significantly less, the ratio of usable:worthless is roughly the same.

Especially on the spell front, my god. There are so many of them, and a startling amount of them are Concentration spells - meaning you can either use only one at a time or casting them will shatter your active spell. This doesn’t affect offensive casters like Warlocks or Evocation Wizards too much, but it utterly crushes defensive/support casters like Druids/Bards/Clerics and ESPECIALLY Paladins, whose primary means of attack (Smite attacks) more-often-than-not will break Concentration. Which is a problem, because even an Oathbreaker Paladin gets an excessive amount of support spells.

You could, for example, cast Shield of Faith. It’s a concentration spell that gives your target +2 to Armour Class. Very nice. Or you could caste Haste, which gives +2 to AC and an extra entire action plus Advantage on Dexterity Throws and doubles your movement speed.

You could also cast Compelled Duel, which forces an enemy to attack only you. Or, you could not waste a Concentration slot and instead cast Command; an extremely versatile spell with a number of options that can do basically the same thing in function but also *isn’t a Concentration spell.

You could use Magic Weapon to buff your weapon and get a significant offensive edge, or you could just use Divine Smite to do basically the same thing in terms of damage output but without breaking Concentration.

This is not a Paladin exclusive problem, either. Woe betide Conjuration Wizards, Clerics, Druids and Bards for their excess of Concentration spells.

I get the intent behind Concentration as a mechanic, it’s ostensibly a means to prevent people simply steamrolling fights by pre-buffing and then walking in with like 6 actions, 45 AC, and a movement speed measured in European countries… Except you can still do this. There are a number of buff spells, many of which are obscenely useful - Longstrider, Enhance Leap, Mirror Image, Feather Fall to name an early game handful - that can easily be cast before a fight for a massive no-catch advantage.
Sure, you could argue that it’s hard to see fights coming on a first run, to which I’d say that the game telegraphs fights very blatantly and anyone who’s even slightly fluent in the unspoken Language of Games will be keyed in immediately. That, and a character only needs a mild investment in Perception to detect ambushes from ten postcodes away.

As an aside: Concentration also feels needlessly restrictive in a game with so few spell slots as it is. Paladins again get hit with this hard, as Divine Smites devour spell slots.

The issue with junk options sadly isn’t restricted to spells.

In my last review, I gassed up BG3’s action economy and praised it for always letting you do something. You can do off the wall shit involving water + lightning, flammable surfaces, improvised melee weapons, throwing loose items in your inventory, shoving, aaaaaaaaaaaaaaaaaaaaaaaand it’s all useless.

I try to avoid optimizing the fun out of my games. I was raised on flashy fighters and my teenage fixation was Devil May Cry with a dash of God Hand, so the need to style on enemies is in my blood. But it’s a bit hard not to play optimally in BG3 because the fun options just do paltry damage. Yes it’s cool to batista bomb someone through a barrel, but that does at best 9-12 damage in an entire turn. Even by the end of Act 1, you can do so much better than this.

The addition of Throw, Improvised Melee Weapon and Shove seemed like boons at first, but they’re really not. Throwing a molotov will always be less effective than throwing a Fire Bolt cantrip that most casters can get, for instance. There’s some merit to using Thrown weapons, but we’ll get to the Ranged Issue later.
Improvised Melee Weapon is useless given the incredibly high stat requirement to use it against humanoids, its waning usefulness as early as Act 2, and the paltry damage it does if used with furniture.
And Shove… Fall damage is also utterly pathetic. Shove does have a meagre utility for repositioning enemies, but this is rare considering how much mobility even casual players will come into, and using it for instakills often means losing useful loot.

The real reason ‘improv’ solutions suck, though, is because normal attacks are just too good. Ranged especially. Most martial classes, even the ‘pure’ ones, come with a bow or crossbow proficiency that also confers respectable damage regardless of stats. While Thrown weapons are ostensibly meant to be used as the ranged option for physical damage dealers, they also suck compared to just… shooting the enemy from afar? Or hucking a cantrip. Unless you’re using the Strength Monk Tavern Brawler build, but that build moves so fast that I question your competency if you frequently need to use ranged with it.

As I was typing this review, I considered giving them some praise for the addition of Jump as an action, but then I really thought about it. All jumping added was some okay level design that’s immediately underscored by the buggy pathfinding, and yet another means for melee classes to ignore ranged by just doing a 20 foot leap towards the enemy.

All of this is bad on its own, yes, but the real problems begin to rear their head when it comes to the subject of leveling. In my last review I praised the game for making ‘levels feel meaningful’.

I now realise that was mostly me appreciating the crutch the game handed me as I was feeling out the systems.

Level ups in BG3 rarely feel meaningful, with the rarity being adjusted by classes.

Spellcasters enjoy a relative lack of ‘dead’ levels as they get spells and slots every single level. While levels 11 and 12 are as underwhelming for them as they are for everyone else (due to 11 and 12 being ‘buffer’ levels before level 13, which was not included in BG3), they do at least get some notable new toys to play with. They suck, sure, but it’s something.

Martial classes, however, often see long swathes where they get little more than an action which may or may not be useful, a passive trait that will 80% of the time be too situational to ever pop up, and then the monotony is broken up by a Feat. Again, again, this really hurts Paladins; they get so many Concentration spells that it would perhaps be less egregious if they only got proficiency in a skill and 16 extra HP.

Once the mechanics ‘click’, level ups soon go from being a monumental event to being countdowns for the levels where your build actually comes online. How could they not? In a game where the most boring solution will often reward you with 80 damage per character turn, getting some Always Prepared spells doesn’t mean anything. What good is Faerie Fire when Lae’zel can do at minimum 80 damage before targets can even cloak themselves?

The sole exception to all of this is Monk, a class which embodies another issue I’m going to gripe about at length later on: Content added later in development is so very detached from the rest of the game that it begins to feel like DLC in a Bethesda game which sticks out like a sore thumb.

Monk is obscene. It has numerous possible builds within itself, is one of the few (if not the only) class that can metamorph into something unique via multiclassing, and it also just gets everything. It can have useful spells that swiftly recharge on a short rest, it can get incredible martial actions that’re worth using over basic attacking (in part because they give you an extra basic attack), or they can just straight up become Rogue but better. 9 Open Hand Monk/3 Thief Rogue is one of the few builds I’ve tried that was sincerely fun.

Monk was also the last class added, and no other class has as much unique content or as much depth. The classes in general, actually, are pretty bad on both a gameplay and story front.

I also need to take a moment to gripe about Feats. In Wrath of the Righteous there’s about a hundred or so. Sure, a lot of them are boring and uncreative, but there’s always something you can take to benefit or augment a build. +2 AC when fighting defensively is boring, sure, but it’s something! That’s survivability, right there! Especially if you’re squishy!
BG3, meanwhile, has precious few feats. The vast majority of them benefit melee characters, with only a handful for ranged/magic users and some that are just plain useless. There is no real reason to take ‘Performer’ - which lets you use musical instruments, already a dubiously useful feature that embodies a problem we’ll get to soon. Sure, it gives you +1 Charisma, but you could also take.

[Drum Roll]

ABILITY IMPROVEMENT!

Ability Improvement is the ultimate embodiment of my gripes with BG3’s feats. It’s boring. It’s so boring. It’s the most boring feat in a list of like 20-30 of the most boring feats in the setting.

But it’s good. It’s really good. It’s a two +1s to any stat you want, or a single +2. Given the relatively high starting stats for classes (17 at most), the relative ease of consequence-free stat buffs, and the low level cap for stats (20 via feats, 30 from rewards/tonics), there’s no reason not to take it. Buffing your class stat buffs pretty much everything you can do, and the relatively homogenous builds available to classes means there’s not much reason to not buff the main stat unless you’re doing Strength Monk - again, the only time a class meaningfully deviates from its main draw.

