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Baldur's Gate 3 - Early Access Races
WolfheartFPS previews the races we can expect to see in Baldur's Gate 3.
In this video I go over the races that will be available in Early Access for Baldur's Gate 3. Subraces, racial features, and which EA classes go best with which EA races. Hopefully this video helps get you more prepared for BG3!
Baldur's Gate 3 - No Early Access August
Larian have announced via Twitter that the Early Access for Baldur's Gate 3 won't be available August but say that it is around the corner.
Baldur's Gate 3 - About Combat and Stealth
Community Update #4: A Little About Combat & Stealth
We haven’t spoken in a little while - at least not since we released our latest trailer and took a deeper dive into development during our live gameplay stream - but that doesn’t mean we haven’t been extremely busy working on the early access version of Baldur’s Gate 3.
We know you all want to know when we’ll release BG3 into early access but you’ll have to be a bit more patient before we can announce an exact date. The one thing we can tell you is that we are making good progress.
Today we’d like to take a bit of time to discuss how Baldur’s Gate 3 gives you plenty of easy to understand systems which you’ll use to overcome increasingly more complex challenges. The way combat works and how you can use our brand new shiny forced turn-based to get advantage are good examples of this.
BG3 deploys fifth edition D&D rules and is class-based. We’ll go into what that means per-class later this year, but for now let’s focus on how BG3’s combat plays. It’s come a long way since the reveal in February. It’s now faster, and more responsive. And it works well in both singleplayer and multiplayer.
If you watched the gameplay stream, one thing many of you have noticed is how fluid combat in BG3 now feels. Despite being turn-based, which allows you to have an authentic D&D experience and really deliberate over your moves as a team, BG3’s combat is much faster than DOS2. But how? Magic? A rift in the space-time continuum? Currently, neither of those things. In fact a lot of it is down to how animations are both created and processed. We invested heavily into what drives our animation pipeline, and specifically made tweaks to improve the feel and motion in combat. The increased brevity and flow is down to many, many changes shaving off microseconds (and sometimes entire seconds). For example, another character’s turn will begin - behind the scenes - as the previous character is ending their animation. Even things as simple as combining move animations with the hit of a melee strike shaves seconds off combat.
Since the initial gameplay reveal in February, we totally overhauled the order of combat. Early Access means change, and change is shaped by feedback and testing over time. BG3’s combat is now set so that each combatant takes a turn at a time but there’s a twist. If multiple combatants of the same faction follow one another in the turn order, then you can simultaneously command each of them.
That means that based on the results of the initiative roll, you’ll experience a different tactical puzzle in each combat that really mixes everything up but still allows you to react to the “cards” you’re “dealt”, so to speak. (There aren’t literally any cards, sorry MTG fans!) Between the RNG of initiative, and the planning, you should be able to have a fresh experience with every combat while still being able to predict and plan with friends how to combine spells and abilities, and ultimately win the fight.
Baldur’s Gate 3 is a party-based game that you can play alone, controlling each character, or as a party of up to four where each person rolls their own character. (It’s of course possible to also play as 2, or 3 people, with AI, etc).
In multiplayer, when your avatars and companions are next to each other in the turn order players can simultaneously control characters. This allows you to communicate with your friends and combine spells and abilities to take advantage of more brains on the battlefield, and more hands on the keyboard. This, compared with Divinity: Original Sin 2, drastically reduces the amount of time each player would have to wait between turns, since they’re able to move together.
Stealth is also a big part of Baldur’s Gate 3 - if you want it to be - and it goes hand in hand with the game's great sense of verticality, and ability to shove people. Sneaking is a really useful technique for positioning your party prior to the initiative roll, ensuring you get the first strike. Using stealth, it’s perfectly viable to sneak into a camp, avoid being seen, and roll crits to victory. With a little thought comes the perfect ‘shove’.
Using stealth to prepare for combat is even more fun due to the introduction of forced turn-based mode. This is a big new feature that allows players at any moment during exploration to switch to turn-based rules. Each turn equates to 6 seconds, allowing players to predict and navigate enemy movement, or solve puzzles that require clever navigation (for example, not getting hit by a fireball!).
Our stealth mechanics now also take light and darkness into account. You can be obscured or heavily obscured so that even when you are caught in the visibility cones of the enemy, you still have a chance to slip through unseen. Of course, that is if your enemies don’t have darkvision. Here’s a little table that summarizes how light, darkness and darkvision affect stealth.
