Start an essay dedicated to Baldurs Gate 3, oddly enough, I would like from the words about Dragon Age: Origins. The creation of the BioWare sample of 2009 was the first game of such a scale, deep, complex, grandiose-RPG in the high sense of the word, including influencing my, only forming, tastes that set the standards of visual style, narrative, gameplay and general quality. To this day, I consider DAO the chief representative of the genre who has not lost their gloss in spite of past years. Will it be possible to say the same about Baldurs Gate 3? It is quite possible. Moreover, such projects still remain piece goods, which only increases their cultural value. At the same time, the Baldurs Gate 3 in many of its features turned out to be a damn look like Dragon Age, and that, in turn, is an ideological heiress just the original Baldurs Gate-therefore, the best example for comparison is not to find.
It should be noted right away, Baldurs Gate 3 is a great game in its integrity, which has a huge visual force, both visionary and dramatic, which is achieved by unprecedented meticulism and attention to details. The grandiose RPG from the ordinary distinguishes just how much the multidimensional world is pushing over the head of the protagonist, how deep and catchy is the illusion that the player is woven into a fictional reality, is its integral part, which is the result of which it is already playing a sophisticated role, the possibility of interacting with the virtual space. That Dragon Age, that Baldurs Gate – take away the gameplay from them related to the fights, and it will still be good, high -quality games, because they have a lot more, and the battle system acts only as an applied part of a single multifaceted work.
In its formed form, the Baldurs Gate 3 is unconditionally good, however, there were many complaints to the individual components for more than 130 hours of playing time, which I wish to discuss.
1. Education
There is no need to look for problems for a long time, they begin with the first minutes of meeting the game. Education. It is in bg3, consider it that there is no. Those stingy frames with the text with the text that accompany the first steps of the adventurer, hardly explain at least something about how the game is arranged, calling the most basic options to “run/attack”. And for me, as a person who had not encountered CRPG before, and the D&D party was not even even more so, this was a real problem. So much so that, having passed the BG3 entirely on the "tactics", I only began to realize most of the intra -game rules and mechanic to the final itself.
What is KB, CS, how the “hindrance” and “level of complexity of the spell” manifest itself, which is how “test” differs from “checking the skill”, “resistance” from “resistance” – the game will not tell. No, each attribute, of course, has a brief description of what it is, but essentially without a bottle and one complete passage of the game, again, you will not figure it out. Other features of the game will have to comprehend exclusively by touch already in the process of battles.
Being a project that promotes itself on the widest audience, striving to revive the interest of the game community to seem to have a dead genre, Baldurs Gate 3 at the same time looks like a obviously niche thing for fans of “dungeons and dragons”, who already know that here is what to do with what to do what is to do with something to do. And after all, nothing prevented to include training in the game – the starting location seems to be intended for this, but in return it serves only plot and aesthetic purposes. For those who hasten to object that the games should be studied by experimentally, I will answer that there is a certain difference between how to discover the new subtleties and details of the gameplay, making it more complicated, deeper, richer, and in order to hardly add the most basic understanding about it. Baldurs Gate 3 is the second option and this is a bad solution. Dragon Age, which is also not a simple design in the context, was significantly more understandable and obvious in its mechanics for the newly arrived wanderer in itself, and was not proper to teach that bases.
2. Gameplay
From training game rules we will move directly to them. Despite the fact that throughout the passage of BG3M I did not like to take part in the battles, I remained ambiguous opinion about the local combat system. And it’s not about the step-by-step component of the project-with this I have no problems. Deceived, in fact there are problems. Implemented, in fact, very decent – I do not know another example where the moves would be realized in real space in the metric system, and not in the fields drawn in cells. But this is again the story that the game is not even trying to teach you something, and you will extract all the subsequent experience exclusively from mistakes and miscalculations.
"In a fit of fights, I decided to cut through the bush? Well, I’m sorry, my friend, this is a thorny and he braided your legs, you won’t run further ”. "What did you think, you will run and shoot? But, no, I’m sorry, you will not get a review from a new position ". "And here we have a full basement of traps, it is better to manually go into step -by -step mode – if you stay in real life, you will incinerate you in the blink of an eye. And what? We didn’t tell you about it? Well, what to say, I’m sorry ".
Seriously, he played at that time for a couple of hours, went into the tomb, where the deceased rests, without picking up the torch – because who told me that the torch is a functional thing in the game – did not see any traps in the dark, but received a dozen notifications about the "testing". What test? Damn him, of course. And then one of my companions did not go through the tests and I was powerlessly watching how they burn alive. The lesser that you experience at this moment is misunderstanding, if not irritation.
In addition, I overdid it a https://sistersitescasino.co.uk/ little, and I twisted the brightness too much down, and literally could not see the trap on the floor – the recommendations in the spirit of “Ask the third image to become almost visible” are usually quite optimal for my eyes, but not this time.
Further in the 1st act, a burning estate will be found-when you understand that in such places a step-by-step mode should be activated with your own hand, and that the bottles of water that all this time was stuffed with a backpack, this is a throwing object for such cases, the specified segment is even with interest, although I was angry with the game for my ignorance of its rules by that time.