The other feats, in comparison, are just utter faff and feel more like deciding which flavour of Monster Energy you want. Yeah, there’s tons and they all taste different but at the end of the day you’re functionally just choosing between four things: Proficiency in a thing, a linear stat increase, a dubiously useful situational perk, or something that’s just a total no-brainer. To be honest, most classes can get by just using Ability Improvement/Savage Attacker and either Mobile or Alert. That is, in order: +2 to your main stat, Advantage on every attack roll you’ll ever make that cannot be nullified, and either a huge buff to movement speed which is worth more than gold, or Initiative (letting you get off hefty alpha strikes).

Most feats might sound good on paper, but reality tends to crumple that paper up and throw it into a wastebin. Heavy Armor Master, for instance, promises to reduce all non-magical damage by -3 when you’re wearing heavy armor. Sounds great, right? In Act 1, it is!

For about an hour.

BG3’s core issue on the gameplay front is that it’s too rigid in its adherence to DnD 5e. This would not be a problem were it not for how fast the game scales. Much of what is ‘bad’ in BG3 is only bad because it’s in a videogame. -3 damage would be excellent in a lower stakes tabletop campaign where your two worst threats are “some guy named Greg who’s been stealing gnomes from Belfast'' and your DM’s ex-girlfriend whose untreated personality disorder means every diceroll might literally be your last.

But this is not a low stakes tabletop campaign. There are worse threats than Greg, and they frequently hit for double or triple digits. -3 is excellent against an enemy who will only do 10 damage, but in BG3 those stop appearing within about half an hour depending on your playtime.

What’s really infuriating about feats is that there is an abundance of magic items in this game, and even the shittier ones have far more interesting effects that would’ve made for a much better feat lineup. But no, death to pragmatic adaptation I suppose.

I’m gonna take a little break from kvetching about BG3 to point something out, though: This issue with classes and feats isn’t entirely Larian’s fault. It is their fault for blindly adapting 5e with no modifications besides the ones necessary for a videogame, but most of the actual issues lie with the fact that DnD 5e is just unimaginative dogshit which is - to be incredibly mean for a moment - moreso targeted to people whose perception of tabletop games is entirely shaped by Critical Role and funny DM stories on Reddit. I’d compare it to something like Hyrule Warriors, Prison Architect, Forza or Guilty Gear Strive; in theory it should be a good base for people to springboard into better and more thought-out entries within the genre, but in reality people just cling to it and never expand their horizons. And while BG3 does have many of its own issues, a fair share of them are ultimately present because 5e barely makes for a good tabletop system let alone a videogame.

Much of what I’ve said about feats applies to classes, too. You could pick Ranger if you wanted, but do you really want to? Are you really that hellbent on playing Worse Rogue? Oh, you want to pick Paladin instead? Okay, that’s cool… But do you really want to play Worse Fighter? Ah, you want to play Druid instead. Neat and all, but do you really want to play Worse Sorcerer? Bard? Is Worse Wizard really that appealing?

The answer for most people will be ‘yeah’, because this is a roleplaying game and I imagine the vast majority of people pick classes for the aesthetics and personal character flavour. Not me, though, minmaxing is part of the fun for me.

Wizards, Sorcerers and Warlocks get plenty of flavour to make them appealing and viable in their own right - even if Warlock is mostly an Eldritch Blast machine. Albeit, most of this is down to the game’s obscene fixation on magic. It very much wants you to be a caster, it wants you to use some magic even if you’re martial. The problem here is that Cleric, Druid and Bard don’t get much in the way of interesting or viable mechanics. Clerics are essentially just an awkward midpoint between Paladins and Wizards. Druid can shapeshift and Bard subclasses get spells that’re just diet versions of better class’ gimmicks, but that’s it. Their spellbooks are weak and wimpy, to the point that two entire companions (Jaheira and Halsin) kinda suck right out the gate unless reclassed.

Druid in particular sucks thanks to a problem which is multi-layered: Damage types. BG3 has a lot of ‘em; Piercing (divvied up into 3 subcategories), Fire, Lightning, Cold, Thunder, Acid, Poison, Necrotic, Radiant, Force and Psychic. Of these damage types, Fire reigns supreme. There are so many readily available sources of it than any other damage type, it’s scarcely resisted let alone nullified, and spells that deal fire damage are both incredibly convenient and incredibly strong. To a lesser extent, this also goes for lightning and cold.

Acid, Poison and Necrotic are utterly awful. A lot of enemies resist it or are outright immune to it, and their spells are either negligible in terms of damage or extremely costly. It’s the near-persistent resistances and immunities that truly make Druid a pain, though. This is, once again, a problem with the choices made in the adaptation. Larian wanted to tell a certain story with certain setpieces, no problem… At first. They also wanted to include lots of combat stuff from 5e, which meant that what they decided to adapt now had tangible consequences for some characters. Even putting aside Druid’s lackluster spellbook, 2 of its 3 subclasses are focused on dealing primarily Acid and Poison damage, which just makes them a waste.

If you have any familiarity with TTRPGs, you might still be thinking about what I said before: That some things in BG3 are fine for a tabletop session and bad for a videogame.

Anyway, let’s talk about ability checks.

In a standard tabletop session - and indeed, this game’s own multiplayer - characters will have different specialties. Your wizard may be able to bend the world’s magical weave to their whims as though it were an obedient dog, but they probably don’t have the charisma to console a grieving widow. That’s where the party member with the appropriate stats takes the stage. In BG3’s multiplayer, this is entirely intact. I rarely talk to NPCs in my main BG3 MP session because I am Smashman the Barbarian Who Smashes.. Our bard - who has 1 level in Bard and 7 in Warlock - does that for us.

In BG3 singleplayer, this becomes a problem. The Party as an entity will automatically do some things of their own volition; perception/arcana/history/whatever checks will roll concurrently and immediately with no input required. If you need something disarmed or unlocked, the game will automatically make the party member with the highest Sleight of Hand roll for it.

This is all on the overworld, however. In conversations, only the person who initiated can roll. As BG3 is a very Player-centric game, your main character will be the one doing 99% of dialogues, which in turn provides a very annoying issue with proficiency forcing.

BG3 is not a masterfully crafted RPG, or even a competently crafted one, so it lacks what I call “fail-throughs”; situations that can arise from failing a check that are unique in their own way and perhaps even better than succeeding depending on the circumstances. Here, it’s nothing but binary pass/fail checks that either skip some busywork or a fight. If you fail, you’re stuck with busywork and/or a fight. God forbid you have a charismatic character step up to the front, too, because there’s a lot of character specific exchanges in Acts 1 and 2 that you can miss out on. Especially as Shadowheart or the Dark Urge. I find this particularly jarring because it’s a problem that CRPGs solved as early as 1998… With the first Baldur’s Gate.

One thing I regularly castigate BG3 for is its slavish devotion to both tabletops and other, better western RPGs. This, I feel, really makes it clear as day. CRPGs as a genre tend to have a problem wherein Charisma and its associated diplomatic functions are so powerful that taking them is a no-brainer. BG3 is no different.

Unfortunately, BG3 is not confident in doing this. It offers you an absurd amount of outs; Stat-boosting skills which can be cast from a handy menu, no-consequence rerolls that you get by the bucketload, and tons of bonuses and boons all the way to the credits. It is, in many ways, afraid to let you fail.

Early on, you’re introduced to Long Rests. These cost 40 camp supplies, advance the plot sometimes, and restore all of your spell slots/class abilities. A Short Rest can patch you up briefly for free, but you only get two. The game sort of, kinda, maybe implies that long rests should be done sparingly? This is total hogwash though, you can find about 120 camp supplies immediately after the prologue. It is, to me at least, pretty obvious that the abundance of supplies across the entire game is a safety net for people who’re taking their time to learn the combat or just aren’t that great at the game. This is fine, there’s nothing wrong with this.

