Baldur's Gate 3 maxed out its 'player expression' and 'reactive sandbox' stats.
My best memories of Dungeons & Dragons are all from the first couple sessions, where your party is operating on a level somewhere between the gang from It's Always Sunny in Philadelphia and Blood Meridian. You are five broke hobos who will do absolutely anything to survive. You're ambushing people in dark corners with hammers like the elevator scene in Drive. You're pushing knights wearing heavy armor into small ponds and drowning them.
Like Larian's last big RPG, Divinity: Original Sin 2, Baldur's Gate 3 is a synthesis of the RPG and the immersive sim—particularly in the way it simulates physical properties like theDid you know that you canby having Shadowheart use the Command: Drop spell on Commander Zhalk, an NPC who appears in the prologue and is more or less the general who shouts at you during a Call of Duty tutorial? I didn't either, until my manager at work told me that's how he skipped fighting him.
Apparently, two arch-nemesis companions encountered in the first act can become great friends if you patch over their misunderstanding, so I guess I overreacted when I murdered one of them were they stood. Oops! And another companion, afflicted with a condition that can only be abated by consuming all your good loot, got on my nerves enough that I told him to go die, not expecting him to actually wander off and do it.
"I can see their dialogue trees in my mind's eye and even if a lot of the cinematic setup for those conversations are automated, it's a massive amount of work to stage them," Obsidian studio design director Josh SawyerThat complexity also extends to character building and progression—my character fumbled the first true combat encounter with the tieflings who captured Lae'zel, tricking them into turning around before I puleverized them with a hammer.
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