For these difficulties are only as long as you are a beginner and take the first timid steps in an unfamiliar territory. I’ll also turn on some aspects of communication with the game, such as moving the camera exclusively to the keyboard buttons, some of its absurd angles, hidden and implicit capabilities of managing the detachment – all this is not a BG3 vice, but it took an unimaginably many time for a complete adaptation with a painless movement of the virtual world.
What I could not fully come to terms with the entire passage, so it is with what the stupidities of the characters are, and how they are superimposed. Dragon Age, and the galaxy of other works, inspired me at the basic cultural level, that if in the game with a tactical bias to drop, immobilize or nevertheless neutralize the enemy, then it will be inactive, deprived of the opportunity to fight. Elementary, hit the enemy with an ephez of the sword on the head, he stays in the knockdown for a couple of seconds – or passes his move if the game is step by step. In Baldurs Gate 3, this is implemented quite awkwardly. The game, as you know, relies on his interactivity – the ability to disable the enemy not only by weapons, so to speak.
And there is a situation when you throw a bottle of oil to the enemy under your feet, and it falls. You rejoice, because you have disabled the target, easier for yourself a fight. But what is happening, the course of this subject comes and he calmly gets up to heat you on the head for your malicious treachery. And it turns out that his fall in the ground is no stunning, it is just a debuff, in which the blows on this target take place with an advantage. But if the enemy goes along the clock during the course, it will slip and fall, then in this case his course will really be interrupted prematurely. A very strange mechanics, which I have comprehended in the same way for too long, because all my previous game experience contradicted how it works here.
Moreover, the game has a stunning in that very familiar sense, but for me this tactical advantage, for some reason, was not available to me as a player. I still do not understand why my own characters missed their move, although I did not notice the effects on them, who explained in any way.
An even more significant claim to the BG3 is that most of the spells or actions in the game are completely non -functional, or even harmful when trying to use them. A huge number of magic tricks are presented at the disposal of the wizard, or adjacent class, but which of them is good and practical enough to be at least periodically used? I will risk saying that one tenth. For all 130 hours of passage, a situation in which the jacket “magic castle” would have come in handy for me to come in handy. I never had a chance to impose a curse, because this is fraught with a number of difficulties – to decide to spend the point of action on, in fact, a curse, to approach the goal close, to get along it with this very curse, not to make a mistake with the effect, because what is “power damage”, and how it differs from damage, I still have no considerations.
Such spells should be used only on the “bosses”, but the trouble is that the chance of successful hitting them is several times less than on an ordinary enemy, which also deprives the action. Yes, even if you get, and you use the “horror” to the fierce enemy, nothing will prevent him from undergoing a test of stability and throwing his debuff already to his move. Therefore, from the entire priestly assortment of Shadouhart, I used exclusively treatment, the “refuge” spell, from time to time the “fire pillar” and those holy whirlwind that causes damage to the enemies around it. Quite modest for choosing several dozen positions. Although, frankly, many of these spells have the same principle of action, and something really interesting to see is extremely rare.
Not to mention how much magicians are limited in their main resource – spell cells. Only to the 3rd Act of the cells becomes a lot to afford to more or less actively waste them. Until that moment, strict savings. Although, in fact, if you resort to a “long rest” almost after each battle, then such a problem is not worth it, but I avoided doing it, even when the weight of the bag with supplies grew over 50 kilograms. I don’t know why – probably from natural frugality, or stinginess.
To criticize the game inspired and full of spirit D&D, for the gameplay, completely built around a throw of cubes, is probably pointless – this was an idea, to transfer a desktop role -playing adventure to the digital format as recognizable as possible. And yet, BG3 is a good example of how obsolete and simply inappropriate this approach is in relation to video games. How many times did the situation be, in which the success or failure of the duel was weighed by one only blow to the enemy – whether he will reach the enemy or pass by. And given how difficult and unpredictable some fights in the game are – I stormed the entrance to the lunar towers for more than two hours – a miss with a chance of getting 75% or more seems to be mocking. But the farther the game, the more the player’s detachment begins to exploit his own delightfulness, up to the point that you directly take it into calculation when compiling a fight tactics.
Baldurs Gate 3 is certainly tactics – a game that requires planning, a balanced solution, adaptation to a changing situation. However, the truth is that most of the tactical potential of the work is provided by the game from the environment-shadow, light, ice, fire, all kinds of abysses, where you strive to throw off someone all the time. The ability of the characters as such a great tactical flexibility to the player, for the already named reasons, do not offer. As the same warrior develops, he has new skills, but in essence they represent the same attack with a sword, except that it was endowed with some additional property. As a warrior, I had mainly two options – to put the enemy’s head with a sledgehammer or try to push him out of the cliff.
In the same Dragon Age there was no interaction with the environment, however, the game that offered to take under the control of the same 4 heroes, much more authentically answered the concept of “tactics”, demanding to distribute heroes around the battlefield, constantly moving them, pursuing priority targets, leading away from threats. Heroes, even within the framework of the same class, could have unique skills, many of which, when used correctly, turned the outcome of the fight, not to mention the combination of skills, like the splitting of the creature that has turned into ice.