Clear area = always visible.
Lightly obscured = stealth check.
Lightly obscured + enemy has darkvision = visible.
Heavily obscured = undetected.
Heavily obscured + enemy has darkvision = stealth check.
Things get even more interesting when you discover you can manipulate light by using spells or throwing water at a torch, as lighting is dynamic, and thus shadows are also.
To summarize, forced turn-based mode, allows you to switch to turn-based rules in exploration, to set up traps, bypass patrols, steal, and otherwise head on many other roguish exploits. But you don’t have to be a rogue class, of course.
These are all super useful techniques that, when used imaginatively, really help you to get the best chances during your initiative roll as combat starts. Baldur’s Gate 3 has high-stakes combat, so making good use of surprise mechanics will give you a leg-up.
If you haven’t already, check out 90 minutes of live Baldur’s Gate 3 gameplay which was aired as a part of D&D Live 2020. It showcases several of the features highlighted here.
In the show, we allowed people to vote on which adventure we’d take. Down into The Underdark, or to dive deeper into the Goblin Camp. If it wasn’t clear yet, player choice is going to be a huge part of Baldur’s Gate 3 and not just for those playing.
But enough teasing, we’ll talk about that another time… Stay tuned!!!
Baldur's Gate 3 - Gameplay Explained
RockPaperShotgun had some questions for Larian about Baldur's Gate 3.
New Baldur’s Gate 3 gameplay? Go on then. And loads of new Baldur’s Gate 3 information as we quiz the game’s lead system designer about combat, stealth, classes and, er, how vampires work in Baldur’s Gate 3. Loads of juicy stuff here, and more to come!loading...
Our first Baldur’s Gate 3 gameplay breakdown explained stealth and combat, and now we look at Baldur’s Gate 3 spells, death, alcohol, reactions, halflings… all the words that get your video flagged. I hope you enjoy this Baldur’s Gate 3 features deep dive with Larian Studios' Nick Pechenin.
Baldur's Gate 3 - Gameplay & Interview Videos
A gameplay video for Baldur's Gate 3 and some interviews with Swen Vincke are available for your perusal.
Get an exclusive look at Baldur's Gate 3 gameplay in this live stream that kicked off D&D Live 2020. Larian Studios' Swen Vincke plays the game and gives fans a great look at the upcoming game.loading...
After a short Baldur's Gate 3 demo we sat down with Larian's founder Swen Vincke to talk about the early access plans as well as the huge scope of the game.loading...
Larian Studios founder Swen Vincke speaks with us about telling a story in a game where you're free to do anything, and how Baldur's Gate 3 is becoming more like Dungeons and Dragons over time.
Baldur's Gate 3 - Early Access in August?
Baldur's Gate 3 will be an Early Access title on Steam. Larian is planning for this August.
Get ready to venture forth. Baldur's Gate 3 is planned for an August 2020 Early Access launch on Steam and Stadia.
Almost exactly one year after we originally announced Baldur's Gate 3 and months after our World Gameplay Reveal at PAX East earlier this year, here we are with a new trailer to help showcase the tone of the game and get you pumped up for the road to Early Access.
Plus we discuss the impact of Covid19 on development and we reveal our plans for a new gameplay live stream so you can see the magic that we've been working on. Roll with us, June 18, on twitch.tv/dnd/
Baldur's Gate 3 - Gameplay Teaser Trailer
DSOGaming reports on a gameplay teaser trailer for Baldur's Gate 3 ahead of further reveals this June.
Larian Studios has released a gameplay teaser trailer for Baldur’s Gate 3. This new teaser trailer showcases some of the game’s environment and characters, as well as the combat mechanics. It also features some magic spells, something that may interest some of you.
Larian Studios - Divinity to be Announced in June
There will be a (couple) Divinity announcement(s) in this, alongside Baldur's Gate 3. Gotchu fam.
Baldur's Gate 3 - News Roundup
Wccftech reports that Baldur's Gate 3 will feature large staging areas.
Last month Larian Studios finally pulled the curtain back on Baldur’s Gate 3, revealing over an hour of detailed gameplay footage. Of course, Dungeons & Dragons fans are a pretty serious bunch, and so a lot of questions remain. Thankfully, Larian head honcho Swen Vincke, producer David Walgrave, BG3 lead writer Adam Smith, and more took to Reddit to participate in an AMA. They covered a wide range of topics, some of which will only be of interest to hardcore D&D nerds, but I collected up some of the more interesting revelations, below.
