Larian Banner: Baldur's Gate Patch 9
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#881811 16/08/23 04:27 PM
Joined: Aug 2023
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stranger
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stranger
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Joined: Aug 2023
Hey. I will not say positive things here, because everyone said them too many times already. Instead, i will try to adress issues i have with the game.


Will start from most disappointing ones - in game about Bladur's Gate, you will not go futher said gate. Developers created massive additional locations like Underdark, but for some reason decided not to let us into upper city. It really felt like they run out of budget and decided to cut things. Or maybe not, but it still feels... weird.

Second - no epilogue. I feel like every good crpg should have an epilogue, reflecting on our actions and showing the consequence. Ending feels rushed and lacks fufillment.

Tech state of the game is far from release worthy. Companions constantly being stuck somewhere and you have to go back to pick them up, citizens run around, scared of any summon, making mage gameplay problematic. Quests glitch. But most crusical problem for me was in combat - at some point of the game enemies start to overthink their moves. For example, in last fight every tentacle took around 30 seconds to make a move. Because of this i literally hated every long fight that included random npc's running around, and lots of enemies - simply because such fights could last for hour and more, with how slow npc's think. Also there are minor stuff like broken mithril weapons, missing translation parts, etc.

Game design wise, it could be a lot better to have shared inventory, at least for single player, because moving items from character to character is tedious and boring. I don't see any value in that.

Camera has a giant problem with not being able to see elevated place, unless you have a character there. Several times i faced a problem where i could not target specific point with my flying ability just because camera would not let me see the upper floor. Maybe it is possible to switch heights somehow, but game did not tell me the way to do that.

I might be wrong, because i only finished game once, but it seems like consuming illithid tadpoles has no downsides. By not doing it players only restrict themselves from powerful abilities, but gain no benefits story wise.

Rng is quite terrible. 3 misses in a row with 75% hit chance is a regular occurance, and it feels wrong. Carmic dice does not help with that.

Some of the quests, like searching for clown parts are very vague and it's hard to complete them without walktrough. And rewards for such hard quests could be better.

Minsc could be recruited only when there is a few missions left before the end of the game... why so late?

Companions often seem confused. For example, in Ball ending Astarion says that i should take the power for myself, but when i do so, he says "what the hell are you doing?".

Story wise... i liked certain quests, especially at the beginning. And main story were cool and mysterious... utill the Moonrise Towers. Once you enter the city, you already saw biggest plot twist, and the entire final act has no surprises at all, it is absolutly predictable and... not as engaging as previous acts. Idk, maybe i am a bit biased here, since as a video game writer myself i hardly hate anything more than dull endings, that do not have some major twist in it.

Some of the companion quests (i haven't seen them all yet) also feel bland. For example, Astarion's quest reminded me a simillar quest in Enderal - there you are also helping a stray assasin to take down his creator and master. But in Enderal there is a sudden twist - when you reach the master, it appears that you got it all wrong, and instead of just experimenting on children, master took only those with lethat diagnosis, who would die anyway, and gave them a chance to live. Even more - instead of having some sinister plot he only wants to ascent and become and unmaterial being. And Astarion's quest goes in very predictable route instead - his master were as evil as described, and only significant choice we are making - is what to do with the power.

Also, watching how my very unathletic mage climbing a kilometer of spine was very silly. It would be wiser to let players use some kind of flying creature, or magic to teleport there. But climbing... meh.

Overall it still an amazing game, and i really glad that i played it. But there is still room to improve. Hopefully, this feedback will be helpful for developers when they will make Divinity 3.

And if you will ever need a writer to create the new ip - i could give you some options for free.

Joined: Aug 2023
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journeyman
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journeyman
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Joined: Aug 2023
I have a few gripes as well.
1) companions feel very shallow the only thing they talk about is thier companion quest and do you want to sleep with me. It feels very unnatural, some small talk options would be great. Especially laezel who just repeatedly out of nowhere is just like "please rough me up" then "can we do it gently now I love you" to "I appreciate how beautiful the world is now because of you" all with basically no dialog between these radical changes

2) act 3 seems unpolished, it's super laggy walking around town and there is some silly stuff as well like your companions will float the idea of teaming up with gortash, and if you go talk to him all you get is one line saying "please go kill orin" like can we expand on this a bit? What is the benefit of helping you? Sell me a little bit.

But overall great game, love what the devs did with most stuff

Joined: Aug 2023
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stranger
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stranger
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Joined: Aug 2023
Yes, that's true about companions. They sometimes say one-liner about currently finished\upcoming task, and have a bit of banter between themselves on the move, but i wish i could just have more conversations about random subjects with them.

It also felt weird that Laizel kept yelling her queeen's name in combat even after deciding to turn back on her... I don't think that in game where every random npc has voiced lines it would be problematic to change her combat responces accordingly.

Joined: Aug 2023
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stranger
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stranger
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Joined: Aug 2023
Ah, and another thing i forgot to add. This game seems to have lots of choices, but sometimes it's painfully obvious how much it tries to keep us attached to the story rail.

A good example would be meeting a gyt patrool, where you can do anything you want, even show the precious artifact directly to the officer - he will still fly away regardless of your choice. And i met a lot of situations like those, where your choice hardly matters.


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