…Except, on Tactician - which doubles the amount of supplies needed for a long rest - there’s still far too many. Especially for those given to exploration or completionism.

That’s not my actual issue, though.

My actual bone to pick is that the system fucks with the narrative if you’re too good at the game. A bit like Hades, but more insufferable.

Long Rests are good at restoring spell slots, sure. If your party is a monk, fighter, rogue and warlock, then you can get by with short rests. If you’re also decently good at the game, or get lucky with rolls, you can potentially go a long time without using long rests! On my latest run, I only used about three in Act 1.

A very fun fact about Baldur’s Gate 3 is that it’s held together with strings, glue, a bit of prayer and also 4-5 invigilators making sure you don’t peek behind the curtain.

Abstaining from long rests - willfully or not - is a way to peek behind the curtain.

Many narrative events, be they main story related or companion related, are directly tied to long resting. These aren’t just fun side extras, they’re vital to the story being told and the companions within. It’s similar in egregiousness to Hades’ story, wherein you’re punished outright for being better than the game expects. You can, through deliberate or accidental avoidance of long resting, skip a lot of these events.

The game breaks pretty heavily if you do. It’s still clearable, but wow. Companions can skip entire conversations (which are still recorded as happening), Astarion can potentially forget to reveal his vampirism (thus costing him his bite ability), vital scenes involving the parasite can fail to trigger (thus costing you the parasite skill tree), so on and so forth. Even when these do fire, they’re often slammed together in inappropriate ways or delayed by a few real life hours.

Hilariously, you can potentially keep Gale without needing to skill check him into submission, should you choose to kill the refugees and druids. Just don’t rest! It’s easy!

Speaking of slaughtering the refugees and druids, though, it’s possible to stumble into an outcome to the first Big Choice that is either unfinished or was meant to be cut. For context: The first Big Choice of Baldur’s Gate 3 is whether you side with a grove of druids and the refugees seeking shelter, or whether you side with goblins and butcher them. I’ve kvetched about it in my original review, but did you know there’s a third option?

Zevlor and Mol, two tiefling refugees, will allude to stealing the Druids’ sacred idol to disrupt their ritual. Mol even gives it to you as a formal quest. Should you actually do this (ideally via having someone go invisible and nab it), it will trigger a schism and cause the Druids to fight the Tieflings. The Druids will always win, backing the Tieflings into a corner and slaughtering them to the last.

Doing this locks you into a weird Schrodinger’s Murderer scenario. The game flags you as having picked both options at the same time without actually resolving the choice. You still have to trudge over to the Goblin Camp and either deal with the leaders, or “kill” the tiefling camp by… walking in the front door and having Minthara proclaim victory. Interestingly, Halsin even has unique dialogue for this scenario that sadly never gets resolved because he disappears from the game world entirely in this situation.

What’s really interesting though, are the companion reactions. Shadowheart quips that the Grove owes you a great debt for saving them - despite them being dead - while Gale groans about it despite never confronting you or alluding to it elsewhere. Astarion never acknowledges it - or maybe he does? I don’t know. On the run that let me find this outcome, I grew tired of his Stewie Griffin impression and staked him. Wyll runs through some cut content voicelines with Karlach that reveal he was intended to not leave instantly if you slaughtered the Grove.

I bring this up because it is fantastically broken, doubly so if you opt to ‘side’ with Minthara and then immediately kill her, at which point you’re locked into that Schrodinger’s Murderer state I mentioned above. And yet, this is something the game directs you to do. It’s not something I just found while faffing about, it’s a quest Mol gave me. Keep it in mind for when I talk about the story.

First, though, I want to talk about alignment. Like everything, alignment was gutted in 5e and turned into a vestigial system; there for the sake of being there, really. BG3 omits it… as a mechanic.
But it’s still beholden to the ideas of the alignment system. If you have any familiarity with the setting and its alignments, it becomes abundantly clear that they’re still there but invisible, much like engines in Mechwarrior or ammo pickup in Payday 2. Sure, there’s no good or evil meter or even associated stats, but also it’s kind of conspicuous that the only Bronze Dragon is so Lawful Good as to be destructive. Or that Astarion becoming a true vampire very noticeably shifts his alignment out of Neutral. Or that, despite waffling and shuffling around the topic, every mindflayer you encounter meets one or more definitions of Neutral Evil. Or that Shadowheart, follower of a Neutral Evil goddess, gets noticeably and abruptly more selfless after converting to Selune - a Chaotic Good goddess.

There are narrative reasons for these, yes, but they have all the sincerity and grace of a parent insisting their son’s stained school shirt, chewed bottom lip and dilated pupils are due to migraines. It’s such a strange thing to observe after 5e bent over backwards to turn alignment into the kind of atrophied husk that excites some of my puppygirl friends. Especially after having finished a replay of WOTR, a game that challenges the rigidity of alignments in basically every other major scene. Larian probably thinks Prelate Hulrun was right.

Why bring this up?

Because at the end of the day, BG3 doesn’t feel like it was actually made with love for DnD or 5e specifically. Rather, it feels like it was made by people who liked the idea of DnD or maybe their specific DnD experiences, who then went on to make a game which is just a cheap rollercoaster ride for Faerun. A narrow hodgepodge of random elements from the franchise to make people gawk at for 60 hours. In a way, I’d argue that BG3 is made more out of demented DnD fetishism as opposed to any genuine love.

It’s one of those things that only comes up on replays, really. I think the first run is good at making the world feel bigger than it is, especially given the inevitability of you missing something. On subsequent runs, it’s very obviously an A-B-C haunted house ride where you can sometimes vote to go on a detour. There are no real memorable components to the overworld, just attractions. Look, there’s the Absolutist siblings! And the owlbear den! And the goblin village! And Auntie Ethel! And the Raphael bridge! And Gnolls!

But there’s no world. I recently reviewed Factorio, yet it’s this game that feels like a conveyor belt ride. In my last review I took potshots at Act 2 for pretending to have a hazard only to immediately hand you a key to ignoring that hazard, and in hindsight Act 2 is the game just admitting what it is. ‘Here’s a wrecked Land of Fuck, go explore Fuckland and see the sights!’, with the sights primarily being undead/shadow enemies and encounters that’re either tedious boss fights or a succession of dialogue checks. They are, at the very least, better tied to the overall story than in Act 1 or 3. Really, if I say anything about Act 2 is that it’s easily the strongest arc just for making the haunted house attractions actually tie in with the rest of the house. Which honestly gives it better interior design cohesion than my parents.

Act 3 is the worst for this, though, my god. 1 and 2 have the excuse of being in a frontier forest and a blighted hellscape. 3, though rife with cuts and rewrites and bugs, takes place in the Faerun equivalent to Glasgow. And, despite the massively increased population and higher density of NPCs and framerate dives and cut content, it still feels like a haunted house ride. You dart around a tenth of the titular city going from attraction to attraction, ticking off entries in a checklist so bloated that I have to declare it as fetish art when crossing the Canadian border. Not once does the game cast off the rollercoaster shackles.

Something else that’s been bugging me as I both replay BG3 and watch others play is that, honestly, classes aren’t implemented very well in the narrative. Dialogue and actions that should break a Paladin’s oath often don’t, and the usage of generic ‘Paladin’ dialogues for each oath means that your character will almost always be OOC relative to their oath. Even Oathbreakers are OOC, as they can still act as and be treated as a Paladin by everyone not named Raphael. Warlocks can frequently chastise Wyll for how silly he was to accept a Fiend pact with little to no attention given to your hypocrisy. It’s often a coin toss whether or not characters will mention a Druid protagonist even being one when appropriate. If someone mentions a lock or trap in dialogue, take a shot every time they allude to you being a Rogue. You’ll be stone cold sober. Don’t even get me started on Warlock and its vocations.

