It's safe to assume that the new trailer of , showing off a new game in a franchise that has not received an actual sequel in 20 years, excluding DLCs and enhanced editions. We also learned that it is developed by Larian Studios, the same team behind the Divinity: Original Sin games, which was great news, looking at the quality of said franchise, especially Divinity: Original Sin II. However, no game is ever perfect, unfortunately, and there's no denying that Divinity: Original Sin II had its problems as well.
In this list, we will look at what parts of Divinity: Original Sin II we hope will carry over to Baldur's Gate 3, and the ones we hope won't be included.
10 Yes: T𒆙he Freedom
One of the main things that a lot of players loved about 168澳洲幸运5开奖网:Divinity: Original Sin II is the freedom that it gave its players to approach any and all problems in an almost infinite amount of ways. These problems ranged from difficult battles to money-making in an efficient manner. The inclusion of such freedom never felt unbalanced or broken, however, as it sti🍰ll required the players to use their imaginations coupled with the game's mechanics.
Because Baldur's Gate 3 is based on Dungeons & Dragons, it is safe to assu🅠me that a fair bit of freedom will be included.
9 ဣ No: All-knowing Enemies
A common complaint that players had about Divinity: Original Sin II is the fact that the enemies you encounter, no matter their strength or significance in the story, all seem to know what your characters' strengths and weaknesses are. This was partic🧔ularly annoying and immersion-breaking when ꦜplaying as an undead character who is hiding the fact that they are a reanimated skeleton the enemies always seem to see through the disguise in a flash and use tactics mainly effective against undead.
Sure, there is some logic in a highly intelligent boss to figuring 🥃out your weaknesses quickly, however, it makes no sense when a common lev🐲el 3 enemy could do the same.
8 ♏ Yes: Detailed Interactions
The amount of detail that was put into Divinity: Original Sin II is impressive, to say the least. One aspect that may go unnoticed to some, but is greatly appreciated by those who like to get themselves168澳洲幸运5开奖网: immersed in RPGs like these are the interactions.
Sure, the dialogue options and how people talk to you depend on things s𒆙uch as race and class, but what pushed it even further is playing as an undead. When playing as an undead you can create a Mask of the Shapeshifter, which lets you look like any other race of your choice. If you switch your look, NPCs that you've talked to before will not recognize you and talk to you as if you're someone new.
Although this isn't a huge detail overall, it is something that help꧟s the world feel alive and more immersive.
7 🤪 ❀ No: Clunky Animations
While some people may appreciate the clunky animations of Divinity and maybe even feel nostalgic because of them, they can feeꦿl a bit da🍌ted and out of place in modern-day games.
Sure, the clunkiness can be argued to be charming in a sense, but when you're making a game that tries to get the player as immersed as a well-narrated game of 168澳洲幸运5开奖网:Dungeons & Dragons, every detail needs to be just right. Because of this, we hope that the 𓄧small and choppy character animations will be updated to look smoother and more grand.
The clunky animations came from a time when technology and game-making skills were very limited, so keeping them in Baldur's Gate 3 would make it feel less like a truly modern RPG.
6 Yes: Companion Quest-Line♋s
One thing that makes an RPG game like Divinity: Original Sin II more immersive are quest꧙-lines related to the companions that join your cause. By giving each party member a story of their own with their personal motives and backstories, the game made them feel nuanced and realistic. Some players might feel like some quest-lines are tedious,🦩 but they were usually well-written and made the characters and the world they inhabit feel alive.
We truly hope that the developers will try to make every character joining your adventure realistic by giving them interesting quest-lines that have to do with their own back-stories as they did in Divinity.
5 🍬No: Annoying Location Markers🐽
A problem in Divinity: Original Sin 2 that was voiced by many players on forums were the annoying quest and important location markers that overstayed their welcome. Of course, there are basically no big RPGs that don't include waypoints these days by showing markers for points of interest on the main map or minimap, but in this case, the markers just didn't work. They took up way too much space, and🌄 on multiple occasions would show you markers of quest locations even after the quest was long since completed.
Problems like these are far from game-breaking and may seem nitpicky to some, but they can be annoying enough to 168澳洲幸运5开奖网:damage the overall experience.
4 Yes: The Quality Of 🍃The Soundtrack
A big part of what makes almost all visual media, video games included, feel better is the 168澳洲幸运5开奖网:quality of the audio design. For some reason, even a game with mediocre graphics will feel like a much better game with good sound design than if it was the other way around, and the soundtrack of the game plays a major role. Anyone who has played Divinity: Original Sin II can agree that the game's soundtrack ꧂was beautiful and fit the tone of any given situation brilliantly.
It is because of this that we hope that the soundtrack in Baldur's Gate 3 will be just as good, if not better s🅷o that our adventure will feel all the more 𒅌memorable.
3 No: The Narration 🍎
Narration is an essential part in role-play based games, a major example being Dungeons & Dragons, as it paints the picture for the players of what their surroundings are and what's going on around them. The narration in Divinity: Original Sin II played that part as well, but the style in which it was done would not fit Baldur's Gate 3 too well. The main reason why it would not fit is the way the narration was written, which made it feel more like a fairy tale, as well as the voice oꦯf the narrator that pushed that feeling even further.
If narration is going to be used a lot in Baldur's Gate 3, we sure hope that the style takes notes from good dungeon masters in 168澳洲幸运5开奖网:Dungeons & Dragons.
2 𝕴 Yes: The Replayability
When playing RPGs like these you have to be ready to commit a sizeable chunk of your time in order to beat the game once, let alone explore it in its entirety and experience all that it has to offer. Divinity: Original Sin II kept its players hooked enough for them to go 🗹for multiple playthroughs by offering them a large number of distinct classes and racesꩵ to try out, all of which made up for a completely different experience.
This is why we hope that the replayability in Baldur's Gate 3 will match that of Divinity: Original Sin II by giving us enoughꦺ incentive to start nဣew playthroughs and try to go through the game differently.
1 ꦍ No: Enemie꧃s That Cheat
Divinity: Original Sin II is a very detailed game as far as RPGs go, including a ton of little details that all have 𒆙their purpose. There✤ are times, however, where enemies seem to have the upper hand with no explanation at all. A good example of this is clouds that block the characters' lines of sight. When in a cloud, you can't do so much as help a downed companion who is right next to you or hit an enemy at point-blank range, while the enemies seem to have no problem seeing through these clouds and hitting you dead-on.
We really hope that enemies in Baldur's Gate 3 doღn't cheat th𒉰e system like this, as it feels more like an annoying way to ramp up difficulty than a fair challenge.