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Baldur's Gate Baldur's Gate 3 Early Access Thread [GAME RELEASED, GO TO NEW THREAD]

TwoEdge

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Joined
Jan 27, 2017
Messages
311
I'm a fan. The dude helped Gygax write and edit the first DMG and wrote the White Plume Mountain module for Greyhawk that gets accolades to this day. He was also there for some of Microprose's best years and is a friend and collaborator of prominent figures such as Sid Meier and Ken Rolston. I'm biased, but I think he has talent if not fame. I'd say his involvement could be quite positive, but again, not sure what's his role here.
 

La vie sexuelle

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Brace yourselves, I'm not here to whine, I want to give credit where it's due - it's very refreshing to see level-headed game developers talking frankly and seriously about their work, and the smart-casual office dress is a welcome touch, too. No, really, this is a good video, they all came across as very credible and it helps to build up some confidence and anticipa...

Wait...

What's this?

Oh, God damnit!

For sake of Saint Isidore of Seville...Baldur's Gate finally became Critical Role. I can only imagine what could happen if production would last longer...
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Summed up in a Community Update: https://store.steampowered.com/news/app/1086940/view/3649651368763455642

Community Update #19: Mechs and the City
Return to Baldur's Gate for the first time in 20 years as the city prepares for war

Our goggles are on, our posture is aerodynamic; like a gnome hurled through the air by a barbarian with a mean overhead throw, Baldur’s Gate 3 is rapidly hurtling toward launch.

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This weekend, we unveiled the city of Baldur's Gate for the very first time, with a glimpse behind its walls and around its familiar labyrinthine streets. It's been about 20 years since we last had a pint in the Elfsong Tavern or crawled through the sewers beneath the city streets and, as you might have spotted during the PC Gaming Show, many of these locations are back, and many news ones are waiting to be discovered for the first time - giving you a chance to explore the menacing roads of the Outer City, the opulent estates of the Upper City, and the dark alleys and pubs of the Lower City.

But the Baldur's Gate that we've built is a lot more than faithful geography. As a modern adaptation of an iconic fantasy setting, this city couldn’t be a mere backdrop. It needed to feel more like a complex organism: alive, changeable, and interconnected. Your journey, and your story, has been heading in this direction since the start of the game. You’ve finally arrived.

Welcome To Baldur's Gate
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Though your journey hasn’t been easy, you arrive at a city preparing for war. As the Steel Watch patrols Baldur’s Gate’s labyrinthian streets, the printing press prepares the daily news cycle. There are factions within the city vying for control, all disagreeing on what to make of outside threats, and new faces within the city walls. Opportunity in times of struggle is rife. What you make of it, and what it makes of you, will be determined by your choices up to the city walls, and beyond their shadow.

We’ve built a truly next-gen fantasy city, and upped the stakes. Our latest trailer gives you a sense of that scale, showing rolling vistas of grand buildings that recede into the horizon, boisterous docks with harbours thick with ships, and lively town centres populated with over a thousand individual characters. You can explore all of it.

On cobbled streets, bustling crowds go about their day, each one with a story to unravel, a secret to uncover, or a personal reaction to be stirred. Peer further down those steep hills and you might spot a distant bell tower that you can climb for a panoramic view of the city. Make a wrong turn to the visiting circus and explore your deep-seated clown phobia. Or you could case the local inn, where sinister rumours lurk in secret back rooms. In short, Baldur's Gate is your oyster. It is its own vast, complex organism inside of a game already filled with opportunities for exploration. What your role is within it is entirely up to you.

Our scope for the city is big. But it's also grown substantially over the past year.

From the very beginning, we envisioned a Baldur’s Gate that players could navigate however they chose - whether that’s flying to the hidden rooftop nest of Gale's pet tressym, burrowing into a locked prison cell as a giant badger, or slipping into the Counting House in the form of a little cloud (not technically considered breaking and entering as per Faerûnian property law). But in our original prototype, the city was actually much more compartmentalised - a series of small, contained regions connected by teleporters. And so it remained until midway into developing the city, when we decided to make some major changes.

"[Swen] said, like, can't we just connect everything?" reminisces World Building Director Farhang Namdar. "And that was an interesting day."

What's come out of that decision is something we’re very proud of. The districts of Baldur's Gate are now three seamless open worlds. No matter whether you’re investigating underground crypts, climbing the stairs of a towering citadel, or descending into hidden cellars, open-ended exploration reigns supreme. No longer are they broken up into much smaller chunks. This - though ambitious - means that we were finally able to achieve that grand sense of hustle and bustle, where all the stories within the city were truly interconnected. There’s plenty to discover, and to be distracted by, and nothing is off-limits. We wanted every house to have real characters who had stories, and who could offer quests with secrets to uncover.

Hello to Jason Isaacs
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Like the city itself, the political landscape of Baldur's Gate is something that must be deftly navigated. While the streets may appear orderly, maintained in check by a security force of hulking automatons, beneath the surface lies an undeniable undercurrent of turmoil. Duke Ravengard has disappeared, and in his wake a power vacuum has emerged, leaving an opportunity for ambitious factions and individuals to seize control and shape the fate of the city.