I normally would not hold developers to such tight standards. Gamedev is tough, I’m not insane enough to think they should account for every contingency or random combination of decisions the player might make. The reason I make an exception for BG3 is because it constantly pretends it’s accounting for things. Part of the hype wave from Early Access was caused by the game having responses for all manner of combinations and the general assumption was that the full release would be the same, but More. So with that in mind, every omission is a bit of a glaring hole, especially as they’re often common-sense omissions - weirder ones get accounted for.

One last addendum (because this segment has expanded 3x its original size since I started) I feel is worth noting is that the original level cap for this game was 10. It was later buffed to 12 to allow spellcasters to get Level 6 spells, but Larian has explained several times that it’d never go any higher because they just didn’t want to deal with the ramifications of 7th level spellcasting or anything above it. “We didn’t want to deal with it” pops up a lot in interviews around this game, which is also vexing considering how much faff the game has.

[I had a segment here about how bad customization was, but honestly it’s just a repeat of my prior gripes in the last interview with an added “I hate how boring the body types are”.]

Okay. 5700 words into this review.

Let’s actually talk about the story, and the characters that inhabit it.

When I first ran through this game, I had a lot of love for the tadpole infestation as a framing device. A lot of my earlier story criticisms were centred around “squandering a good premise later on”. I liked the setup, but the payoffs to said setup were unsatisfying.

Now, coming back to Act 1 several times, I’ve actually come to resent the story for immediately going out of its way to remove all sense of urgency without even pretending there’s anything at stake. Very early on, you are told outright that the tadpole in your brain won’t immediately turn you and thus there’s no real rush whatsoever. Despite vestigial dialogue from Early Access implying that engaging with the tadpole at all will doom you, this is a lie. There are no consequences for using it, and it is indeed just a cool skill tree you can gorge on with no issue or complaints. Lae’zel doesn’t even need to be persuaded to turn a blind eye; you can stand in front of her and ram parasites into your skull while she stares at you glaikit and uncaring.

This isn’t an issue exclusive to the tadpoles. Even in Act 1, you will be told an annoying amount of times that the Druids are this close to shutting off the grove and that you REALLY need to hurry before they succeed in their ritual. Naturally, you can take all the time you like. Even as you learn of a pending Goblin invasion, so long as you don’t speak to Minthara you can just meander around at your own pace. Characters are constantly urging you to focus on things; Raphael warns you not to meander, your companions beg you to hurry up and do their specific thing, NPCs give you quests and go “oh it is SO urgent people are DYING it’s almost OVER you are our LAST HOPE” only to exit dialogue and stiffly walk away while you pinch their healing potions with Astarion.

Now, I need to lay my cards out here: I like time limits, and I think completionism is a venereal disease. I think the real strength of videogames is that they offer experiences that other artforms literally cannot replicate, and a huge part of this is due to some games simply not letting you ‘see everything’ on a first run.

I don’t think BG3 would actually benefit from hard or soft time limits, though. Rather, I take hefty umbrage with the game constantly pretending to have any sort of urgency or time limit only to clap its hands and lead you down a trail of Side Shit. It’s telling that you can acquire a ring from a sidequest that’s meant to assuage symptoms of tadpole infection only to find out that it confers a small buff instead.

WHICH IS A PERFECT TIME TO TALK ABOUT EARLY ACCESS AGAIN!

I really need you, the viewer, to understand how much of a different game BG3 was before they bowed to complaints and made a worse version of DA:O, and I’ll start with that bloody ring.

As I’ve mentioned before, the Early Access version of BG3 was a much different, darker beast. Using the tadpole was an in-game taboo, would royally piss off your companions, and subtly accelerated your descent into becoming a squid. But there was a way to make it fuck off: A ring. The same ring you get that now confers a small buff. It required a short and at-the-time annoying sidequest, but it made that tadpole shut up and made the dream visitor fuck right off until you removed it.
That it was diluted so heavily in the full release (to the point where pursuing the sidequest actually enhances your tadpole powers) is indicative of this game’s massive tone shift, but it’s not quite as indicative as *Wyll.

Wyll in BG3’s release version is the noble son of Duke Ravengard. He is a kind and morally upstanding man who took a Warlock pact that massively fucked him over, but he’s still good in spite of it. He is the goodest of good companions. Mizora, his patron, is just a terrible creature all around with all the redeeming traits of the average Serbian war criminal given that she groomed a teenager into accepting a Warlock pact.

Wyll in BG3’s EA version wasn’t even a Ravengard. He was hinted to be an Eltan, and his dad was a rogue. While he was still the ‘Blade of Frontiers’, conversing with him and exposing him to Goblins made it clear that he harboured an intense darkness in his soul and was a bit too proud of himself. When faced with noncompliant Goblins he immediately resorted to torture, and had no qualms about hurting an innocent man for information. He saw himself as Robin Hood, but veered into The Punisher territory… But there was also an undercurrent of longing to his desire to find Mizora. Despite being his abuser (more intensely, since EA implied she’d sexually assaulted him) and openly scorning her, it was never clear if he actually did hate her.

Unfortunately Larian made the mistake of asking CRPG fans to empathise with a morally complex black man and thus they whined for years that he was “boring” (despite being, imo, the most interesting EA companion besides Gale), so they rewrote him entirely and gave him a new VA and didn’t even have the fucking care to give him as much dialogue as the other companions, so now he feels worse than even the non-Origin characters or Karlach - who only existed late in the game’s lifespan. I bring this up specifically because EA Wyll and EA Astarion were essentially the same character concept; men who affected a front that crumpled under duress and revealed a murky, complex interior. Wyll’s story just progressed in EA while Astarion’s didn’t.

In the middle of writing this segment, which was going to touch on how launch BG3 is painfully split between trying to be a dark fantasy story and trying to be ‘Dragon Age With Cocks’, Larian dumped out Patch 5, which among other things adds an actual epilogue and a way to recruit Minthara without carrying out a small-scale ethnic cleansing. The content present in both of these confirmed to me that Larian have opted to embrace Bioware’s legacy wholeheartedly, by treating their own work as a terminally unserious dating sim for 20-30 somethings who laugh at Virtual Youtuber fans but treat Astarion as though he were an actual person they know.

It’s an excellent jumping off point for my criticisms about tone, though. Marketing itself as a Dark Fantasy Epic gives me certain expectations and while I’ll praise them for avoiding the addiction to sexual assault which is omnipresent in American/West European Dark Fantasy, I have to dock them points for not actually making a Dark Fantasy story. Yes, the game is very gorey and a lot of sidequest characters get royally dicked over, but this is ultimately a story about a party of mostly heroic individuals out to slay an inarguable bad guy who is out to control all reality. Along the way, you can hit a button every now and then to do a dickish thing for no justifiable reason than “the option was there”.

If you’ve played BG3, think of your least favourite party member. Maybe it’s Shadowheart, with her initial snootiness and wishy washy morals? Maybe it’s Lae’zel, with her refusal to lick your character’s boots and penchant for dickheadedness? Maybe it’s Gale, with his emotional manipulation and habit of lovebombing people?

Whoever they are: They were better in EA simply by way of having worse character traits. The release version comes with a distinct sanding-down of everyone to make them more palatable to the Dragon Age crowd. Which, given how DA fans continue to talk about Morrigan to this day, isn’t entirely unreasonable. The end result though is that the party are, as a collective, insufferably good. Besides Minthara - who is very obviously your Lawful Evil rep - every single party member is ‘good at heart’, or just outright good.

