Baldur’s Gate III is my dream game: the best parts of Ultima, Baldur’s Gate, Planescape: Torment, Arcanum: Of Steamworks and Divinity: Original Sin. But it also does so much more than tap into the RPG greatest hits, finding a way to unite disparate philosophies like cinematic storytelling, unhinged sandbox mayhem and tabletop-style roleplaying.
And boy is it absolutely massive, as deep as it is wide. Each of the three acts could be their own epic RPG, jam-packed with elaborate dungeons, strikingly memorable quests and unique stakes, supported by systems that offer a huge amount of player freedom. It is a game overflowing with crossroads, with every step conjuring up yet more paths trying to seduce you off the beaten track.
Venture forth
The opening act sees you wrestling with the revelation that you’ve been infected with a parasite – a tadpole – that will eventually transform you into a monstrous mind flayer, stripping away your identity and free will as you become an agent of the Grand Design, attempting to bring about a universe where everyone is an evil squid monster. But that initial shock quickly makes way for a free-wheeling wilderness adventure evocative of classic D&D escapades.
There’s a druid grove in peril, goblins everywhere, a mysterious swamp and the opportunity to adopt an owlbear cub. Please at its most traditional, but even so it pushes against the familiar, using things like the lurking danger – and allure – of the tadpole to keep you on your toes. It bestows you with some of the powers of a mind flayer and encourages you to use them, manipulating your allies and enemies, with the promise of even more exotic powers.