Hell
hath no fury like a d20 scorned.
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Unfortunately, this Jon doesn't have a cat. |
To
be fair, the above statement is a bit of a lie since the game differs from its
predecessor in the luck dependence department. In the first game a lucky roll
was often what separated your Halfling thief from nimbly sidestepping an enemy
swing and getting blown up into pretty little red chunks; this isn’t
necessarily the case this time around because the higher levels translate into
relatively consistent chances to hit and get hit.
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It's all about tactics, though 'cheesy' options to beat encounters easily exist... depends on your ethical code. |
Talking
about higher levels, this is the kind of sequel that is very similar to its
predecessor, and by similar I mean that it is identical. Literally, since it is
a continuation of the story, albeit at higher levels with greater challenges
and a plot filled with greater stakes. This is especially the case with
Enhanced Edition, since the enhanced additions in the first game tied it up
firmly mechanically and content-wise with the second game, removing the prior
dissonance between the two games regarding class kits and weapon
specialisations. So yes, the gameplay is exactly the same, albeit with the
added arsenal provided by higher levels and areas to explore.
For
those not in the know, now you should be in the know, and know that Baldur’s
Gate is part of an old beloved part of PC gaming called the good old isometric
RPGs, which mixed tactics and roleplaying elements to popular effect. Tactics
and carefully planning frolicked hand-in-hand with luck upon the bosom of a d20
dice which decided a whole lot of things. Arguably, the luck factor can be
incredibly aggravating, and it is, often, but it also has its fair bit of old
school charm, like old horror movies which serve as effective comedies today.
The system works, and it is fun, but occasionally the RNG gods will look upon
you with baleful eyes and decide it’s time for your heavily armoured Paladin to
be plinked to death by a pack of kobolds. Though, as I’ve mentioned just 200
words ago, the higher levels and higher numbers translates to luck being
reduced from God to a somewhat powerful divine being who can influence some things
now and then but can’t really decide the flow of things with a snap of his
random little fingers.
|
A rare outdoor battle. |
Spoiler
Warning for the first game.
This
sequel follows hot on the trail of the first, wherein you discovered that you
are the child of the dead God of Murder, and that your brother is out to murder
you, so you have to murder him before he can murder you, while a whole lot of
other people want to murder you for various reasons, so you murder them as
well. You do eventually murder your brother, and then in a shocking twist of
fate, get captured and not murdered by the mage Irenicus, who holds you captive
and performs experiments on you with the hope of making you hope you had looked
into this ‘getting murdered’ business a lot earlier. But the game can’t have
you be captive all the time, so you break free and set out on a quest for
answers, revenge and to murder those who have their minds set on murdering you,
or to just murder people.
|
From savior to guinea pig. |
In
a way, the plot really doesn’t feel like ‘the next logical step’ to the story,
since it often feels like more a side-story to a greater picture, but it serves
as an interesting sequel nonetheless, with a thoroughly engaging plot and some
surprisingly interesting themes and stories to explore. Though, perhaps the
greatest intrigue is why the game is still called ‘Baldur’s Gate’ even though
the titular city has absolutely nothing to do with anything, and is barely even
mentioned in passing. The main plot does tend to meander a fair bit, like any
RPG plot to be honest, and you might often delve so deep into a certain area
that you lose track of what is going on and what has to be done, and this is
especially the case if you play irregularly. Though this is also in part the
fault of the pretty impressive variety of great and involving side-quests
scattered throughout the game’s world, which can really suck you into their
plot that you forget about the old ‘I’m the child of the God of Murder and
everything is murder’ part of you, and I find it odd that I am actually
complaining about an excess of good content that I am feeling fairly stupid for
it so I’m just going to end this point with dufadadasguda.
|
Erkwa? |
|
The stakes are pretty high. |
Though
a major pickle I have with the series is with how evil is not really evil, it’s
moustache-twirling ‘being a dick for little benefit’ syndrome. There is
literally no benefit to playing an evil character, so that completely
contradicts the word ‘little’ in the previous sentence, aside from perhaps
feeding a kink or something. ‘Evil is phony’ is perhaps the best way to
describe it, since the only evil available is the ‘I am really diabolic
therefore I’m going to do bad things’ approach. An unfortunate drawback of the
ample side-quests is that world is far more ‘fragmented’ into separate areas,
each pertaining to a respective quest. While these areas can be extensive and
have multiple quests within them, they are a far cry from the rolling,
expansive areas of the first game which are almost completely absent this time
around. Which is a bit of a shame, since it was always interesting to hit the
road and face what comes before you (though you can always argue that the first
game had TOO MANY expansive areas with too much walking and too little to
actually do).
|
Oh Yoshimo... |
|
...?! |
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When Haer'Dalis flirts, he FLIRTS. |
The
NPCs that join you on your quest this time around are far more fleshed out and
feature their own quest(s), will always add their quips to your current
progress and interact with other party members. They have their own stories,
interactions and unique gameplay elements, from unique equipment and abilities
to varying personalities. A definite and massive improvement from the previous
game’s characters. From the battle-worn and battle-wise Keldorn, the whimsical
and flirtatious Haer’dalis, the vicious and loyal Jaheira to the insane and
lovable Minsc, there’s a lot of variety to be found here. Though a couple of
characters can be incredibly hit or miss, since I personally found the smug and
condescending Anomen to be quite a bearable and amusing, but found the innocent
and naïve Aerie to be painfully annoying and whiny (be it justified or not).