The option is there to make some of them worse, of course, but as I alluded to in my last review and up above there often isn’t any justifiable reason for it. It’s debatably a worse case of protagonist-centric morality than the titles this game is blatantly ripping off. At least Dragon Age 2 bothered to provide reasons why you might turn Anders into a crazed zealot or Isabela into an amoral, selfish thief. Here, the choice is always “follow the logical conclusion of the character’s arc” or “hit the bad guy button”.

None of this would be an issue if each NPC’s worst traits were still present. Barring some leftover EA dialogue and early Act 1, everyone just softens up unless you hit the bad guy button.

I also need to take a moment to natter about how boring the companions are, having seen their arcs to completion around 5-6 times at this point. Call me reductive if you wish, but every Origin character is someone whose life growing up was defined by abuse (sexual, emotional, institutional, whatever) and whose personalities at game start are defined by grooming (for romance, for sex, for control, as part of a militaristic caste society, by a literal demon, etc). The resolution to these characters is always either them getting over it - with only your help, naturally - or becoming a dickhead.

The only material difference, besides (imo) cosmetic differences in dialogue is that Astarion gets significantly more Everything than everyone, which is best exemplified by the Dark Urge

I was hoping to put the Astarion favouritism off until nearer the end, but again the recent update put him at the forefront of dev time, quality and quantity so I am bloodsworn to kvetch. Most of what I’m going to say applies to Shadowheart too, but to a much lesser degree because she’s a woman and you know how fantasy fans are.

Astarion gets an unusual amount of shilling by the devs, to the point where it gets exhausting. He has the most indepth romance, he has the most interactions with the Dark Urge, he has the most dialogue, the most interjections, the most indepth companion questline - with the most outcomes - and is generally just given so much more than everyone else. In updates, he is always the focus. “You can kiss Astarion on demand” got more attention from Larian themselves than “Minthara, an entire companion, now works properly”. Hell, the old BG3 poster used to have every companion dispersed evenly and now it’s got him at the forefront. He’s also the only dex-specced party member in the game, so you’re stuck with him unless you want a Hireling.

I wouldn’t normally take umbrage with character shilling because, let’s be honest for a second, posterboys are exceptionally useful marketing tools and most big releases have one for sanity’s sake. My actual issue comes from the sheer neglect everyone else gets. Wyll, a companion who’s been around since very early access, has less dialogue than Karlach - a character who didn’t at all exist until earlier this year. Everyone else just has less than Astarion, which is impressive given that it’s Shadowheart who the narrative drops on you. I’ve noticed that a lot of this game’s most vehement defenders tend to point to Astarion’s story (which is just “sexual assault is bad… when it happens to men c:”) as proof that the narrative is high art while conspicuously ignoring the rest of the game’s narrative contents.

In a way, it amazes me that Larian managed to speedrun the Star Wars Pitfall - wherein a series starts off with a vivid and interesting cast of characters only to cross the event horizon and end up revolving around 2-3 (Skywalker/Kenobi) in the end. In EA, BG3 was a game about a party of fucked up people with a deep ugliness in their soul sat opposite all the beauty, and in the full release BG3 is a game with Astarion and some other people in it.

Also… This may strike some viewers as cold, but I don’t particularly care about the way sexual assault and trauma are depicted in Astarion’s questline. Both because all of the abuse is thrown up in one big box named “abuse”, and because the writers clearly think the players are fucking morons which results in several scenes where either Astarion or the Narrator tells you outright the exact ways in which his trauma affects him.
This in itself is not unrealistic; as heartbreaking as it is, the most damaged people I know don’t want for self-awareness and could probably deliver much the same exposition.
In writing, though, it often comes off as what I said before: The writers assuming players are morons. Which is doubly strange given Gale (my favourite companion) is a whole other beast, and the results of his grooming by a literal goddess are often present yet not explicitly commented upon. He’ll even deny it in the rare moments you do bring it up.

It’s all very… “Young adult novel tackling abuse”. Every time I see the ‘good’ climax to Astarion’s story where he declares that he’s “so much more than [Cazador] made him” and then stabs his abuser to death before sobbing, I wince a little at how juvenile it is. In the past it was ambiguous as to whether murdering Cazador actually helped, but sure enough the new epilogues confirm it ‘fixes’ him. Nauseating, I tell you.

I mentioned that Gale was my favourite companion and that’s primarily because he hits on the same notes, they’re just handled with grace. Gale is a deeply traumatized man who was groomed and taken as a consort by a literal goddess. A goddess who enabled his worst tendencies until they bore actual consequences, and then cut ties with him for both of their sakes.
He presents a jovial and jolly front, but said front comes with a habit for compliments-as-manipulation and guilt tripping because it turns out being well-read does not make up for serious arrested development.
Peer beneath the veil and you find a man who has a genuine, sincere belief that his death will be a net positive for the world, yet despite this emptiness and resignment to his fate he still nurses a nuclear anger towards his abuser and anyone like her that can be set off if pushed properly. His apparent ‘ego’ is also a front, because in truth he believes his only notable trait is his intellect and magical prowess; they’re the core of his entire self. Without them, what is he?

There’s a moment in Act 2 that’s incredibly easy to miss due to that act’s general pacing issues where he’s just outright depressed. When you poke him for a conversation, the first thing he apologises for? Not being the erudite and verbose speaker he usually is. It’s heartbreaking.

Most of that is just inferred, by the way. Unlike Astarion, Gale has precious few scenes that really expand on his character and I had to really dig to get some of them. That many of them were bugged and didn’t appear until patches 3 and 4 didn't help. Minthara is great too, but the developers are hellbent on leaving her unfinished so I can’t even go into an expository rant about her.

I’m going to take a brief break from dunking on the game to talk about a good part - though it is in service to dunking all the same.

Act 2 is fucking phenomenal. I’d say it’s the only solid part of the game’s story. There’s a solid villain with defined motives and an actual personality, a strong supporting cast, minibosses who act as narrative mirrors to the big bad, and several companion quests (Except Wyll, sorry) reveal their full stakes here. The studio’s art designers worked overtime for each of its various environments, deftly alternating between oppressive deathcult fortresses and regal yet foreboding enclaves with plenty of rotted quasi-medieval structures in between before eventually capping off in a horrific dungeon made of meat. While I’m still not too fond of the Shadow-Cursed Lands as an area to navigate, I think the entire thing is of infinitely superior construction to the acts it’s sandwiched between.
Special shoutout to Act 2 if you’re playing as Shadowheart, which is perhaps the only time in the game where the potential of Origin Characters as a game mechanic is ever realized. Dialogue changes constantly and your interactions with the major NPCs are often radically shifted to account for your character’s role and heritage. Shame it doesn’t last.

Act 2’s biggest flaw, sadly, is that its mere existence makes two already bad acts look even worse. With the primary exception of Act 3’s intro and final two hours, most of BG3’s plot in Acts 1 and 3 only occurs sporadically. It is a series of diversions, fetch quests and camp rests until Plot, and Act 2 really pulls back the curtain on this because the plot is progressing constantly. It’s difficult to wander around Act 2 and not advance the story.
The foundation of this criticism stems from BG3’s obsession with absolute faff. Taking a leaf out of DA: Inquisition’s book, a lot of sidequests and side areas are either contextless fights or an intro to painfully unfunny writing. XP in this game stands for both Experience and Excruciating Pain from yet another Whedonesque gag sequence. Normally I’d excuse this because the game gives you gear for suffering, but so much gear is caster-specific that my martial addicted self usually bins it.

There’s a conspiracy theory that Dark Urge - who starts as a Sorcerer by default - was the main character and ‘Tav’ did not exist, which is probably not true but is believable with how much gear is caster specific. If you are a punchman or a Barbarian, eat shit.

