Showing posts with label larian studios. Show all posts
Showing posts with label larian studios. Show all posts

Friday, 8 December 2023

Baldur's Gate III

An illithid spaceship crashes on the banks of the River Chionthar, far to the east of the great city of Baldur's Gate. Seven survivors stumble forth, former prisoners of the illithids, the much-feared mind-flayers. These seven individuals have been infected with mind-flayer tadpoles, which will slowly burrow into their brains and turn them into new illithids. But something is holding the tadpoles at bay. The companions learn that they may be able to escape their doom, if they can work out their differences, join forces and defeat the greatest threat to Faerûn and the Sword Coast to appear in generations.


Baldur's Gate III - now officially the Game of the Year™ - is a massive, sprawling, roleplaying game set on the Dungeons & Dragons world of Toril, better known as the Forgotten Realms. It is the sequel to Baldur's Gate and Baldur's Gate II: Shadows of Amn, two of the greatest roleplaying games (and in fact video games full stop) of all time, but also notes that since it's almost a quarter of a century since the last game in the series game out, it requires zero previous knowledge of the series to enjoy. It arrives at a perfect moment, with the popularity of Dungeons & Dragons and tabletop roleplaying games at an all-time high, and goodwill for developers Larian Studios still riding high from their previous two games in the Divinity: Original Sin series.

It would be churlish to say anything other than Baldur's Gate III is an overwhelmingly impressive game. It's enormous, with a playthrough of the main story and most side-quests taking around 100 hours, but an exhausting playthrough to find every bit of loot, gold and lore taking easily half again as long. The game can be played solo or as a co-op online game. You can create a new character from scratch, play as one of the six existing "origin characters" (who otherwise become your major NPC party-members), or play the "Dark Urge" character, who has a murderous drive which ties more directly into the previous games in the series. Creating a new character, you can play as one of numerous species, classes and sub-classes, with a wide array of feats, abilities and combat moves to develop and employ. There's a lot of game here, but the game is forgiving enough that you can muddle through even with "suboptimal" builds, and it does a good job of teaching you what you need to do as it goes along.

I mean, she's not wrong.

Baldur's Gate III feels bizarrely and positively schizophrenic: the game has AAA+ production values, cutscenes, voice-acting, graphics, visual effects and polish (at least for the first half of the game) to shame the latest Call of Duty or Assassin's Creed mainstream title, but it's also deeply geeky. The turn-based combat and the need for tactical positioning, mastery of buffs and debuffs and knowledge of how Concentration-based spell effects work all feel better suited for hardcore indie titles aimed squarely at insiders and grognards. The game's most startling success is bridging these two audiences, creating a game with the richness and depth of many of the classic CRPG titles but the mainstream accessibility and appeal of the most polished AAA action games.

The game isn't truly an open-world title, instead being set across one very large map in each of the three acts, plus a couple of side-maps related to them. Each map will still take a while to simply explore, and are packed with puzzles, enemies, potential allies, caves, loot and mysteries. Many events pertain to your current situation but others are incidental side-quests. Each act has its own major storyline: Act I focuses on a conflict between a goblin army and a druid grove which is also hosting a large number of tiefling refugees from the nearby city of Elturel; Act II is set in the mist-shrouded lands around Moonrise Towers, where the Harpers are planning a strike to retake the fortress from the evil warlord who controls it; and Act III takes the party to Baldur's Gate itself, where dubious shifts in governance mask a foul conspiracy unfolding both above and below ground. It sometimes feels like the game could have been a trilogy made up of three ~30-hour games which would have still been incredibly rewarding, and getting them all in one title for one price is an insane act of generosity on Larian's part. For the record, Baldur's Gate III is substantially longer than all three Mass Effect games combined.

No, it's not that one.

