Recreating the city of Baldur's Gate from the beloved CRPG of the same name is a Herculean task fraught with danger. It needs to be recognisable to venerable veterans of the 1998 classic and yet manage to conform to modern game design principles. With Baldur's Gate 3, developer Larian Studios describes the process as being like that of a painting: starting with a sketch and adding increasing layers of complexity.
The original city was presented as a series of nine districts, locations separated by loading screens (and potential ambushes or story events) and viewed from a rigidly isometric perspective, mostly now a relic of a bygone age.
Larian's vision, providing it's half as deep as their previous masterpiece, Divinity: Original Sin 2, is going to be a dense one indeed. The fact it won't require any kind of loading screen at all is alone enough to blast Dad, with his dorky old computer roleplaying games, back in his armchair.
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Khayl Adam is the second best video game journalist Australia has ever produced, and his ambitions of world domination have (thus far) been curbed by the twin siren songs of strategy games and CRPGs. He has always felt an affinity for the noble dachshund, the best kind of dog.
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