And the Dark Urge itself… Truthfully, I like it so much that I do wish it was the only option and that Origins were unplayable. The DU story is a tale of someone wracked with a violent compulsion that haunts them no matter what. If they fight it, it is a story of fighting tooth and nail to stop said compulsion as it grows in power, eventually threatening to make the DU lash out and kill their loved ones. If they succumb, it’s a story of a demented madman building a throne of murder from the bones of reality, for they are a Bhaalspawn and that is their birthright.
DU is, to my surprise, a surprisingly captivating tale because of this. There’s a lot more weight given to some moments, and parts of the game which are usually dead air are instead filled with advancements of the DU’s personal plot. Successfully fighting it and making it to the end feels earned, in part because it’s the only good-aligned path in BG3 which is infinitely harder than the evil path.

Aaaaaaaaaaaaaaaaaaaaand nobody really responds to it. DU, much like the other companions, just doesn’t get as much unique dialogue as it should. As expected, Astarion is the only character to really get into conversations about the DU, with everyone else only really giving brief interjections or casual camp chats. In the good route you are literally murdered stone dead and brought back, and nobody reacts to it. It feels grotesquely incomplete, which is a disservice to BG3’s most interesting aspect.

Throughout this review I’ve alluded to “the plot” or “the story” and I’m sad to announce that there just isn’t that much to discuss on that front. The party get infected with mind flayer tadpoles, are manipulated by a rogue mind flayer, get told to wrest control of an Elderbain from the Dead Three’s Chosen, and then decide what to do with said brain once it breaks free. I am of course being reductive, but only slightly; the meat of this game’s ‘story’ is the companion quests and side stuff. Attempt to do the plot with Hirelings and it peels back just how empty the game is.
And, really, I think having the final villain be the Elderbrain is a bit too straightforward for a game that pretends to have depth with its various ‘twists’. Doubly so considering the Chosen are miles ahead of the brain in terms of writing, managing to deftly straddle the line between “big bad you absolutely must kill” and “sympathetic failure who has reasons for being like this”. Which gives the game more depth than Final Fantasy XIV, I guess.

The story can be made somewhat more palatable by picking an Origin, because it at least hoists some unique scenes on you as a means to let you play out a character's arc however you wish. This is, sadly, the only way to give Wyll or Karlach any depth, and I'm not about to award points for the game encouraging you to make up the good writing in your head - though it certainly worked on a lot of people.

I am nearly ten thousand words into this review, and the entire time I've been waiting for a moment to posit the "What is Baldur's Gate 3 about?" question to myself. Staring down at the last few paragraphs, I realize I don't even know. So deep are the narrative changes and so sloppy is the EA/Launch welding that I can't even speculate with certainty.

As we near the end, I do want to say that the voice acting is the game’s best aspect. Besides Neil Newbon (I’m sorry. He sounds like Stewie Griffin. I will not budge.) everyone else sounds fantastic. It says a lot that the main cast have relatively few works under their belt yet are managing to go toe-to-toe with legendary voice actors JK Simmons and Jason Isaacs, with the gap in quality being about a hair’s width. Sure, it’s really fucking annoying that the game has a cutscene for EVERY dialogue even if it’s incidental NPC one-offs, but at least it’s nice to listen to everyone. Shout out to Maggie Robertson for managing to make every line out of Orin’s voice sound hornier than even I could imagine. You rock.

Ultimately, this game’s ambitions hurt it the most. There is a vast mountain of cut content for this game, much of which was being shown off and played by the developers as late as three weeks pre-release. Endless rewrites, mechanical changes and changing staff are obvious in the patchwork, ramshackle product that released in August of this year. There is a clear attempt to make a modern epic on display here. To call this game a rough gem would be acknowledging that it is still a gem, and that’s not praise I’m willing to offer even faintly.
Towards the back of my 200~ hours in this game, I began thinking of something I read years ago while talking about Three Kingdoms China. I think it’s from Sun Tzu’s ‘The Art of War’?

There’s a limit to how far something can travel before it needs more maintenance, food and water than it can transport. This goes for animals, humans, and software too.

Baldur’s Gate 3 needed either more money, staff and resources than Larian had, or more realistic ambitions. The foundation required to support their ambitions just wasn’t there.

This game has already won a ton of awards, and will likely win even more in the coming year. For many people, it’ll be their first experience with Dark Fantasy and their views on the genre will be coloured by it. It’ll take five or so years for critical retrospectives to exist without getting shouted down by manic Astarion fans. Even now, all over social media, excitable gamers hold it aloft as an example of what games “should be”, and executives will nod their head and agree. It is, after all, the AAA way to launch unfinished and fix it later.

I have no satisfactory ending for this review. Which, given what game I'm reviewing, is apt.

[POST-SCRIPT STUFF STARTS HERE]

After posting this review, I lay down to rest my ancient back and primordial eyes, and I had a thought.

This game has problems with sex, Asian people and trans people.

Just to rattle them off without a script or proofreading:

1) Sex is treated weirdly, like Bioware's attitude but worse. It is a reward, something you get from engaging in the uncomfortably transactional romances or from doing sidequests. Alternatively, it's treated as a kink in and of itself, and that people who have it are freaky, which is very obvious with both Minthara and the fucking incest twins. Lastly, it tends to pop up as a punchline but in a very annoying way where it's the only punchline. There is genuinely an encounter early on where the '''joke''' is "haha look! Ugly people fucking!"

2) There just aren't any important Asian characters in this game, with the most prominent being a one dimensional baddy who is ultimately irrelevant outside of Astarion's questline and the rest being NPCs with one or two lines of dialogue. It really sticks out, especially given the undeserved praise this game is getting for representation. Hell, the Black characters aren't treated any better; Wyll is a non-factor thanks to Larian gutting him to appease whiners, and his dad is another man's plot token. Neither of them have any agency within the story, with Wyll always putting the fate of his dad in your hands. The playable cast is so fucking white too, my god.

3) Much of what I said up above applies to trans people, essentially confirming what I said last time. There are only a handful of trans NPCs, and there are no body options so if you decide to be a trans woman you're stuck with bolted on tits, and trans male characters are stuck looking buff as fuck because everyone in this game shares one of 4 body types. Sure, you could use one of the other body types, but faces are sex-based and there's an aggravating lack of sliders there's no real option besides femininity or masculinity. Fun! There's one major trans NPC who appears in Shadowheart's quest, but that's really it for trans people in Faerun.

Oh FOMO, what a devil you are.

I was stupid, truly. This is my cross to bear. Hearing people say, 'It's like BOTW but it has a lot of the bad things removed!' 'It's BOTW but better!' 'Look, you can make a gingerbread man with a dick and get 10k retweets!'. The temptation, it got me to try a game I knew, KNEW I wouldn't like, but I felt some horrible urge to try nonetheless.

Largely, I find TOTK to be a project made from hubris. That you can generate a ton of hype and a huge amount of time on a development cycle to do absolutely fucking nothing, and still turn a profit. It's the same world, the same boring design, the same shrines, the same korok seeds. Except now, you have the option to play fortnite in the middle. What a concept. Give players the opportunity to make elaborate but ultimately pointless shit to do the marketing for you.

Dare venture into the depths or the sky, and it will feel briefly like a true sequel to the original BOTW, with new ideas and concepts being thrown around, but don't stay too long or else you'll discover that they are completely devoid of anything meaningful besides their novelty.

When people say this is BOTW but more polished, I have to wonder what people are talking about. This has -EVERY- issue that BOTW has, down to the bone marrow. It's almost like it's the same game, and the extra content was previously planned DLC or something! Same garbage item degradation, same green expanse of nothing of which most of your time is spent holding up, same repetitive shrines. Is Fortnite really that impressive to people? Am I the insane one here?

This game somehow feels more like a demo than the first game did, an idea sold not on the game it is, but what iteration on a formula could produce. Which, considering the long dev cycle this game had, isn't something I'm looking forward to.