The game's narrative is complex, with the struggle to overcome the mind-flayer tadpole munching on your cerebellum tied into the mystery of why it hasn't already succeeded. Trying to remove this threat leads you into some very strange places. But you are also one of seven characters in the same boat, and each one of your companions - Astarion, Gale, Karlach, Lae'zel, Shadowheart and Wyll - has their own immense amount of backstory and baggage to deal with. Astarion is a vampire spawn who yearns for vengeance against his abusive former master. Gale has a ticking magical time bomb inside him and emotional damage from a relationship with the Goddess of Magic. Karlach is infused with an Infernal Engine that grants her strength but is also slowly killing her. Lae'zel is a githyanki with a severe attitude problem who is trying to serve her people the best way she can. Shadowheart is a brittle worshipper of Shar, the Goddess of Shadows and Darkness, but also has a good heart that seems at odd with her calling. Wyll is a warlock tied to a dubious, demonic patron. Each one of these characters and stories is well-drawn and enacted, with outstanding voice acting. Many of the game's finest moments come from interactions with and between your companion characters, as you move from dysfunctional-at-best allies to more of a found family.

That's not going too far into the other characters you meet along the way, people whom you can turn into powerful allies by helping their cause, such as rescuing the druid Halsin from the goblin camp or saving the thieves' guild of Baldur's Gate from being usurped by a rival operation. Many of these storylines are also highly engaging.


Combat is tactically satisfying, but - and this is a relief - not quite as puzzle-focused as the Original Sin games. In those games, incredibly tough battles were really puzzles which could only be unlocked through the use of oils, traps and explosives. Baldur's Gate III still has many of those elements, but they are more optional and instead combat is more reliant on the tactics you yourself develop through experimentation. This is much more satisfying and enjoyable.

Given the game's immense scale, its epic scope, its strong storytelling, outstanding characterisation and immaculate presentation, this must be a clean sweep, surely? An immediate five-star classic?

"This guy seems trustworthy."

Not quite. Baldur's Gate III's incredible first impression is slowly soured by a number of problems (some solved by the large number of patches and hotfixes since the game's launch four months ago, some not). None of these are fatal, but combined they do remove some of the sheen from the game.

The first is that the game's launch was technically problematic. The first half of the game was almost flawless, but the second half saw gradually escalating crashes, graphical errors, quest triggers misfiring, occasional random deaths and massively tanking framerates (especially when reaching Baldur's Gate itself, one of the most detailed and densest fantasy cities ever depicted in a video game). Many of these were fixed, but some issues remain: wonky physics, occasionally vanishing items which you are trying to pick up and cutscenes abruptly ending as the game can't work out what scene to play next (cutscenes are dynamic and depend on, sometimes, hundreds of choices you have made through the game).


This leads into a second problem in that Baldur's Gate III bills itself as being fully reactive to your game choices, so if you want to surprise-attack a major antagonist halfway through his evil plan speech and yeet him into a lava pit, you certainly can try. The problem is that it's rather easy to trip the game up in this way: in Act I I snuck into the goblin fortress from a side-tunnel rather than infiltrating via the camp outside, and in Act II I stumbled across the Gauntlet of Shar before finding Moonrise Towers. So, twice, I did major parts of the game's storyline in the opposite order to the way the game expects. Twice, the game failed to adequately respond to this, with characters making reference to things I had not done and people I had not yet met, cutscenes not really making sense and major parts of the story being shut off to me without much forewarning or the ability to do anything about it.

The game can also be extremely odd in what it tells you to do, or is possible: at the end of Act I you are told you have to proceed either via a mountain pass or the Underdark to reach Moonrise Towers. But, in fact, you can simply do both. In fact, you really should do both, as major storyline events for your companion characters take place in both locations. Following the game's directions literally can simply cut you out of large amounts of content if you are not careful.