First up, Walgrave spoke briefly about the size and scope of the Baldur’s Gate 3 world, implying it won’t quite be an open world, but a series of large staging areas…
Venture Beat reports that Goblins can be friends not fodder in an interview with Adam Smith.
GamesBeat: It’s funny you’re talking about that, because you look at the goblins, and they’re full-fledged characters. They’re not just little monsters shouting “Bree-yark!” you have to deal with.
Smith: And some people will never realize that. You can meet the goblins and become immediately hostile and kill them all. And you think — the goblins are really close to my heart. I really like them. I’m genuinely fond of the goblins, and I get laughed at a lot for it. But we did so much research on goblin culture. The latest Volo’s Guide actually is great on goblins. It gives you a story, and it’s a story of people who are very close to the bottom of the food chain, who are bullied and enslaved. We take them and we say, what is it like to be a goblin? When we’re writing a goblin, a gnoll, any character, I think of them all as characters. We say, what fundamentally can we find in here that makes them individuals? You’ll meet goblins who are very aggressive and they’re bullies, but we want to know why.
PCInvasion has a bit to say about the villains shown so far.
What’s with the brain-worm?
Illithids are hermaphroditic and reproduce through a horrific process called ceremorphosis. Each mind flayer spawns some larvae and leaves them to marinate in elder brain juice for a decade. Surviving larvae are then implanted in a host of roughly human size and shape. The larva then grows and consumes the host’s brain and gradually transforms the host body into an adult illithid. Put two and two together, and it’s likely that the announcement trailer depicts the fate that awaits our hero from the opening cinematic.
Swen Vincke showed us some Baldur’s Gate 3 gameplay at PAX East, and it looks like the larva inside our player character’s brain will be a big factor in the story. Obviously, a major plot point is to try and have it removed. But there will be gameplay effects too. The larva can grant special powers and acts as a mental influence on our hero. The protagonist can choose to embrace these powers and urges or resist them. Veteran players will recognize this as similar to the influence of the taint of Bhaal in the previous games. But you won’t be the only one carrying this burden. And one of the other characters in the opening cinematic also carries very interesting story implications.
Screenrant embraces turn-based for Baldur's Gate 3.
Baldur's Gate 3's Combat Embraces D&D
Past the control that a turn-based system gives players, it also appeals to the spirit of D&D even more. Looking at it as simply as possible, D&Ds turns and phases directly translate to the gameplay of a turn-based RPG. However, players also gain total control over their party, meaning they can direct party members however they want. A big part of D&D is meticulously building your character and the options they have. There's an anticipation to each encounter in a game of D&D as you wait for dice-rolls to see how things play out.
Baldur's Gate 3 can capture that same sense of tension by being turn-based. Things don't play out immediately, and that makes battles tense affairs. While Baldur's Gate 3 is turn-based, the nature of it being a video game allows combat encounters to flow much faster and easier than they do in D&D. Larian also feels like a turn-based system simply fits with current D&D better, seeing as how the franchise and ruleset have changed since Baldur's Gate 2. In Screen Rant's interview with Combat Designer Matt Holland he stated,
"A lot has changed in the 20 years since Baldur's Gate II, just in terms of tech and the advancements of gaming, but also inside of the D&D ruleset itself. The original games ran on the Advanced D&D ruleset, and now we're all the way up to the fifth edition. We want to work with the fifth edition ruleset, so going turn-based made more sense on that front. And our last two games used turn-based combat as well, so it made sense for us to bring that into Baldur's Gate."
Baldur's Gate 3 - Continues the Story from Baldur's Gate
Rock Paper Shotgun reports that Baldur's Gate 3 will build up on earlier titles of the series:
Yes, Baldur's Gate 3 will build on the series' existing story, say Larian
Baldur’s Gate 3 is well out of the bag now and despite the lengthy gameplay reveal that Larian hosted at PAX East last month I have oh so many questions. So do you lot, it seems. Larian hosted an AMA yesterday to answer them all and though there were a few things they declined to answer, we’ve mostly rolled well on our Persuasion checks and come out with new details. Most importantly, yes, Baldur’s Gate 3 will continue the story from Baldur’s Gate and its sequel. It isn’t a direct sequel, but Larian say “we wouldn’t call it Baldur’s Gate 3 if there wouldn’t be a link.”