2/24 EDIT: I wanted to add an update to my feelings of this game as I'm revisiting it, something I never thought I would do, but the press about the DLC has me hopeful that I'll actually REALLY enjoy that, but because of how bad the PC port was I played on PS5 and need to get a character up to speed on PC. Anyway, my feelings remain the same. Such dissonance between the field design and legacy dungeons. If anything, I actually feel worse playing this game again because I forgot how much cool stuff IS in here but I only remember the vast swathes of boring, bland, repetitive catacombs and ruins. The one positive is all the stuff I said about the PC port is fixed, game no longer stutters and is buttery smooth, so that's good I guess. I still stand by DS2 being a better version of this game, and Lies of P is superior to this AND DS3. Trying to be optimistic for Shadow of the Erdtree.

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Alright, I know since I didn't give the game 5 stars that no one is actually going to pay attention to this review because this is the god game to save all video games, but that's fine. There's a lot of critique going around right now that is completely superficial or outright racist ("Japanese video games are bad wow when will they learn I hate anime and their culture and history and they should conform to our Western standards that we made and abandon anything they have accomplished!!") and I wanted to give critique that isn't any of that. This is a game I should love, but was ultimately disappointed by.

I guess I'll talk about the bad first. The PC performance is awful. It isn't a hardware issue, it is a software issue, DX12 takes a lot of the responsibility of performance off of the hardware driver and places it on the software using it. This is a double edged sword because while it can be very powerful, it has to be utilized correctly. Elden Ring does not accomplish this and is riddled with stuttering and loading lag as new assets get loaded in and compiled in real time. This is happening whether you notice it or not, so don't try and say "Well it's fine for me!" because it isn't, you just aren't sensitive to the frame hitching. I've seen footage of people who said it was fine and it was hitching. I've seen footage of speedrunners using autosplit and their time lagged as the game hitched. It's an issue, it exists, and if you are sensitive to framerates, as I am, it was unplayable.
So I already had a sour taste in my mouth for the game, but hey, I have a PS5, I picked it up there, and running the PS4 version ran at an incredibly smooth 60 FPS with no issues whatsoever (I guess this is a positive but it make more sense to include it here.)

Gameplay-wise, it's Dark Souls 3 again. This is kind of a bummer since I found DS3's combat to be a little too simple and every fight inevitably winds up being spamming R1 and rolling. Never really had to question my tactics, and anytime I tried using R2 or even power stancing and throwing in L1 and weapon arts, I would leave the encounter going "That would've been half as long if I just spammed R1." Balance-wise, it's kind of rough right now as well. Arcane, my initial build, is completely bugged and doesn't scale correctly so I was banging my head against the wall for the first 40 hours wondering why everything was so spongy. I unlocked respeccing and switched to a Dexterity build, which then wound up becoming nothing but R1 spam and later Hoarfrost Stomp spam because it was so overtuned.

Maybe my biggest gripe with the gameplay was the complete trivialization of multiplayer. I love the multiplayer aspect of these games. I love the tension of getting invaded while exploring a big, scary new area just as much as I love the thrill of invading someone else once I'm confident with my knowledge of the zone. I never got invaded once. It was only when I started invading for an NPC questline that I realized you only ever get invaded if you have other players co-op with you. Every invasion was 1v3 and invaders never get backup either. After about a dozen or so failures I promptly ignored the NPC and went on with the game. A complete waste of time to even have that feature in the game, and a true disappointment. PVP is the one time that R1 spam fails, and with so many fun and unique spells and weapons, I was crafting all these builds in my head only to realize that there was no point.

The open world is probably my biggest point of contention. It keeps getting so much praise as being wholly unique and vast, but it really isn't. Every catacombs is the same, every cave is the same, the same ruins are scattered throughout the entire map, the same enemies get used everywhere, etc. This in turn hurts the game's lore, as I really can't find myself getting invested when over half of the things I'm finding are just reused fights. The Crucible Knight Evergaol was the first fight where I really went "Wow okay this is gonna be good!" but after running into the 20th knight I just got so tired of it. It wasn't fun anymore and just felt like a chore. The constant reuse of fights and factions really made it hard for me to get invested in the game's lore, which is one of my favorite parts of Fromsoft's games. It's especially frustrating voicing this complaint when everyone just yells "The lore doesn't even matter you're just gonna watch it all in a YouTube video anyway!" because no, I'm not. I've never watched a Souls lore video, I just play the games and pay attention. They do such a good job writing these worlds and building up situations and stages that tell the story if you just explore and look around. This game simply feels like it was written by 2 people who didn't collaborate at all so they could just market a well-known name (🤔)

I don't have much else to say in terms of audio, but the music is really lackluster. For having the most tracks of any of Fromsoft's games, there were like, 3 that I can even remember. Most tracks are completely incidental or generic. Most of the voicework is also pretty weak (Rykard's VA was super sick though.)

Transitioning into the (few) things I legitimately enjoyed, the set pieces dungeons (Stormveil Castle, Raya Lucaria, Leyndell, a couple more that I won't spoil) were where the game truly shined. This was the world building I was talking about. They are some of my favorite stages in all of the Soulsborne titles. The game also has such a well realized aesthetic. The vistas are awe-inspiring and some of the creature design is top-notch.

I wasn't super hyped for this game so it's not like it just didn't meet any lofty ambitions that I set for it in my mind. I went in having only seen the reveal trailer from last year and the knowledge that I like Fromsoft's dark fantasy games. It's ironic that the game being touted as "too Japanese" is maybe the most Western game they've made and I think that it suffers greatly because of that. I clocked in at around 107 hours, with over half of that time spend running along cliff edges, going through cookie-cutter Skyrim dungeons, getting to the end and saying "Well, I'm sure the next one will be cool."

At the end of a Soulsborne game, I immediately fire up a new game to play it a totally different way with my knowledge of what is where and how to get it as fast as possible. But as the credits ran on Elden Ring, the only thing I was thinking of was installing a different game.

Ehh... I hoped it would be better.

Open world was a mistake. Everybody tells that OOH THIS OPENWOLD IS SO GOOD SO FULL OF CONTENT AND ALL. No, it's not. And I'm tired of clearing dungeon #50 with same three stone dogs boss fight and another talisman of diarrhea protection +1.

The thing is, I love exploring this game. It looks gorgeous. I had fun going down those dungeons in hope of finding something interesting. And when I traverse another yellow fog wall, thinking what boss will I fight now.... dogs, it's going to be dogs almost every fucking time. And when it's not a dog it will be a cancerous flailing biomass monster or dude in armor. And it's just same ubisoft busywork but with dungeons instead of bandit camps. And that makes me feel hollow.

Although I love character story quests, as always, they are amazing. Of course knowing Miyazaki not a single story here ends well and it is all the more heavy to finally sit at a bonfire to reset the world for the last time to come visit your friend who didn't make it in his or her journey.

Do you know how many unique non-repeated bosses are there? I mean, bosses who you will not fight a second time or meet in random dungeon or something like this? Eight (including that cosmic sack of shit in the end). Do you know how many are actually fun to fight and not being a giant madly flailing biomass of bullshit jumping across the arena? Three. You will meet almost every goddamn boss at least three times. Tell me how open world was a good decision for this game and how full of content it is. I think Miyazaki is more busy making another fucking poisonous bog than to make an interesting boss fight.

If you actually ignore around 80% of "content" here it would be good. Just skip all dungeons that do not lead to any additional locations. It would be amazing if only there weren't so many goddamn repetition. Yeah, It's beautiful and all, but was it really worth it?

Oh yeah, and the scythe moveset makes me sad. Remembering how gorgeous was the moves of Friede's scythes I hoped for at least something similar but for some insane fucking reason scythes now have vertical slices instead of horizontal and why the fuck do they? That's not how bloody scythes work, you dinguses.