Another issue is caused by the game's structure. As you pursue your myriad quests, they start to draw to conclusions deep into Act III, and they then climax in rapid succession, which is what you'd expect. But this means that the game can wind up putting five very tough boss fights one-after-another in the latter part of Act III, which ended up being a bit too much and left the actual final battle of the game feeling a bit undercooked in comparison. The game hints at a better structure earlier one, when Shadowheart's story really climaxes in Act II but gives her a meaty epilogue early in Act III. Wyll's story can also be brought to an early conclusion in Act III. Spacing out the companion characters' stories more evenly would be a better idea (and it may be possible on a replay to approach things somewhat differently).

Baldur's Gate III also cannot help but suffer a little in comparison to its earlier forebears; its music is notably nowhere near as good (BG3's soundtrack perks up with the excellent faux-opera accompanying your confrontation with a very powerful enemy near the end of the game, but is mostly generic) and - utterly bafflingly - its UI is sometimes clunkier. Identifying weapons and items in your inventory can be fiddlier, and things that can smoothly be done in one click in Baldur's Gate II now take two or three. BG2 has real-time combat that can be effectively made turn-based through the use of options, whilst BG3 only has turn-based combat, which sometimes kills the game's pacing when facing off against a bunch of dramatically weaker enemies whom you are absolutely going to rinse regardless. Baldur's Gate III's rogue's gallery of enemies also feels a little flat: the most charismatic and intimidating enemy in the game is seen off in Act II and those left behind are tiresome second-stringers. None of Jon Irenicus' powerful gravitas or Sarevok's mad-dog energy here (well, very little of it). I'm also now a little bored of big RPGs in which something weird is happening inside your head and is going to kill you unless you do the main quest (for a genre that utterly despises railroading, the video game versions of pen-and-paper RPGs are awfully fond of doing things that would risk a DM getting ostracised in real life).


The final criticism is also not so much of a bug but a feature for a lot of people: Baldur's Gate III is a lot and I found myself only really able to enjoy the game with my brain switched full on, paying maximum attention and in the zone. This is not a calm or gentle game to chill out to, like, say, Starfield. With its immense checklist of things to do and people to see and monsters to kill, BG3 occasionally risks feeling more like work than relaxation. Of course, for those who love number-crunching, story-tracking and optimising builds, this will be a huge appeal rather than a possible weakness.

Baldur's Gate III's weaknesses are not insignificant, especially cumulatively, but they ultimately cannot derail the game's immense achievements: mostly good writing, strong character work, intriguing combat, gorgeous graphics and best-in-class voice acting. Baldur's Gate III (****½) has rewritten expectations on how complex, challenging and layered a video game can be and still be a huge crossover smash hit, and it may be some considerable time before we see a game that has as much success.


The game is now available on PC, PlayStation 5 and, as of today, Xbox Series X and S.

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Monday, 7 August 2023

BALDUR'S GATE 3 becomes one of the most popular Steam games ever

Larian Studios launched the extremely long-awaited third video game in the Baldur's Gate series last week on PC. The follow-up to BioWare's Baldur's Gate (1998) and Baldur's Gate II: Shadows of Amn (2000), the game is another fantasy roleplaying epic drawing on Dungeons & Dragons rules, with the player taking control of a motley crew and setting out to save the world, or at least to start with, their skulls.

The game had a lengthy three-year gestation period in Early Access, during which time over two and a half million people played the game and Larian received extensive feedback on how to improve balancing, combat, classes and characters.

The extensive Early Access period and pre-release hype seems to have paid off. In the four days since release, the game has peaked at just under 815,000 concurrent players, making it the ninth-most-played game in Steam's history. Larian have not disclosed how many additional sales were notched up in the release period, but the game has sat at the top of Steam's sales charts for a considerable chunk of that time. The game has likewise been the biggest-selling title on GoG for the past week or so.

Baldur's Gate 3's sales are restricted to the PC format only for the time being. The game will launch on PlayStation 5 on 5 September and an Xbox release is planned for later, although Larian have encountered technical difficulties in getting the game to run well on the lower-specced Xbox Series S console. They hope to resolve the problem soon.