Enter Lord Enver Gortash, commander of a clockwork army of Steel Watchers. Raised by a devil, a leader among loners, Enver Gortash freed himself of his bonds to envision wonders and become a master of both men and mechanisms.

Jason had this to say about the nefarious politician: "It was a thrill to join the Baldur’s Gate universe but I fear that the magnificent Lord Enver Gortash is being mischaracterized as a villain. In a brutal world of betrayals and butchery, he’s learned to lie better and backstab first. The joy in voicing him - apart from the obvious pleasure in getting to look so glorious - was that the creative team and I got to play loose enough to find ways that he could enjoy the ride and make the players hate him more!"

First revealed during last week's Summer Game Fest, Larian Studios is thrilled to announce that acclaimed actor and all-round great bad-guy Jason Isaacs is taking on the role of this dark and charismatic sovereign. Best known for playing classic antagonists such as Lucius Malfoy in the Harry Potter series, Captain Hook in 2003’s Peter Pan, and Captain Gabriel Lorca in Star Trek: Discovery, Isaacs adds a layer of depth to the characters you’ll meet here, bringing with him decades of experience in acting the villain to the recording booth and even modifying lines of dialogue between takes.

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Through Gortash, players will help define the future of the legendary city, deciding who to align with in the struggle for the soul of Baldur's Gate.

We know, you want to know if you can romance Lord Enver Gortash… We get it.

The Road Ahead
In this year’s PCGaming Show, to celebrate the beginning of the end, we worked with Mashed to create this fun little animated short written by our very own Emily Gera, starring the original voice cast for Baldur’s Gate 3! Frooooooog. We hope you enjoy watching it as much as we did. Players of Act 1 will find a few easter eggs designed just for you. Awwww!

Baldur’s Gate 3 is much, much bigger than we had envisioned when we started this journey roughly 5 years ago. Looking at what’s in Act 1 Early Access right now, it’s fair to say that you’ve really only seen a glimmer of the full experience to come. In July, you’ll begin to get a more complete look not just at how far Baldur’s Gate 3 has come, but where it’s been heading all these years in development. We know you’re really eager to hear about all the playable races & classes in the game. It’s coming.

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Spoilers! We also understand that many of you are cautious about spoilers and we don’t intend to spoil anything between now and launch as we release some new exciting video assets and information into the wild. We’ll try and give you a heads up about the nature of something before you see it, so you can make an informed decision as to whether it’s something you’d like to learn about, or wait to experience yourself at launch.

With regards to any other platforms Baldur’s 3 will release on, our plan is to release the game in order of platform readiness. Once we’re sure about dates, we’ll let you know. You can rest assured we’ll try to make BG3 run on every platform we can, but it’s a gigantic, truly next-generation RPG with split screen, multiplayer and incredible breadth & density and we don’t want to compromise.

With that said - ONWARD, to Baldur’s Gate! We’ll
see you in another community update in the not too distant future.

We’re nearly there.
 

Nifft Batuff

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Messages
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I realized that the sunny hypersaturated environment is completely killing the mood. Is there an option to set the clock at night, or, at least, to have some clouds?
 

Kem0sabe

Arcane
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Messages
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Azores Islands
Microsoft continues to get fucked by the stupid decision to release the underpowered series s, and the demand that any game released on the series x, needs to also be released on the s.
 

Sòren

Arcane
Joined
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Messages
2,554
Summed up in a Community Update: https://store.steampowered.com/news/app/1086940/view/3649651368763455642

Community Update #19: Mechs and the City
Return to Baldur's Gate for the first time in 20 years as the city prepares for war

ok. i wondered what Baldurs Gate would look like, since Larian has very little experience designing a city of that size, and from this statement i deduce it will be like Aleroth in flames of vengeance. certainly not like the original Baldurs Gate or Athkatla.
 

Sòren

Arcane
Joined
Aug 18, 2009
Messages
2,554


oh my. if those are the best gameplay scenes they had of the city it's just pathetic.

what the fuck is an "expert writer"

edit: ok, was already mentioned. sry
 

Fedora Master

STOP POSTING
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Weather
The region surrounding Baldur's Gate received an abundance of drizzling rain and sleet with frequent-occurring fog that rolled through the city's streets.[18][24] This excessive precipitation was well-mitigated with an advanced water system where underground basins collected the run off rainwater, maneuvering it through subterranean aqueducts that emptied it into massive cistern beneath the Temples District.[21]

Despite the city's engineering and cleanliness, this continual rain led to regular growth of mildew accompanied by a musky smell that permeated the city's cellars.[18] To abate the slippery stone streets, it was sometimes necessary to spread straw or gravel along the wet cobblestones.[25]
 
Joined
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Messages
3,761
Weather
The region surrounding Baldur's Gate received an abundance of drizzling rain and sleet with frequent-occurring fog that rolled through the city's streets.[18][24] This excessive precipitation was well-mitigated with an advanced water system where underground basins collected the run off rainwater, maneuvering it through subterranean aqueducts that emptied it into massive cistern beneath the Temples District.[21]