|
Oh, Aerie... |
|
SHUT UP. |
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Pictured above: Pathetic enemies |
The
higher level gameplay has also thrown its blessed light onto the combat
department, and boy is it a thrill now. There’s a whole lot of variety in
character customisation, combat options and equipment decision to let you fine-tune
your little party to your liking. Mages and Priests boast a pretty ridiculous
volume of spells to choose from… arguably too many as most can prove to be
rather useless or redundant, though the sheer number of options opens the
windows for a grand variety of strategies to tinker around with. Unfortunately,
being prepared can play a key role in the game, especially in the expansion
where you can find yourself unable to progress because you are not prepared
(not impossible, just frustratingly difficult). The combat is on the whole just
a whole lot more exciting and involving, as you tactfully control your warriors
on the frontline, micromanage your thief’s positioning and cycle through your
spellcasters. There’s a great bit of enemy variety too, though there can be too
many ‘voluminous but ridiculously easy’ enemies in parts, who are just easy
prey for your party and just serve as pointless cannon fodder for nothing.
There are many enemies such as trolls, beholders and mindflayers who shake
things up a bit, forcing you to reposition and reprioritize all of your
ingrained tactics and roles.
|
A whole lotta spells. |
|
Rawr. |
There
a lot of dungeons in this game, and it’s good that they are varied enough and
challenging enough to be consistently interesting… though something has to be
said about how many damn dungeons there actually are. I’m sure if I were to go
back and do the math, dungeons will form about 73.46% of the game, which makes
me wonder why my characters didn’t form some kind of aversion to sunlight or
have their minds devolve into them believing they are subterranean pixies here
to bring about love and murder.
|
Meet the Vampires. They are going to annoy the hell out of you. |
Visually
the game is still nice, with a pretty significant art upgrade from the more
simplistic designs of the first game. In a few spots I couldn’t help but feel
that a poor artist suffered the wrath of someone’s OCD desire to fill in all
the empty spaces with intricate designs, since things tend to get a bit too
intricate and the patterns can make you believe you're a psychedelic space goat.
Though the artistic variety is great (and appreciated in the dungeons) and
helps give the areas their own atmosphere and tone… though trudging through
subterranean dungeons can begin to feel the same after a while, what with being
underground and what not things could get a tad grounded.
|
So many circles... |
The
choices in the game bear little weight to them, and seem to tend to serve the
role of roleplaying… which is fair enough since you can have some fun with the
responses you get to choose from. Being a generally unaware and dramatic Wizard
is a possibility for one. Though, once again, being evil is more for ‘the sake
of evil’ and bears little gravity, especially since the evil presented is dumb
evil, in the vein of ‘I’m evil and therefore I’ll just do this mindlessly evil
thing’ thoughts.
|
The divine 'nightmares' are pretty well done. |
|
Stakes: Even Higher. |
The
expansion, Throne of Bhaal, is in a way what would have been the ‘logical’ next
part to the story, what with more murderous sibling rivalry than you can shake
a murderous stick that’s related to you at. The expansion also feels more like
a sequel because it takes place independent of the original game, with all new
locations and the inability to revisit previous locations. While it’s got some
cool mechanics, it is more of a dungeon-and-boss gauntlet than anything else,
and despite your siblings being as colourful and varied as they are, things can
get a tad dreary as you seem to marathon through a whole lot of murderous
vendetta. Conjoin this with the previously mentioned fact that the expansion
can be really difficult in spots if you are not prepared, and sometimes these
ideal preparations need things from the original game… which you can’t access
anymore in the expansion. It’s still fun though, even though Luck has now been
demoted from somewhat-power-divine-being to
drunkard-who-sits-on-your-sofa-doing-nothing, since the rolls and levels are so
high now hitting and getting hit are almost guaranteed. A fairly interesting
bit for introspection, on how the mighty one has fallen. You come to miss some
the excitement brought about by luck, honestly.
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I didn't choose the Drow life, the Drow life chose me. |
All
in all, I have to end with the confession that, despite my profound love for
the first game, I never did play the second game when it released back in the
day. So the game managed generate a pretty monumental amount of hype within me,
as I consistently heard others rave about it and praise it to the high heavens.
And the game delivers, I was gripped for the pretty handsome length of it; the
story kept me interested and the great combat and secrets kept me invested. All
of this is tied up with a beautiful ribbon of replayability as this series, as
a whole, is pretty damn replayable (hell, I was contemplating my next
playthrough and my eventual attempt at a hardcore playthrough as I trudged
through it for the first time… a very good sign for a game) and worthy of its
place in gaming history, and its status as BioWare’s crowning jewel.
|
It was a bit of a sentimental affair, watching the saga come to an end. |
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