I made the logo. Not from scratch but i made it. I cut out the official one and manipulated it until i got what i like.
I really appreciate the quality of environments in the game. This is what teams of hundreds of people and many million dollars investments get you. Its not just how "nice" it is. Its the excellence in crafting these in several aspects. The architecture itself, the lighting and the colors and tones... its all so ... just delicious. Its true artistry.
However! The density of gameplay stuff, the events, quests, characters and so on - ruins the sense of the believability of the crafted world. There needs to be a little bit more space in between points of interest. And these spaces should not be uniform.
In the Baldurs Gate it would make sense if something happens around every corner. Its a city. But it doesnt make any sense in the nature, or the Underdark. It feels false so it makes the whole environment feel false. Which is a terrible shame considering how well these are made.
The shots in the goblin camp are great! when you zoom in and move the camera forward you get lots of cool little cinematic shots
It is one of the few RPGs where I'd actually zoom all the way in to actually search the environment for clues or to appreciate the art. Hovering over the bottles to see which one is usable or watching characters sit down first when they drop themselves off an edge. The attention to detail is real. Also, I always thought being able to steal paintings would be great in baldurs gate and here we are.
Everything is carefully crafted although could be spread out more over several maps. Larian creates arena-style maps or parcours which makes it less believable, Baldurs Gate had a lot of empty or "nothing" which provided a lot of room to ponder and breathe.
It doesn't need much though, making the already big map even bigger would help so not all factions are so close to each other. Then again, there is an entrance to the underdark and all the other rather powerful places suggest it always having attracted all kinds of attention.
I don't mind the underdark being busy and potentially dangerous around every corner, that's how I remember it. Over ground however the composition falls apart a bit. The waypoints are too plenty and too close, I think it would be better if they were either transportable and/or more significant and rare.
I hope they can polish the tactical view as well, there would be some nice places to hide chests, instead of in the open.