RGR

RGR

RGR

Published Apr 2025

Published Apr 2025

Published Apr 2025

BALDUR'S

GATE 3

BALDUR'S

GATE 3

90

90

90

90

90

One of the most immersive and detailed games ever crafted, delivering a monumental narrative architecture and impressive dynamic living world

From:

Alinea Games

Larian Studio

Larian Studio

Year:

2018

2023

2023

Genre:

Strategy, Text Based

RPG, Fantasy

RPG, Fantasy

Played:

200+ hr

220hr

220hr

From:

Larian Studio

Year:

2023

Genre:

CRPG, Fantasy

Played:

220hr

Published Feb 2025

Published Apr 2025

Published Apr 2025\

Published Apr 2025

Baldur's Gate 3 has been widely considered a masterpiece, but is it worthy of the claim?

Since its release three years ago, Larian Studios’ Baldur’s Gate 3 has seen waves of positive reviews and acclaim, establishing itself as a landmark moment in CRPG history and hailed across the board as a masterpiece from the likes of IGN to Gamespot. This is indeed a game worthy of celebration, and like the bard, I'll be singing its praises across the realm too. That said, there are some genuine criticisms that I think are underrepresented by the major review publishers, and I see areas of improvement that, if realized in future games, could indeed reach the level of masterpiece, which for me, I'd argue, BG3 is not quite at. Given that, I'll try and bring more of a critical take to the review in an attempt to offer a more novel perspective amongst the overwhelming positives that have now been well documented.

Open-world and RPG genres have actually been ones I've struggled to be satisfied with for years now. After the magic of Skyrim swept me away in 2011, I've been a bit underwhelmed with the big releases that followed. GTA V, for example, I found boring, with a weak story and characters. The Witcher 3 had a fantastic story and characters, but even at the hardest difficulty offered very little challenge and eventually lost me. Elden Ring was insanely challenging, but I disliked the heavy grinding, as well as the necessity of guides for learning the story and completing certain quests and battles. Where I found these games lacked, BG3 delivered, and across pretty much all of its dimensions. Characters are amazing, the story is solid and the combat is strategic and often challenged me. It's a complete package, and one that has thankfully rekindled my love for this type of gaming experience.

One thing you won't find me faulting about this generation of open-world games is their astonishing technical achievements and increasingly massive worlds. All those aforementioned games have blown me away with their stunning beauty and scale, and BG3 is no different. It's a massive, vibrant and rich game, with breathtaking concept design and environments that brim with scenery and storytelling with a level of detail that is simply astonishing. It's one of the most alive and interactable worlds I've experienced, with some highlight areas being Bhaal’s Cultist lair, The Astral Plane, Baldur's Gate city, the magnificent Temple of Shar, and of course the occasional overgrown cave you stumble into when looking for ancient relics.

Performance issues weren't uncommon though. It never caused a major problem for me, but visually speaking you could tell it wasn't the most polished or bug free experience. I was playing a well patched version of the game, years after launch, and still had fair amount of texture popping, camera locking and small glitches, as well as a handful of major crashes. Animations of characters could also feel a little dated, and cutscenes could be choppy when going from real time to scripted conversations.

OK, so not industry leading in terms of visuals, but no matter. The real technical achievement here is the execution of its huge narrative architecture and cause and effect gameplay. The amount of content is just ridiculous. I can't get my head around how developers design a system like this, which connects all these characters, world events and player decisions together so cohesively. How does it not implode with this many moving parts, quest states and flexibility available to the player? It's truly an achievement worthy of celebrating and I feel they've pushed this system further than any game I've seen so far.


On top of that, they've brought it all to life with what might be the greatest voice acting effort ever seen in gaming. Over five hundred characters get high-quality voice-acting treatment and bespoke lines, creating a high degree of immersion and individuality, with the main cast in particular putting in sensational and memorable performances. Astarion, Karlach, Gale, Lae'zel, and Shadowheart were amazing, and among my favorites, but also antagonists such as Auntie Ethel, Raphael, Gortash, and Ketheric Thorm — who I just learned was J.K. Simmons — also killed it. Let's also not forget the amazing narration by Amelia Tyler too. It's a true labour of love, executed at the highest calibre.

