Originally Posted by Maximuuus
Explosing barrels in every room, UI, graphics, gameplay, color, start on a beach, target line, fire trap, assets, game cover, grease everywhere, the way you move objects, ...... Do you need more exemple ?

The UI is a work in progress, as is the game itself. The build in the presentation didn't have the save system implemented yet. When Early Access started for D:OS and D:OS 2 there was stub text, a few pieces of equipment with incomplete descriptions and a few missing inventory icons, etc.
In BG3 that is a riverbank, actually. There are lots of games that start with characters being in prison, amnesia, a peaceful village being attacked, etc, but that's not much of an argument that the games are the same.
Are you suggesting that BG3 should not indicate if and where an attack is blocked because D:OS 2 did so?
I'm pretty sure traps are part of DnD, as well.
Other games were you can move objects in almost the exact same way (no rotation) include Divine Divinity and Beyond Divinity. D:OS 2 did not let you climb onto objects (you could sit on a chair stacked on top of other items if it wasn't too high, but you couldn't use this for exploring, etc).