The cult of The Absolute, led by the mind flayers, is rising, kidnapping you and implanting a tadpole into your mind - a parasite that will turn you into a mind flayer within days.Īfter barely escaping the cult, the players must form a shaky coalition with others suffering the same fate. The city of Baldur's Gate is a tentative haven on the Sword Coast, a region torn apart by raging war. There are points where it was just like, ‘well, this is getting closer to what we think Fifth Edition should feel like in a game, but it’s not fun yet.’ The time to get it to the point where it was fun. The entire combat system is completely rebuilt. There were a lot of very difficult redesigns. And the amount of headaches it caused, where it’s like, ‘Well, how does this work? How are we going to make this feel good in a game?’ was really tough. So there are a few things that change, but fundamentally it is D&D. So the designers spend a lot of time looking at it and saying, ‘How do we add around this? What can we do with it?’ But in terms of actual systems, it’s Fifth Edition D&D through and through.Īnd we’ve changed some things, because it’s a different medium, so you can’t just be like, ‘let’s just take all the rules of a tabletop game and put it into a video game.’ It just doesn’t work. It’d be strange to take something away from it rather than adding to it. But really, that’s kind of how the world behaves anyway. The main thing is the environmental effects and the elemental stuff, and there were many conversations about similarities with Divinity. And in terms of ruleset, in terms of systems, there are things that come over from those two. And it’s our take on that world, but it’s completely in that world. But from the perspective of the writing, every single thing is absolutely grounded in that world. You find one thing that’s really cool and interesting. When you get to the point where you’re like, ‘I’m reading stuff that goes back 25 years, just because there might be something interesting in here.’ And there usually is. That’s literally your job.Īdam Smith: But it’s crazy. The amount of reading that went into it - I think it’s very sad how much D&D I’ve read. Nothing in it isn’t touched by Forgotten Realms, in terms of when we look at dialogue and characters, setting, every single part of it is completely specific to that world. VG247: So what are you going to say to people that see it and go, ‘This is Divinity: Original Sin but with a D&D licence'?Īdam Smith: I will answer this one from a writer’s perspective first. "The way we built it has been ground-up D&D" We took the opportunity to talk with senior writer Adam Smith about the comparisons between the two games, implementing Fifth Edition D&D rules into a video game, making failure fun, how to interact with companions, multiplayer and more. Now that we have gameplay footage to pore over of the first section of Baldur's Gate 3, it leaves us with multiple questions. You may be able to influence the die roll a little, but you should never rely on it. Your tactics will need to be updated on the fly. And beyond the ruleset, it's D&D in the sense it requires constant improvisation. Not just D&D in its looks and recreation of Baldur's Gate and the Forgotten Realms, but also in its adherence to a rigid ruleset. The first tease early last year of Baldur's Gate 3 was light on details, but after watching nearly three hours of gameplay and sitting down with the ever-passionate team at Larian, it's clear this is truly D&D: The Video Game, combined with the natural evolution of Larian's excellent RPG craft. It would be easy to assume that with the praise rightly heaped on Larian Studios' two excellent Divinity: Original Sin games, the team could just reskin what's been before in the rich coat of Dungeons & Dragons and its Forgotten Realms. It's very similar to the opening of Divinity: Original Sin 2 following your shipwreck on the beach outside Fort Joy. There's some recruitment and chatter, a few things to learn about your impending quest, and a handful of folks to recruit. Baldur's Gate 3 begins with a group of survivors piecing themselves together after a shipwreck.
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