Larian Studios’ Baldur’s Gate 3 isn’t just a great RPG—it’s now a landmark moment in CRPG history, blending the flexibility and immersiveness found in its pen-and-paper Dungeons & Dragons origin, with an astonishingly complex world and narrative architecture that is simply mind-blowing its ambition and execution of the details. What a brilliant introduction to the DnD experience I found. I played at Tactician on the Xbox One.

I've had a bit of a mixed experience with massive open-world and rpg games over the last 10 years. After the magic of Skyrim swept me away in 2009, I've been a bit underwhelmed with the big releases since. I found GTAV repetitive and with a weak characters and story. The Witcher 3 had a fantastic story, but even at the hardest difficulty offered very little challenge and lost me. Elden Ring was insanely challenging, but I disliked the nesseccity of guides for stories, quests and some battles. Ive also struggled with the meaningless of items. BG3 answered all of these criticisms and more. It's characters are amazing, the story is solid and the challenge strategic varied and strategic.

Open world & Concept Design
What has been consistently excellent across the genre though is the world building, its scale and the visual performance of these massive open worlds. The concept design is breathtaking, almost cartoonish, but not quite. Its rich, vibrant, but also graphic and bloody. Its magical and splendid but not too over the top. Favorite areas include Bahls Cultist Layer, The City, and the magnificent Temple of Shar.

I actually prefer the slightly more linear map design that BG3 adopts vs the completely open world designs seen in Witcher and GTA. With a little restriction the opportunity to improve the gameplay and manage the users experience is increased greatly, and the overall gameplay benefits massively. There's still plenty of freedom to be found, but it does a good job of telling you when you need to come back later. I still felt like I was exploring and that I had to be thorough when inspecting areas. There's interesting stuff at all times, rather than sprawling woods where nothing happens. You wont nessecarily seredepediously stumble across stuff like you do in Skyrim, but…


Immersion is completed with a beautiful folk and medieval inspired soundtrack and an memorable, iconic main theme.

Story, Character design, Decisions…

Unlike in many RPGs where relationship progression is based on clear, gameified approval systems, Baldur’s Gate 3’s companions react in more fluid, human-like ways. Shadowheart’s arc, for instance, is less about simply picking "correct" dialogue choices and more about demonstrating consistency in your worldview. This creates an illusion of realism that few RPGs achieve.

Combat


What makes this system exceptional is its commitment to systemic gameplay. The best strategies aren’t just about maximizing damage output but about creatively engaging with the environment. Players can electrocute enemies standing in water, shove foes off cliffs, or use a seemingly mundane object like a bottle of grease to turn a battle in their favor. This flexibility allows for player expression beyond min-maxing stats—a rarity in tactical RPGs.

OK did I really need much creativity to win? Up until Act 3 I had mostly just relied on my heavy hitters and strong rolls to get through battles, and even at tactician I rarely needed to interact with the environment or use unqiue moves.

Pros

  • Voice acting, memorable characters, customization

  • Sprawling choices and meaningful decision

  • Some great combat

  • Massive, so much content

  • Unbelievable world design and landscapes

  • Most ambitious game of a generation?

  • Companion stories were the best ones

  • enormous attention to detail

  • Music, atmosphere

  • I felt sad it was done, despite the slog

  • I played this well after its release so ran into no major bugs.


Neutral

  • Would have liked harder choices. I was never going to pick half the rude stuff in there, and only a handful of times was I forced between picking two good options

  • Could have been harder at times

  • Story looses steam and momentum in third act

  • Some puzzles seemed intuitive, other times I didnt even know where to begin.

  • Woud have liked better friendships, not romances, with more character interaction

  • Animations often look unnatural and feels a bit dated - entering cutscenes and dialog can feel choppy when going from real time to talking.