3. The pumping of the character and the role aspect
For me, it was funny that in the characters and behavior of the characters their classiness is displayed much better than in their gameplay aspect. How a strict ninashe, which is fundamentally different, is from a frantic Carlah, which is a barbarian, directly in battle? In my case, the fact that the ninhels had three attacks on the move with the ability to swing a chance of getting to an acceptable level, while Barbarche Karllai had slightly stronger special attacks and was a little stronger, probably probably. Otherwise, there was almost no difference between them – I did not even try to climb into the “multi -class”, for I was waiting for unique differences for each of the types of heroes. There are, of course, differences, but against the general background is completely inconspicuous. I also wished to direct my own character, also a warrior along the path of the “otherworldly knight”, which implied the appearance of magical abilities in him, suggesting that this would give me great versatility. Ironic, but it was an almost completely useless decision, which only limited the potential of my protote. Only by the end of the game of this path there was some application when I learned to block attacks, paying for this with cells of magic, and, oddly enough, during the battle with Orin Red, where I pushed the sectarians feeding it by the power of it by force. Although, frankly, it was possible to manage with the help of thunder arrows.
Baldurs Gate 3 pumping looks unusually clumsy by modern standards – the game automatically gives the hero a lot of health and gives him a new feature. If the player and is free to choose something, by the hand of the class, it is the “personal features” of the character. There are unconditionally useful among them, as an ability that excludes an ambush – although it rarely happened – and there are completely useless. Why, for example, a hero can be trained to own lute? I taught Will to play the lute, now he can play the lute. Is it funny? Yes. Is it practical? No, absolutely not. D&D, among other things, is associated with taverns, there are bards in the taverns, and bards play the lute. So Will now plays the lute. This very lute in this case acts as a metaphor of both the great attention of the developers of the game to the little things and their negligence to the practical side of the issue.
By the way, there were bards in Dragon Age. They were realized not to say that with great fiction – it was, in fact, an aura that raises the combat qualities of the allies, but nevertheless the role of a bard in the detachment corresponded to the spirit of Lelianna as a heroine and was useful to me as a player. About Will with Lutny from BG3, I cannot say either the first or the second.
4. Interface
And finally, about how terrible in the BG3 interface. I swear that if I got used to it with other technical aspects of the game, then dizziness from working with its interface pursued me until the very end. You always have a huge number of buttons on the dashboard, the game itself sticks them there, and it would be okay, so it also regularly changes them in places. Sometimes finding the ability you need on the “fast access panel” is a whole story, and it can be easier to go into the personal profile of the character himself, to pull out the ability from there. I don’t know how to come up with such an incomprehensible interface, this is nonsense. Moreover, he is divided into subcategory, “warrior”, “objects”, that’s all, but it is hardly easier. The situation is complicated by the fact that sometimes the heroes acquire new abilities, with experience, or by obtaining an enchanted thing, you forget about it, and do not remember until by chance – by chance – you will not see this ability, hidden among a dozen others. Yes, there is a special tab where you can place skills in a convenient manner, but it is only worth picking up a character, for example, a torch, and from there all the skills associated with the weapons of close combat disappears. Why? Because. Disgusting interface of abilities, just no words. I was tormented with him the whole game.
I also had problems with the inventory interface, but already in the spirit of some Ultima 7, where it was impossible to find the thing you need. The same idiotic approach to implementation. God forbid you have 100 positions in your bag, and, say, the 56th turned out to be empty. A new thing you need will fly strictly into this 56th cell, and now look for it now. Regular hardships with the search for potions, or something situationally necessary. But, in fairness, I am an idiot in this situation, because the inventory has a search by name that I did not notice two -thirds of the game point blank. Because he opened the interface via Tab, immediately on all members of the group, and there is no search. It is worth saying that in the Dragon Age interface was intuitive? In general, both laughter and sin.
5. Results
In this essay, I brought the gameplay features of the Baldurs Gate 3, which, to one degree or another, annoyed me throughout the game, or its part. They do not make the gameplay of the game bad, but their totality, let’s say, puts for me the combat system of this RPG below all its other aspects. Despite the fact that in the same permanent Dragon Age the battle system and everything connected with it, I liked almost unconditionally, being simultaneously intuitive in development and quite smart in application. Alas, I can’t say that about the gaming process BG3. Yes, he has a lot of his advantages, often giving rise to unique situations, but, no matter how great it is to throw the goblin from a height to live spiders, the gameplay in the BG3 is quite one -dimensional, impractical and inconvenient, and for all its interactiveness there is little to do with it as an independent option of the game. As an integral part of such a large and spectacular project, the Baldurs Gate 3 gameplay is certainly good. But if it happens to me to re -turn again to this luxurious work, then last of longing for the local cubes and the chance of hitting, impractical spells, ugly interface.
Next time we will talk about the artistic side of the game – about the plot, narrative, characters and all that they form themselves.


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