You can literally mod in child exploitation, orgies, executions, guns, dating, real-estate, better graphics, a better story, and a whole new region and still get bored of this game within 30 minutes.

It's impressive.

Hades

2018

I don’t know who this game is for.

Roguelikes are unique in how well they fit the disparate ways casual and hardcore players engage with games. Runs can be enjoyed in short, non-committed sessions, or repetitively for hundreds of hours. Deep mechanics combined with high variability through randomness provides quick novelty for newcomers, and experts are challenged to adapt and get creative with the situation they’re given. However, in an attempt to streamline itself, Hades changed the formula in ways that make it less appealing to both sets of players. The amount of variety has been reduced dramatically from standard roguelikes, with the progression of areas being constant, the cast of enemies being small, and the synergies between boons being much tamer than in something like Synthetik or The Binding of Isaac. Even its meta-progression confounds both groups, requiring a heavy time investment to get to the point where gameplay can evolve beyond its most basic version. The weapons are an especially good example of this, since fully upgrading a new weapon’s unique bonus requires fifteen of a resource primarily gained by successful completion of a run. The most unique forms of each weapon are also locked behind upgrade investments in different weapons, along with dialog triggers the game never cares to communicate, meaning most players won’t be able to use them all until the fifty hour mark at best.

Fifty hours of investment doesn’t seem too bad in the context of a roguelike, but the aforementioned lack of variety in the boons makes it a drag. Each god has a theme for their boons, like Poseidon’s causing knockback and Ares’ spawning whirling blades, with very few surprises. Active effects also can’t stack, and simply fill in a slot to change your attack, dash, magic cast, et cetera. You’re not allowed to create a build where your magic is buffed with all the active effects you could find to hilarious results, the only option is to pick which god's predictable modifier should fill which slot. With only ten gods who can give boons, the ability to reroll, and knowledge of which god will be in each upcoming room, filling up on the active effects you want is fairly trivial. The passives can provide a nice boost, but provide comparatively small advantages that usually don’t change how you approach combat. After coming to grips with the game and getting a few completions, playthroughs are less of an interesting experience on their own and more of a formality to unlock other content. The most indicative example is the game’s difficulty-modifying Heat system, where completion rewards are earned for each unique level of Heat. In other words, you don’t get a ton of rewards for completing a run with the maximum amount of modifiers, you only get the same as if you had completed a run with just one change. This hurts the hardcore demographic the most, who are punished for immediately trying to challenge themselves. It’s a waste of time compared to completing a run at rank 1, then 2, then 3, and actually getting rewarded in a way that will eventually make playthroughs more fun.

The elephant in the room I have yet to mention is Hades’ story, which is the part that received the most consistent praise. However, it’s subject to the same problems that the gameplay suffers. Completing a single run is hardly the end of the story, and the credits only roll after ten victories, which is already expecting a time investment of around twenty hours. However, the epilogue, where the central conflict of the story is actually resolved, takes about ninety hours to reach. Players need to rank up affinities with the gods and collect a seemingly arbitrary list of dialog lines reliant on other unspecified criteria to unlock it, and I wouldn’t blame people who didn’t even realize the game has an epilogue at all. Who does a structure like this really reward? For casual players who just want to see how the story ends, they have to play the time equivalent of about ten standard single-player campaigns, when only about 30% of people bother to finish most games at all. The length is so gratuitous that the only players who get to experience the complete story are the ones who never needed that aspect to motivate them in the first place. I have to give Supergiant Games credit for voicing so many character lines and writing so much dialog for these characters, but when the majority of it is inconsequential commentary on your gear, boons, or current status instead of the actual narrative progression that players want, it can’t help but feel like so much wasted effort.

So to bring us back to the start, who is this game for? For casual players, the amount of time investment to see the complete story and get the full gameplay variety is way too high. For hardcores, the action is too strategically stagnant and the higher difficulties too unrewarding to compete with other roguelikes. The best I can guess is that it appeals to people in the middle, who enjoy the story details as they come, but not enough to where they want to actually complete the game, or enjoy the action enough to play for a while, but not much longer than the credits. This seems to be backed up by the achievement statistics, where only one in five people get the ten wins required for the credits, and only one in twenty will see the epilogue. It’s not that Hades is necessarily poorly made, but the shallowness and high time investment means that the vast majority of people will just get bored and quit before the game has shown everything it has to offer. I would have much preferred it to either be about a third of its current length, or to just be restructured as a linear action game with weapon switching and selectable buffs, like the studio’s previous game Bastion. Either approach would have made the shallowness less of a problem, and actually give the story-motivated players the conclusion they deserve. Obviously though, in spite of a (hopefully) reasonable argument, saying this game doesn’t appeal much to anyone is a laughable thing to state, given its universally positive reception. So, while I have to give up on knowing who this game is for, I can be certain it isn't me.

literally the exact same gimmick as totono with considerably worse execution, a lazy "isnt anime bad!!!" irony layer slapped over it and some edgy bullshit included to draw in the youtube reaction video crowd. fuck this game

This game has aged about as well as a gallon of milk, yet Super Mario 64's influence on the game industry cannot go understated.

To be honest, this game infuriated me more than I was having fun with it. I was constantly frustrated with its wonky controls, bad camera, the obnoxious stage-boots upon dying/getting any star (besides 100 coin ones for whatever reason), and head-scratching hitboxes far more than having an all-round pleasant time with it.

Nevertheless, Mario 64 was revolutionary for its time, and that's fantastic. I appreciate what it did for the industry and how it standardized 3D platforming controls for the time, but just because something's revolutionary, doesn't mean it's perfect, and Mario 64 is FAR from perfect.

Dragon Quest XI is an aggressively uninteresting game. Like I realize this series is all about nostalgia, and that DQ1 practically defined the genre, but good lord — this might be the most generic JRPG I’ve ever seen. It’s a NES game with voice acting (though it is cool they happened to include an 8-bit mode I’ll never use, I guess). The story is an almost parodically vanilla Prophesied Chosen One Must Fight the Dark Lord After His Home Village Is Destroyed, yet after two hours they still haven’t destroyed the village or even introduced the Dark Lord beyond references to his inevitable return (which seems to bother no one much at all) (and yes they actually flat-out call him The Dark Lord).

The combat is cosmically bad; it’s DQ1-style "mash A through the menus" to grind and win. Luckily they added this cool new feature where the combat can play itself! At 3x speed! Wonders never cease.

There’s a “free move” combat mode that lets you move your party characters around the battlefield. You would think this would let you setup backstabs and blocks and stuff like a Tales Of game — and you would be wrong! It does nothing. Purely cosmetic timewasting.

Which is more or less what this game amounts to: the most stultifying, time-wasting take on the JRPG formula you can think of. You can literally auto-run from point A to B, take your hands off the controller, and let the game play itss bland-ass self for you. Why isn’t it just a visual novel at that point? Why have combat at all? Who knows. This series has millions of fans somewhere, apparently. Ask them.

So the combat is bad. The dialogue is drivel. But the music is truly awful. They added full orchestration for the Switch version and it’s still possibly the worst RPG score I can remember, all blaring obnoxious fanfares devoid of the emotion of the most forgettable Final Fantasy theme. Words can’t describe how much worse the MIDI versions are.

This game’s only saving grace so far are the Akira Toriyama character designs, yet the characters themselves have none of the life or animation or humor that makes the Dragon Ball and Chrono Trigger casts so memorable. They’re cardboard cut-out stand-ins for RPG types so stock they might as well just be named Fighter, Thief, and Village Maiden in Distress. The protagonist, ofc, is silent — not because you have any real control over the dialogue, mind you.

I can honestly say I don’t think I’ve played a less inspired RPG since early childhood. Dragon Quest XI makes The Outer Worlds look like an astonishing masterpiece of depth and innovation.