For myself, I'm a dozen hours into the game and so far it's been a satisfying fantasy adventure. It may be some considerable time before a review, however. This is a very, very big game.




Wednesday, 23 September 2020

BALDUR'S GATE II - the LORD OF THE RINGS of western RPGs - turns 20

BioWare's classic computer roleplaying game, Baldur's Gate II: Shadows of Amn, turned 20 years old this week. The sequel to the 1998 original, Baldur's Gate II was bigger, more epic and exhausting to make, but more exhilarating to play. It was the last 2D game BioWare made, switching to a 3D engine for their next games Neverwinter Nights and Star Wars: Knights of the Old Republic, and never looking back. They have acknowledged that they will likely never be able to match the scale and scope of the game again.

BioWare shipped Baldur's Gate in late 1998. A 2D CRPG launching in the initial age of 3D games - being released within weeks of Half-Life, in fact - Baldur's Gate proved to be a huge hit. Using the Dungeons and Dragons 2nd Edition ruleset and the Forgotten Realms world, Baldur's Gate and its excellent Infinity Engine caught the public imagination. BioWare's publisher, Interplay, even borrowed the engine so their in-house CRPG studio, Black Isle, could make their own variants, Planescape: Torment (1999) and Icewind Dale (2000).

Baldur's Gate allowed the player to create any character they wished and then guide them through a lengthy adventure. Starting with the murder of the player's adopted father by a mysterious stranger, the player would explore a semi-open world brimming with adventures, side-quests, monsters and treasure. They'd join forces with a band of bickering companions, some of whom would hate and fight one another. The player would even be able to romance some of these companions. All the while a compelling central storyline would unfold, culminating in the reveal that the lead character is one of the "Bhaalspawn," descendants of the slain God of Murder, Bhaal, and poised to inherit his murderous power. The original game ended with the party defeated another of the Bhaalspawn, Sarevok, and defeating a conspiracy to destabilise the Sword Coast and the great city of Baldur's Gate. An expansion, Tales of the Sword Coast (1999), expanded the original game with a series of new quests and a "super dungeon" adding many hours of new content.

With Baldur's Gate a huge hit, the team at BioWare started work on a sequel. With the engine already mature and ready to go, the designers were able to focus almost exclusively on creating content. In less than eighteen months, they had created a game almost four times the scale and scope of the original Baldur's Gate. The new storyline would expand on the "Bhaalspawn" elements from the original, with a new villain called Jon Irenicus trying to capture the main character to gain access to his or her power. In a deviation from the original game, where Sarevok appeared fleetingly, Irenicus makes more frequent appearances in the game throughout its length and is ruthless and threatening, killing several major characters from the first game and kidnapping another. Actor David Warner (Time Bandits, Titanic, Star Trek) was praised for his memorable performance as Irenicus, often cited as one of the greatest video game antagonists of all time for his conviction and menace.

Although the new storyline was memorable and well-handled, praise was also lavished on the game's immense number of side-quests, some developing into significant sub-plots lasting hours in themselves. These appeared in the game's second act which, as is traditional with BioWare games, is wide open and allows players to travel around, meet people at random and achieve different goals. Although not an open world game as such (even arguably as much as the original), Baldur's Gate II was still huge in scope with more than 350 locations to visit, dozens of dungeons to explore and thousands of enemies to fight. The game also gave more power and choice to the player, including greater character customisation options and bringing in rules from the just-released 3rd Edition of the tabletop Dungeons & Dragons game.

One of the game's most popular features was a home base. Depending on the main character's class, they would receive one of several potential strongholds. Over the course of the game the stronghold could be built up and improved on, and would provide a valuable location for players to retreat to between quests.

The game expanded the combat from the original game, offering a ton of elements to give players granular control over how they handled it. They could transform the game into a turn-based affair, pausing the game after every six-second action to issue new orders, or play completely in real time, able to pause with a tap of the spacebar to issue new orders. This freedom is, curiously, missing from in-development Baldur's Gate III, which has mandated turn-based combat only to the frustration of some long-term fans.

