I've been playing this game for the last two weeks. I have over 100 hours of gameplay under my belt. And I must say that I feel disappointed again. The long-awaited premiere was supposed to be great, but it is as usual.
First things first. I have been playing games for over thirty years and have played practically all of RPGs there: Pathfinder, Divinity, Pillars of eternity, Sword Coast Legends... and also older ones like Temple of Elemental Evil for egzample.
But let's get to the point.
Good sides:
1. Nice graphics. In addition, the use of the third dimension of space - the ability to climb onto any roof or elevation - is an interesting innovation. Thanks to this, the boards became more interesting - although on the other hand sometimes overwhelmingly complicated, such as the Shar temple.
2. Dice rolls - shown in such an engaging way. Finally, someone has solved the issue of skill tests in a way that is not only transparent but also engaging. Way to go. I hope others will follow in your footsteps.
3. Good acting from various characters in the game, solid dialogues - although not extremely good. There are no exceptionally well-handled conflicts or memorable lines of dialogue. But you can see progress compared to other games in this genre.
What I'm disappointed about:
1. Development of character equipment. I played with my team for over seven days, I went through the entire coast, saved the asylum, finished the entire storyline in the temple of Shar... and from the moment I found a two-handed +1 sword at the beginning of the game, I found practically no weapon that was better. Really?
And I usually search practically every crate and every body. Well, I found one - I mean one - slightly better weapon, which seems rather like a joke considering several dozen hours of gameplay and two warriors in the team. Yes. While picking up the next piece of crap, I was snorting with laughter under my breath - that's how ridiculous it is. Is it really so difficult to come up with the idea that in an RPG computer game things are a bit different than in meetings with friends over paper and pencil, and that the AD&D system - which is not suitable for computer games - should be slightly bent? Moreover, the "benefits" of many weapons are so dependent on contextual conditions (the character must be focused, sit in the shade and fart to the left) that it practically excludes any usefulness of such weapons in the game world.
It looks as if you were so sparing the player of any benefits resulting from his or her efforts in the game world that it is unbelievable that someone could take such a path.
2. Character development, which often accomplishes nothing. There's a long wait for the next level in this game. After a week and a half of the game, my characters were only at level six. In such a case, what kind of profession is a new level that gives... nothing more than a slight increase in the number of health points. Really?
This is your approach to RPG games? For my efforts, I get some health points and I can swap spells - that is, I have to delete one - but why if I had chosen them carefully earlier? Plus there is the case of the skills themselves: many of them are subject to conditions that are impossible to meet or are so useless that there is nothing to choose from - it also concerns spells. Take a look at Sword Coast Legends - the game was criticized by dogmatic followers of the D&D system, but the character development in it was excellent. We were waiting for a new level because we had already planned in our heads what interesting and useful skills we would choose. And almost all of them gave real benefits to the player.
3. Inadequate level of difficulty. While those mistakes can be overcome, this mistake cannot. I really carefully completed all the tasks and visited all possible places, and when the final fights in the Shar temple took place, I was surrounded by dozens of opponents, placed in strategic places, knowing a lot of spells, teleporting around the board like hares, and... well, a boss who endlessly uses invisibility. To get through these fights I had to start using a trainer. Well, that makes absolutely no sense. And yet please remember that I am an experienced player.
So I'm asking people who don't have their own private life to refrain from the opinion that I'm some kind of noob, I don't know how to develop a character or I should devote fifteen days of my life to grinding - which, by the way, can't be done much in the game world because whoever gets killed stays dead and the number of quests is also limited.
I think you exaggerated both the number of enemies, their skills and their excessive use of the height dimension in the game world. In addition, the ability to jump practically across the entire battlefield and teleporting enemies creates chaos rather than interesting strategic gameplay. Please remember that until I completed the Temple of Shar, when I was on level six, I was still running around with the sword I found at the beginning of the game. No character development, but a very sudden and rapid increase in the difficulty level of opponents. Really?
To sum up:
While, as usual (wchich concerns all other developers too), you offered nice graphics and some good animations in character dialogues, and even relatively interesting side quests, AS USUAL - you messed up the entire mechanics. Poor character development, lack of stable increase in equipment level, stinginess in the offered weapons and armor features, exaggerated level of enemies compared to what character development offers, and chaos of gameplay instead of strategy and control.
I'm very disappointed because I waited a long time for this game. And honestly, I don't understand what's wrong with you developers that you're so keen on implementing D&D in computer games. When friends meet for a paper-and-pencil RPG session, first of all, they have to roll the dice they have, and secondly, the limitations in the equipment they can find may become secondary to the story being told and meeting with friends. New character traits, even if they are context-dependent, are easier to use in casual conversation than in the computer game world. Forcibly transferring it to a computer is pointless. Finally, please come up with your own system already, the one that provides stable progression and does not scrimp on the benefits the player receives for his hard work. The system must reward us and not make us laugh with its uselessness.
That's it. This game has a few other problems, such as chaos in the quest list, a completely unreadable map or unclear quest markers on the map, but I wrote a long text anyway, so maybe it will be enough.
Unfortunately, I consider my adventure with Baldur's Gate 3 not as engaging fun but as a waste of time.