Currently WotR is MUCH longer than BG3, this will change when BG3 is out (remember how much longer D:OS2 full was than D:OS2 EA).

We have got LOTS of mechanics later in the game in D:OS2 that weren't present in act 1 (I have to admit I joined D:OS2 only when it was released, I only got back into gaming and D:OS2 was, basically, my second game after my almost-a-decade gaming hiatus), and D:OS2 EA was the first act.

So I'd say that eventually they will both be loved by a similar audience, I think that many people will love both games (I already do, currently playing WotR like crazy, reminds of the long nights and 40 hours+ sessions I had back with D:OS2, because the game was THAT good) and thats wonderful.

Although, honestly, WotR seems to be, lets say, inspired in some parts by D:OS2...


You basically become a god. It's a more gradual process in WotR than in D:OS2, it comes with it's own, second layer of levelling, but it clearly leads to divinity.

I have only played until about level 10 (out of 20) so far, I'm currently in act 3 of the game, so I can't say with 100% certainty if this is true, but it feels as if.


Especially since I chose the ultra amazing Azata mythic path, where you not only get a cute dragon sidekick that hits like a truck, but also superpowers, which are REALLY almost op.

One thing that I especially like, and this is where I hope that the pollination goes both ways, is one of the companions. Since you meet her early in the game, I won't put it into spoiler tags. A "stigmatized witch" one could consider a "broken" companion, but who, when you build her with some common sense, rips demons and stuff apart left and right, while also being a great healer AND hex caster at the same time.

The one thing that is really peculiar in the comparison between D:OS2 / BG3 on one hand and WotR on the other is that Owlcat Games are allowing themselves more "freedom" when going for more extreme character / companion builds. The witch I mentioned is a very good example:

Has a permanent -4 to attack rolls (sounds like a no-go, right?), but at the same time she is "blackened" (was burned at the stakes, but survived), which makes her a great fire caster. So whats interesting here, when it comes to game design, is that Owlcat Games intentionally and liberally draws from a wide range of "deep" character flaws, balanced by "very high" character buffs. Something I wish Larian would do as well, although I have to admit that Astarion is a great step in this direction, I hope we get some actual "blood drinking" mechanic, not just for flavour, but as a real game mechanic.

On the other hand, Larian is better when it comes to "exploitability" of skills and character feats. And, of course, game mechanic. D:OS2 / BG3 are much more "sandboxy", which is something that Owlcat Games is missing a bit.

This is a very fruitful situation, I love it. So much to learn.

Too bad I can't get into game development, I would love to work on an isometric RPG, I'd even have ideas that would make people enjoy the game very much (example: isometric vampire / werewolf setting steampunk style).


#JusticeForKarlach

Petition to save Karlach: https://www.change.org/p/justice-for-karlach