Despite the city's engineering and cleanliness, this continual rain led to regular growth of mildew accompanied by a musky smell that permeated the city's cellars.[18] To abate the slippery stone streets, it was sometimes necessary to spread straw or gravel along the wet cobblestones.[25]
finally: Liverpool rpg
 

Drakortha

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Terra Australis
Weather
The region surrounding Baldur's Gate received an abundance of drizzling rain and sleet with frequent-occurring fog that rolled through the city's streets.[18][24] This excessive precipitation was well-mitigated with an advanced water system where underground basins collected the run off rainwater, maneuvering it through subterranean aqueducts that emptied it into massive cistern beneath the Temples District.[21]

Despite the city's engineering and cleanliness, this continual rain led to regular growth of mildew accompanied by a musky smell that permeated the city's cellars.[18] To abate the slippery stone streets, it was sometimes necessary to spread straw or gravel along the wet cobblestones.[25]
This would involve having to change their environmental lighting template they've been copy and pasting since Original Sin 1. Game development is a lot of work. You wouldn't understand.
 

Zed Duke of Banville

Dungeon Master
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Messages
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I realized that the sunny hypersaturated environment is completely killing the mood. Is there an option to set the clock at night, or, at least, to have some clouds?
The tech isn't there yet for things like this.
Yes, it was two threads and three years ago that the Codex discussed implementation of a day/night cycle and concluded it is too technically advanced for Larian to implement in BG3.

Never mind that Faery Tale Adventure had a day/night cycle, with semi-realistic darkness, and that was developed in 1986 by one person in seven months on a new type of computer released late the previous year. +M

4M1Dsfh.jpg

8utYSx5.jpg

xCK4nUI.jpg
 
Joined
Jan 21, 2023
Messages
3,761
I realized that the sunny hypersaturated environment is completely killing the mood. Is there an option to set the clock at night, or, at least, to have some clouds?
The tech isn't there yet for things like this.
Yes, it was two threads and three years ago that the Codex discussed implementation of a day/night cycle and concluded it is too technically advanced for Larian to implement in BG3.

Never mind that Faery Tale Adventure had a day/night cycle, with semi-realistic darkness, and that was developed in 1986 by one person in seven months on a new type of computer released late the previous year. +M

4M1Dsfh.jpg

8utYSx5.jpg

xCK4nUI.jpg
I'm pretty sure the code of Fairy Tale Adventure fits in a napkin, while games have too much shit to take care of these days.
 
Joined
Jan 21, 2023
Messages
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Well, Swen whined about day and night having to have some profound differences, gameplay wise.

But what if... a game called Baldur's Gate actually confined itself to Baldur's Gate?

:philosoraptor:
80% of the first game happened outside of Baldur's Gate :M And the second one didn't even featured it at all.
However, that was the company that named their game world "The Dragon Age Setting".
 

0sacred

poop retainer
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Well, Swen whined about day and night having to have some profound differences, gameplay wise.

But what if... a game called Baldur's Gate actually confined itself to Baldur's Gate?

:philosoraptor:
80% of the first game happened outside of Baldur's Gate :M And the second one didn't even featured it at all.
However, that was the company that named their game world "The Dragon Age Setting".

and Larian, being the faithful custodians they are, would never deviate from the BG formula. ;)
 
Joined
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Messages
3,761
Well, Swen whined about day and night having to have some profound differences, gameplay wise.

But what if... a game called Baldur's Gate actually confined itself to Baldur's Gate?

:philosoraptor:
80% of the first game happened outside of Baldur's Gate :M And the second one didn't even featured it at all.
However, that was the company that named their game world "The Dragon Age Setting".

and Larian, being the faithful custodians they are, would never deviate from the BG formula. ;)
The first two games are actually pretty different from one another. The first one is just roaming around empty fields and the second one is the template for the average Biowarian experience. If anything, I think people want it to be more like BG2.
Because other than that, the "Baldur's Gate formula" would be a very simplified and mechanics-lite version of AD&D.
 

0sacred

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The first two games are actually pretty different from one another. The first one is just roaming around empty fields and the second one is the template for the average Biowarian experience. If anything, I think people want it to be more like BG2.
So no city of BG at all then. Got it
Because other than that, the "Baldur's Gate formula" would be a very simplified and mechanics-lite version of AD&D.
No shove action in combat, the horror

also it sure as hell did not include cringy cheese merchants. But Larian doesn't care about that either, do they?
 

jaekl

CHUD LIFE
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They're much too busy lovingly modelling the moles on each goblin pussy lip and bleaching the elf twink buttholes so that we can do mature fantasy romance. It's called balancing priorities.
 

Pizzashoes

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iu

How is this flaming, blue-haired, "raised by a devil", modern-day edge-lord in charge of anybody? His shirt is half off, dragons sewn into his collar, demons pinned on his coat. This isn't good.
 

MerchantKing

Learned
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iu

How is this flaming, blue-haired, "raised by a devil", modern-day edge-lord in charge of anybody? His shirt is half off, dragons sewn into his collar, demons pinned on his coat. This isn't good.
It's all a LARP. The Gnome who's office is behind the throne is actually in charge and is the only reason the kingdom can even function.
 

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