Vault Dweller said:My problems with BG2 are its extreme linearity, its plot, total lack of choices, being forced a lot, the way they handled the evil plot, the romances, the loot, and few other minor things. If you disagree or would like me to explain each or some specific points in more details, let me know.
Saint_Proverbius said:I thought BG2 sucked.
I seems that it's at least the opinion of the two I've quoted above that Baldur's Gate 2 inhaled large volumes of air. I thought posting this question amidst the. . . lively discussion in the other thread might be a little off topic, hence the creation of this thread that aims more to satiate my curiosity than advance the future of CRPGs.
Just as a precautionary note: If, by the slim-as-paper chance that you don't know much about the game, there's lots of spoilers ahead, though somehow I suspect visitors to this forum tend to know more about my examples than I do.
Personally, I enjoyed BG2 quite a bit. I enjoyed making my sorceress don the Robe of Vecna and Skulltrapping unaware bands of Kobolds and watching them explode simultaneously, and I enjoyed reading about Viconia's grisly vengence upon her captors. (I also hope that these two particular examples don't reflect poorly upon my sense of morals and ethics. . . *ahem*)
In more specific response to some of Vault Dweller's points above, I really didn't feel the linearity was "extreme." The freedom in initial quest-selection, and more appealing to me, selection of NPCs, felt a quite satisfactory facade over the inherent binarity in computer games. The portions of the game where you're travelling underground is much more linear, but I don't feel it's not justified -- in an extremely foreign and strange land, it seems to make sense that you do whatever the huge, silver dragon tells you to do. And even in that portion, many independent discoveries can be made, mostly in the Drow city. Now, I agree that a high number of quests doesn't automatically make a game non-linear and interesting, but I thought each of those quests shed light on the culture, and were more complicated than, say, finding a lost kitten for a villager. :wink:
The plot wasn't overwhelmingly tear-jerking on the Planescape: Torment scale, but I felt at least it all held together, and even had a few interesting surprises in store. (The first Slayer change had me screaming "holy moly" and scrambling to protect the sweet, lovely mage who is being shredded apart)
The romances is also something I've observed many people accusing as "lame pretense of love that's really a few lines of code and dialogue." Yet, what's wrong with that? I've found some Asian date-simulations to elicit attraction and attachment, and that's also mainly text with still-frame images. Was the romance in Planescape: Torment that much different?
I guess the main point that I'm having difficulty coming to terms with is that. . . comparing a game to a vacuum cleaner, to me, means that out a score of 10, you'd give it 2 or 3 at best. For the craft in text, complexity in gameplay, and sheer-hugeness of the world, I cannot bring myself to say that BG2 sucked. It may not live up to Fallout's standard of freedom, but why does it elicit such a repulsed attitude? Is it because you feel that it's a wrong direction to take RPGs, and that initial direction has resulted in a mass of similarly-approached games? So the hatred is more of a "This game is caused the downfall of CRPGs" instead of a "This game has such subpar quality I wouldn't be caught naked in an Elven princess' bedroom with it caught between my legs."?
. . . Mmm. . . naked in an Elven princess' bedroom. . . . . .
Erm, thanks beforehand for the response, clearing up some confusion in poor Rabby's mind, as well as inducing some picturesque fantasies.