Some NPCs are so heinous that players can’t help but kill them during every playthrough, but sparing one or a few of them leads to some interesting outcomes. It’s a testament to Larian Studios’ ability to make player choices matter that all of these branching choices are accounted for. It sets apart from RPGs like which stops players from making certain choices. Even if a choice is evil, still fleshes it out and makes the experience rewarding.
Thanks to this wide variety of branching story paths, players are still discovering new details about long after its release. The more unappealing a certain choice is, the longer players will likely wait to see what it does to their game. That means most players will play through ’s long campaign at least once before discovering the interesting consequences of sparing certain evil NPCs.
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True Soul Nere is far from ’s most memorable character, and even further from its most likable. His main function in the story is to be trapped behind a wall, forcing players to find a way to get him out. If players long rest twice before freeing him, Nere will die. If players do save him, he can only be spared by the player, allowing him to kill his deep gnome slaves. This is likely where most players decide to kill Nere instead, but sparing him will have him return later in the Gauntlet of Shar, sort of.
The next time players see Nere after siding with him will be in the Gauntlet of Shar as a zombie under Balthazar’s control, as seen in a post by Reddit user Padzi. It’s worth noting this only happens if he stays loyal to the Absolute. Players can also convince Nere that the Absolute isn’t what he thinks it is, and he will abandon them and never return. However, if players are already sparing Nere, they’re likely doing an evil run, so they might as well just send Nere to his death for this
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