It feels faithful to the 5th Edition D&D rules, but also knows when to deviate to avoid being slavishly accurate to a fault. The turn-based combat is also well done, though. Dungeons are appropriately gloomy and chock full of deadly traps and other surprises, even though most of the ones you’ll explore in Early Access were a bit too short for my liking. Outdoor areas are brimming with life, detail, and small stories to discover. It made me think of what Dragon Age might have looked like today if it had stayed a bit more grounded like Origins instead of bringing in the more stylized, graphic novel-esque look of Dragon Age 2 and Inquisition. The environments and characters look amazing, rendered in a saturated but realistic style that definitely evokes the 5th Edition D&D books. Larian treats level design and environmental interaction as part of how you win battles and solve puzzles, and it works brilliantly in their envisioning of Faerûn.Īnd it’s a beautiful envisioning at that. I like to play my wizards as sort of mystical Swiss army knives on the tabletop, not the glass artillery pieces they are in most digital RPGs, and I’m so thrilled to be able to do that here. I ended up having to remind myself to take a few combat spells because I was so excited about all the interesting ways I could use the utility ones in combination. While this would be a very situational ability in most games, not really worth spending a spell slot on, in BG3 it can allow you to reach hidden treasure, gain a vantage point to rain down destruction with advantage, or even bypass obstacles entirely by taking to the rooftops. My elven wizard always had a spell prepared that triples a target’s jump distance. The flexible interactions between character abilities and the world allow each class the chance to shine in ways they normally wouldn’t.
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