‘Baldur’s Gate 3’ does not disappoint
Game Review
By BARTON HISEL/Contributor
As the dancing rainbow pattern of light shines out of the clear side panel of my gaming rig, I sit enthralled by the story playing out on my screen. The details the game developers put into each nonplayer character’s dialog and interaction with the player drive my desire to play. The pure enjoyment of the hour turns to melancholy each day as my allotted play time ends with the shrill buzzing of the timer I set.
The next day can never come too soon!
While dedicating only an hour each day to play and explore “Baldur’s Gate 3,” it’s easy to understand how some people get sucked into playing for hours. The general direction of the story is always the goal of a game such as this, but the side quests and stories are what truly deepen a person’s interest. It is important a role-playing game has well-developed characters with dynamic and immersive dialog. This game does not disappoint.
Regardless of how a person chooses to play “Baldur’s Gate 3,” the options and interactions are sure to keep them busy and entertained for hours.
Much like its paper and pen counterpart, choices a player makes and how they respond directly affect their experience within the game. “Baldur’s Gate 3” has a well-rounded set of NPCs (Nonplayer Characters) who use what the player says and responds to develop the dynamic relationship between the player and the NPCs. To test this dynamic response, I had to save the game frequently so I could reload and test player dialog options and the reaction the NPC gave as a result.
Among the many interactions I have had, one stands out. In the druid camp, after a battle outside its gates with a group of goblins, a goblin is taken prisoner. I came across a scene involving an NPC holding a loaded crossbow, aimed at the defenseless goblin in the cell. The game gave me the options of intervening or standing by.
I chose to step in. It goes against my morals and values to not step in given similar situations. This scenario increases my estimation of the game. It steps up and challenges a person’s moral choices. By choosing to step in, I was given interesting dialog options and even was questioned by the NPC about my choice. “Why do you care if a goblin lives or dies?” Arka, the NPC holding the crossbow asks. “Because she’s not a practice target. She’s a person.” I respond from my list of dialog choices.
This dialog choice set off reactions from the NPCs in my party whot were very deep with consideration to their backstory. The most emotional response was outrage that I even consider a goblin a person. The most amusing response was one party member reminiscing about breaking up deadly standoffs in a tavern and complimenting my bravery.