Baldur's Gate II was released in September 2000 and sold immensely well, garnering critical acclaim for its huge scope and length, as well as its refined game engine. The game such a success that Interplay wanted a sequel in development ASAP, but BioWare felt burned out on the Infinity Engine and had plans for an ambitious 3D engine that would allow gamers to replicate the tabletop D&D experience, including having one player serve as an online Dungeon Master in creating their own adventure. BioWare decided not to proceed with a full sequel but to "super-size" the planned expansion for the game into a proper ending to the saga. Released in September 2001, Baldur's Gate II: Throne of Bhaal brought the Bhaalspawn story to a conclusion and was well-received, with its scope and size considered surprisingly huge for an expansion. BioWare would release their 3D, player-driven game, Neverwinter Nights, in June 2002 as their last (to date) D&D video game.

The size and scope of Baldur's Gate II could not be replicated in a 3D engine and BioWare decided not to even try, instead focusing on much shorter but much more "cinematic" game experiences, blending action and roleplaying. They also began developing games with a view to releasing console versions. Although the CRPGs developed during this period were highly successful and critically acclaimed for their stories and characters - Star Wars: Knights of the Old Republic (2003), Jade Empire (2005) and Mass Effect (2007) - they faced some criticism for being short and "dumbing down" RPG elements in favour of action. BioWare tried to reverse this course with Dragon Age: Origins (2009), a "spiritual successor" to Baldur's Gate II set in their own original world, but matching the older game's epic story and focus on strong characters. Even this game couldn't match Baldur's Gate II's scale (coming in at around a third the size), but it was critical and commercial success, generating two sequels: Dragon Age II (2011) and Dragon Age: Inquisition (2014).

Those wanting a genuine successor to Baldur's Gate II had to wait a long time to get it. Obsidian Entertainment's Neverwinter Nights II (2007) and its two expansions focused more on single-player adventuring than BioWare's original, and scratched an itch for D&D CRPG fun in the Forgotten Realms setting. Obsidian went on to develop several "spiritual successors" of their own in a modern take on the Infinity Engine, resulting in Pillars of Eternity (2015), Tyranny (2016) and Pillars of Eternity II: Deadfire (2018). Their forthcoming new game Avowed is set in the same world as Pillars of Eternity, but draws more on Skyrim for inspiration than Baldur's Gate. Pathfinder: Kingmaker (2018) likewise channelled the spirit and energy of Baldur's Gate II, and made a rare attempt to try and match its size and scope. Arguably it was Larian Studios who delivered the first significant improvement to the isometric formula with Divinity: Original Sin (2014) and Divinity: Original Sin II (2017), which added environmental physics puzzles to the mix.

Although it's very different in moment-to-moment gameplay, which is more action-based, CD Projekt Red's The Witcher III: Wild Hunt (2015) might be the closest game to Baldur's Gate II in terms of the sheer epic nature of the storyline, the memorable cast of characters and the compelling plot which twists and turns over dozens of hours, whilst also giving the freedom to pursue a vast array of side-quests.

In 2019 it was confirmed that Divinity studio Larian would be helming the proper, official Baldur's Gate III. Taking place about 130 years after events of Baldur's Gate II, the epic new game sees the player creating a character who gets caught up in a battle between mind-flayers, dragons and demons, extending from the Forgotten Realms into the layers of Hell itself. Although the story is new and largely separate from the original games, some characters and dangling plot threads are expected to be addressed in the new game.

Baldur's Gate II set new standards for fantasy roleplaying games in terms of scope, storytelling, characterisation and adventure. Despite many brave attempts, it's never been quite matched and its influence looms large over the entire Western canon of digital roleplaying games. Whether Larian can match that legacy with Baldur's Gate III remains to be seen, but they certainly have an uphill task on their hands.