  • Are the choices really meaningful?

  • What you're left with are set-pieces and boss fights that are - by themselves - still artful pieces of encounter design, but ones that feel detached from the campaign and a sense of meaningful roleplay.

  • Overall, I think that BG3 hits a happy medium of depth and breadth in these elements, where it's deep enough that you can feel like you have a meaningful impact on the narrative through gameplay and player choices while remaining large enough to have a wide variety of content and be able to miss large storypieces or areas if you aren't diligent in exploring.

  • I have to apply a no quicksaving policy


Cons

  • Sometimes felt a bit tedious, with very long battles and having to wait for turns.

  • The ending felt a bit rushed with the story

  • Why didn't I get to fight with the whole party? Would have been amazing (although calling in my friends was so good)

  • Bit glitchy on the Xbox

  • I feel like I just experienced dozens of small stories and, as an afterthought, killed a giant brain because some octopus was pestering me about it.

  • Needs a more concrete, focused, linear main story.

  • Possibilities are confusing, rather than inspiring

  • That's when it starts to feel like your choices really don't always matter, and that they come down to luck and trying things again and again until you get the result you "want". Give me some fallout for losing combat that are not just a hard reload so that I might have to actually live with the consequences of my actions. Maybe that criminal you're hunting wipes your party, and instead of having to reload, you find yourself awake in a local settlement and you've lost your gold. Now the criminal gets away and you need to find him later, etc.

  • Maybe that criminal you're hunting wipes your party, and instead of having to reload, you find yourself awake in a local settlement and you've lost your gold. Now the criminal gets away and you need to find him later, etc.

  • No way to shoot characters down nicely with Romance

  • I swear Isobel turned on me for now reason in Act 3

    Its so hard to make games like this.but its probably the best one yet.


With the beautiful world and characters set, you'd expect the main story to be strong. Unfortunately, it's not, being by far the weakest part of the game. It's convoluted and never really makes sense, with the established urgency of having to remove the parasite and defeat the Netherbrain feeling inconsistent and losing momentum entirely by Act 3. It was in desperate need of being tighter, with a more concrete central plot. The last act is probably the worst in regards to story, with Gortash and Orin making for generic antagonists who don't act rationally given their motivations, with a lack of a strong villain in general. It felt more like I was experiencing dozens of small stories and, as an afterthought, killed a giant brain because a squid was pestering me about it. When that final victory came, I found the ending to be rushed and somewhat unsatisfying.

Companion quests I thought were better, but still could be a mixed bag. Shadowheart's story was excellent, and Karlach's got better as it went on. Halsin, Wyll, and Gale didn't offer much for me. Were they under developed or did I just miss a key dialogue during a long rest? Either way, it felt like favoritism, or worse, made me feel that I might easily miss a huge narrative section if I did not speak to every random NPC in each unremarkable shop. Like the main plot, the companion stories could have benefited from more logical buildup and sustained momentum, not to mention improved interconnectedness with the central narrative.


Astarion's story was a good one for building some hype and emotion, and despite its somewhat standard conclusion, it did have a fun choice to make regarding his transformation into the Vampire Lord. This kind of interesting decision-making appeared in the game far less than I was expecting. I loved how choices were often grounded in how consistent and attentive you were with your worldview, but I would have liked to have seen more consequential, ambiguous choices exist alongside the more common good versus evil dichotomy, which, to be honest, isn't really a choice at all, given how early you establish your character's constitution, meaning I would never choose a rude or evil option.


Speaking of rudeness, god forbid if I rejected one of the six companions who wanted to have sex with me. Why did the relationships have to go romantic so fast anyway? There was very little middle ground available, and I would like to see more nuance in relationship building in a future game. Companions also didn't interact with one another in meaningful ways, which is strange given the sprawling journey we'd all been taking together. They sort of stood around awkwardly at camp and only came to life through main character interactions. The camp environment overall has some cool components to it, but add in some dynamic relationships and more customizations, and the camaraderie and role-playing would be greatly improved.