Baldur's Gate III will enter Early Access in October 2020 and will be released fully in 2021. Baldur's Gate II is available to play now in its updated "Enhanced Edition."

Thursday, 27 February 2020

Larian Studios unveils BALDUR'S GATE III


Larian Studios have lifted the lid on Baldur's Gate III, their sequel to the venerable RPG series by BioWare.


Baldur's Gate (1998) and Baldur's Gate II: Shadows of Amn (2000) are two of the most highly-regarded CRPG video games of all time. Set in the Dungeons and Dragons world of the Forgotten Realms, they told the epic story of a young hero (you, with you choosing your character's race, profession and gender) who discovers they have a hidden past and a terrible destiny awaiting them, unless they can overcome it. The two games and assorted expansions and spin-offs (such as the console-focused Dark Alliance action series) sold very well and are held in high critical regard to this day. Beamdog Studios recently released remastered versions of the two games, complete with their add-ons, and even created a new interquel linking the two games, Baldur's Gate: Siege of Dragonspear (2016).



Larian Studio's official sequel has almost nothing to do with the original games in terms of plot or immediate consequences, being set some 120 years later. Instead, it shares a location, the great city of Baldur's Gate near the Sword Coast of Faerun. A new threat has risen, in the form of mind flayers, and a new band of heroes must join forces to disrupt the threat. Along the way they get involved in a huge number of side-missions and objectives.



Borrowing heavily from Larian's previous, original CRPGs, Divinity: Original Sin and Divinity: Original Sin II, Baldur's Gate III retains the top-down, isometric view of the original games but is now in full 3D and with a fully operational physics engine (allowing you to use your environment to destroy enemies or even just pushing opponents off ledges). As with the prior games, you can choose your character's race, gender and appearance but are also accompanied by a large number of companion characters, three of whom can join you at any one time (everyone else "waits at camp" as is traditional). The game will be notable as the first video game to implement the 5th Edition of the Dungeons and Dragons rules set, which considering those rules are almost five years old is quite surprising.



The biggest change from the original games, apart from the vastly superior graphics of course, is that the game now features turn-based combat rather than in real-time (but with the ability to pause the game and issue new orders). Exploration and dialogue takes place in real-time with dialogue choices to be made, but when combat begins the game switches to an XCOM-esque interface with players and enemies taking turns. It is also possible to manually initiate turn-based mode for using stealth to sneak past enemies without engaging in combat at all.

The changes to combat will likely prove controversial - although turn-based combat has seen a surge in popularity recently, it's still seen as less commercially successful than real-time - but otherwise Larian seem to be on the right track here with a game that honours the spirit of the originals whilst also doing some new and interesting things.

At the moment, Baldur's Gate III is planned for release on PC and Google Stadia before the end of 2020, with an Early Access testing period beginning in the summer. Console versions have not been announced, but I would put strong money on them following later (as with Larian's previous games).

Sunday, 16 February 2020

BALDUR'S GATE III to be released in 2020?

Larian Studios are currently developing Baldur's Gate III, a follow-up to the classic CRPG, Dungeons & Dragons duology from BioWare and Black Isle Studios. Thank to a leak, it looks like the game is aiming for a (probably late) 2020 release date.


The leak came from Google's online gaming service Stadia, which listed the game as one of several titles due for release on the platform in 2020. Although Stadia have withdrawn the announcement, the Internet of course never forgets.

Larian Studios have previously confirmed that there will be a big announcement related to the game on 27 February, which many have taken as likely when a release date will be announced, possibly along with a new trailer and more information on gameplay.

Relatively little is known about the game so far, except that it is a follow-up to the previous games in the series: Baldur's Gate (1998), Tales of the Sword Coast (1999), Baldur's Gate II: Shadows of Amn (2000) and Throne of Bhaal (2001). The game will not directly follow up the storyline of those games, instead beginning a new story in the city of Baldur's Gate some 120 years after the events of the previous titles. The game will be party-based and will utilise the Dungeons & Dragons 5th Edition rules. It is presumed, but not confirmed, that the game will use the same engine which drove Larian's own original RPGs, Divinity: Original Sin and Divinity: Original Sin II, and will be viewed from overhead. Other details, such as whether it will have real-time combat like the original games or turn-based like the Divinity series, remain unknown as this time.

Monday, 10 June 2019

Confirmed: BALDUR'S GATE III is happening

Last week's rumours have been confirmed: Baldur's Gate III is coming from Larian Studios.


The Baldur's Gate series is regarded as one of the finest computer roleplaying game series of all time. Consisting of the titles Baldur's Gate (1998), Tales of the Sword Coast (1999), Baldur's Gate II: Shadows of Amn (2000) and Throne of Bhaal (2001), the series was set in the Forgotten Realms fantasy world and used a derivation of the 2nd Edition of the tabletop Dungeons & Dragons rules. It launched the career of developers BioWare and has been credited with paving the way for the renaissance of the Western roleplaying game genre.

Larian Studios are the developers of the critically-lauded Divinity: Original Sin series. Baldur's Gate III will use technology developed for that series and will be a party-based adventure (controllable by a party of players in co-op or a single player) drawing on the 5th Edition of the Dungeons and Dragons rules system. The game will be set in the present day of the Realms setting, 122 years after the events of Baldur's Gate II, and will see the heroes gathering together to face down an illithid invasion of the city of Baldur's Gate.

No release date has been set for the game; some reports suggested it would be available for the launch of the Google Stadia service in November this year, but this has not yet been confirmed.

Thursday, 30 May 2019

Rumour: Larian Studios developing BALDUR'S GATE III

Larian Studios are reportedly working on Baldur's Gate III. Rumoured last year, but quickly denied, the claim has resurfaced after an animated "III" appeared on Larian's website. Studying the logo's source file, multiple references to the Baldur's Gate name can be found, along with licencing information from Wizards of the Coast.


Developed by BioWare, Baldur's Gate (1998) used the Dungeons & Dragons rules and was set in the popular Forgotten Realms world. It was a huge smash hit on release, and was credited with restoring interest in the western RPG genre at a time when the genre's popularity was on the wane. The game was followed by both expansions and sequels: Tales of the Sword Coast (1999), Baldur's Gate II: Shadows of Amn (2000) and Throne of Bhaal (2001). BioWare also developed Neverwinter Nights (2002), set in the same world, whilst Obsidian Entertainment later developed Neverwinter Nights II (2006). Beamdog later released "enhanced editions" of the two main games (with expansions) in 2012 and 2013, and a new "interquel" bridging the two games, Siege of Dragonspear, in 2016.

Larian Studios are best-known for developing the critically-acclaimed Divinity: Original Sin (2014) and Divinity: Original Sin II (2017), both fantasy RPGs viewed from an isometric, overhead view similar to Baldur's Gate. These games were strong on player freedom, reactivity and different combinations of characters, but relatively light on a compelling storyline. The "III" on Larian's website led some to believe that their next game would be Divinity: Original Sin III, but this now appears no to be the case.

A Larian-developed Baldur's Gate III would be highly intriguing, especially if it uses the Original Sin engine but with a stronger focus on story. It's also likely that this sequel will be more of a spiritual successor set in the current iteration of the Forgotten Realms setting (which set more than 100 years after the first two games and after the Realms have been through several apocalypses).

Of course, this may all be a smokescreen to make the reveal of a different game. We'll find out more at the E3 game conference on 11-14 June.

Wednesday, 26 August 2015

DIVINITY: ORIGINAL SIN II arrives on Kickstarter

Larian Studios have commenced the Kickstarter campaign for Divinity: Original Sin II. This is the sequel to last year's hit RPG.