Moving on to combat, my feelings are mixed. I generally like strategic turn-based battles and have a love-hate relationship with RNG systems. BG3's version of this can be clunky and wildly unfair, but it's ultimately a challenging experience that I enjoyed on the Tactician difficulty. It's rare for me to find combat in open-world games that makes me think. Does it require as much environmental creativity and move-set imagination as it presents itself as having? Not really. I ignored 70% of the spells I had as I perceived them to be redundant or too weak, and beyond reworking my characters’ positions, found that hammering my way through with brute force worked well enough. That doesn't mean I didn't find enjoyment or value in some of the nuances found in combat, like inspecting enemies to learn their strengths and weaknesses, or exploiting some unique mechanism to gain an advantage, but mostly my playstyle was to the point and that seemed to work nine out of ten times at the hardest level.

If I'm totally honest, the combat teeters delicately between enjoyable perseverance and extreme tediousness. The punishing RNG I mentioned draws a lot of 'save scumming' behavior, where I was constantly reloading due to incredibly bad rolls or grossly overpowered enemies. Battles also didn't always need to be huge set pieces that take an hour to complete. Smaller, lower-stakes encounters, especially in Act 3, would have been appreciated and likely would have improved pacing. That said, there were some amazing battles, such as the fight against the Apostle of Myrkul, protecting Isobel at the Last Light Inn, and defending Halsin whilst inside the portal. The final battle, with the allies mechanic, was cool too, but definitely should have included my full squad of companions. Leaving party members out felt like a massive missed opportunity to elevate the fun, and is off from a story perspective too.


To offer some points of view on how combat could be improved, I would start with making the fights more interesting and more fluid. Let's see less of a RNG fest and more structured and puzzle-like encounters that encourage trial and error through environmental and spell creativity, as opposed to save-and-reload behavior that's anchored to your luck with hits. I'd also consider how a checkpoint system might dissuade the player move save scumming, although it's hard to perceive if thats the right solution to the problem. Finally, offering some alternatives to combat loss that is not just a hard reload, making the player actually live with the consequences of my (failed) actions by integrating it into the story. Maybe combat fallout leads to loss of a companion, time in prison, loss of gold and items, or opens up the possibility new quest lines.


I've brought up some significant criticisms now on story, choice-making, and combat, and it has definitely forced me to rethink my justification of a legendary rating. I'm torn, because my head tells me that combat and story are the two biggest fundamentals of a game like this, and given the headway for improvements, it shouldn't be breaking into the 90s.

But my heart tells me it's the right call, because despite the shortcomings, this is an incredible, one-of-a-kind game that gives itself a hugely ambitious goal and delivers on it either decently or in some cases exceptionally. It's the sum of the parts that matters, and most importantly of all, you feel a level of commitment and love permeating through the entire experience. There is something special about this game. Each day I looked forward to entering the world again and exploring what it had to offer, and even if I was happy when it ended, a part of me was quite sad that I would no longer be spending time with my favorite characters, exploring new areas, or getting to be serenaded by that glorious soundtrack again. It's always a good sign when a game you spend 200+ hours on still remains in the back of your mind, wondering if you should fire it all up again.

VERDICT

Baldur's Gate 3 is one of the most immersive and detailed open-world games ever crafted, giving itself an ambitious scope and executing with either competence or exceptionalism across all dimensions. Its character and voice-acting quality redefine industry standards, and the lived-in world is as beautiful as it is dynamic, offering flexibility and cause-and-effect potential in ways that are hard to fathom. The clunky combat might not be for everyone and could be improved, but those looking for a challenge will find it. The story unfortunately does hold this one back, but if future versions offer a tighter, more concrete narrative, and with a stronger antagonist, then masterpiece status is well within reach for this franchise's future games.

RATING BREAKDOWN

Gameplay

88

Visuals

93

Story:

70

Music / Sound

94

BONUS

characters

Concept design

world building

FINAL

90

90

90

90

90

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CONTACT

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CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com