The new game has sailed past its Kickstarter target of $500,000 less than 24 hours after the appeal went live. With 34 days still left in the campaign, I think we can comfortably expect the final total to be well into the seven figures. However, the video game record set by Shenmue III with $6.33 million would appear to be safe for now.

The new game is very similar to the original, but with the party now expanded to four fully-controllable heroes (as opposed to two fully-controllable ones and two NPC allies in the original). The game will retain its focus on high-quality graphics, physics-assisted battles and open freedom, but this will be joined by the idea of the party occasionally splitting up and engaging in separate, simultaneous narratives. The designers are also working on the idea of furthering roleplaying in video games in multiplayer mode by allowing the players to work at cross-purposes to one another. This is fascinating, although only time will tell how successful they will be.

What is interesting is that, this time around, the basic underlying tech is already in place (and Original Sin II is clearly in a much more advanced state of prototyping than the original was at the same point) so the Kickstarter money this time can go more towards, writing, art and the development of these intriguing ideas of consequence and competing narratives. If Larian pull off what they are promising, this game could be something very special indeed.

Wednesday, 12 August 2015

DIVINITY: ORIGINAL SIN II announced

Belgian developers Larian Studios have announced that they are working on Divinity: Original Sin II and will be commencing a Kickstarter campaign for the game later this month.



Larian Studios began work on the Divinity franchise with the curiously-titled Divine Divinity, released in 2002. It was followed by an action-focused spin-off, Beyond Divinity (2004), a direct sequel called Divinity II (2009) and another spin-off, Divinity: Dragon Commander (2013) in which the player could engage in combat from the back of dragons. However, the company felt too constrained by budgetary limitations by working in the traditional publisher environment. In 2013 they embarked on a Kickstarter campaign to fund Divinity: Original Sin, a prequel to the rest of the series. This campaign was highly successful and the game, released in June 2014, soon attracted rapturous reviews.

Larian are currently working on Divinity: Original Sin - Director's Cut, a thorough reworking of the game which sees the entire game updated with full voice acting, as well as new quests, rewritten dialogue and descriptions and additional controller support. Divinity: Original Sin II is bigger news, however, with Larian claiming that they could have funded the game with the proceeds from the original game but wanted to go further and make something more ambitious.

If successful, Divinity: Original Sin II will likely be released in 2017 (although based on their speed and the fact some early work has already been done, a late 2016 release may be possible).

Monday, 28 July 2014

Ten reasons you should be playing DIVINITY: ORIGINAL SIN

Divinity: Original Sin has been picking up some excellent reviews and I'm about ten hours into my own playthrough. Given time constraints and the sheer mind-boggling size of the game (almost all of those ten hours have been spent on the opening town map alone), it may be some days weeks months before I can do a detailed review. So in the meantime, here's why I think you should be checking the game out.





1. There's a clairvoyant bull called Bull. His best friend is another bull called Bill.

2. A key subplot revolves around the cross-social class romantic struggles of two cats.

3. An interdimensional massive threat to all lifekind as we know it is treated as a middling and not terribly pressing subplot for most of the game.

4. Blood conducts electricity, making for some interesting fights when your blood-splattered heroes start throwing lightning bolts around.

5. Early in the game you meet a talking clam which quotes from Moby Dick.

6. Zombie enemies occasionally sport the names of the person they used to be (like 'Rob'), to make you feel slightly bad when you splatter them.

7. You create two PCs instead of one, and can have them spend the whole game bickering with one another if you want to explore the duality of your own psyche. Or merely accelerate your own inevitable mental breakdown.

8. It has the best combat seen in an RPG since Baldur's Gate II.

9. It's basically the product of an unholy union between Baldur's Gate, Diablo, Ultima VII, XCOM and Myth (the pre-Halo Bungie strategy games). Simultaneously.

10. It'll more than adequately fill the time until Pillars of Eternity and Elite: Dangerous come out.

Divinity: Original Sin is available on PC now.