That’s been a big question from the start. A lot of time has passed since the original Baldur’s Gate games developed by BioWare and plenty of time has passed in the Forgotten Realms as well. Larian have hinted previously that we may spot familiar characters but the ways that Baldur’s Gate 3’s actual plot ties back to the earlier games isn’t yet being shared. That hasn’t changed much with this new Q&A, but Larian CEO Swen Vincke did at least assure players that they are connected.
“Let me just say that we touch upon the story of BG 1 & 2 in meaningful ways,” Vincke says. “There are returning characters and what happened in BG 1/2/[Throne of Bhaal] leads to what happens in BG3. You won’t necessarily see that at the start of the adventure, but you will quickly understand once you get further into the game.”
Baldur's Gate 3 - Mind Flayer Space Ships
Episode 142 - In this video we talk about the Spelljammer Campaign Setting! Baldur's Gate 3's opening cinematic features a Nautiloid which is a Mind Flayer Spelljamming ship! We discuss the world of Spelljammer, Mind Flayers, Phlogiston and more! #BaldursGate3
Baldur's Gate 3 - Interview @Wccftech
Wccftech recently interviewed Matt Holland, Combat Designer, and Adam Smith, Senior Writer for Baldur's Gate 3.
I'm just going to come right out swinging. As you guys probably already know, while most folks have enjoyed the reveal [of Baldur's Gate 3], there's been a rather vocal portion of Baldur's Gate fans who didn't feel like this looked like a true sequel. What can you say to assuage their fears that this is actually a Divinity: Original Sin game in disguise?
Matt Holland: Well, there's a few things to that. At Larian, for a very long time, we've been trying to emulate a pen and paper experience and bring it to video games. I think it's just that. If people think it looks like Divinity, it's because we're trying to make that tabletop experience that D&D, well, is.
Adam Smith: It's a continuation of what we have been doing which is to move toward a tabletop experience in a cRPG. For the people who think that it doesn't quite look like they wanted it to look or doesn't quite feel like they hoped it would, then honestly, I would just say to see more of it. I think they'll be convinced pretty quickly. The deeper we go into it, the more and more they'll feel the D&D [influence] and how it's truly the heart of it. The more they see the systems and rule set, they'll start to see we are really using that ruleset. Some of the stuff that they recognize stayed in there because it makes sense in the world. The surfaces and the environmental interactions, we've built on them but it didn't make sense to drop them just because [Baldur's Gate 3] looked like Divinity because Divinity is really good as well. It's a continuation of that but it's D&D to its core lore wise and systems wise.
During the original Divinity: Original Sin crowdfunding campaign on Kickstarter, the very last stretch goal mentioned a day and night cycle, NPC schedules and weather systems. All of these could have impacted NPCs, monsters and magic. Do you still discuss the possibility of making a truly simulated game world at some point in the future?
Adam: I do in my own head constantly. I think it's a very different game. One of my favorite games of all time is Ultima Seven and it was the first game that I played that had proper NPC behaviors. You could wait for someone to go to the pub and then you could rob their shop. I love stuff like that, but a game that's built like that does very different things. We are very, very story focused as well and there's things that you lose. Also: multiplayer. We're a multiplayer game and day-night cycles in multiplayer becomes incredibly complicated. We're doing so many really complex things already that we know are going to be really good that, on top of that, it wouldn't fit this game.
I love simulated worlds and we have a lot of that stuff in there. We don't do the day-night cycle but we do the things where things in the world happen because you caused them to happen and they can happen off-screen. So, there are things happening off-screen. The world isn't just what you see on your screen. There are events that happen and things that will, because of the choices you've made, things will happen elsewhere. Those are real, those are systemic. Our systems are running in the background the whole time. There are incredibly deep systems. Some of them don't make sense for this game, but yeah, we think about it and we've talked about it.
Baldur's Gate 3 - Interview With David Walgrave
Eurogamer has talked with Baldur's Gate 3 Executive Producer David Walgrave about the gameplay presentation of last week, the relation with Stadia, the Telltale people, some of the choices made during game design and other stuff.
How'd you feel the gameplay presentation went? Happy? There was a lot of chaotic energy...
David Walgrave: Yes! When we do these presentations, we have the script in mind so that we cover everything that we want to cover. Because it doesn't look like it, but we do have a plan with it. And then you enter the chaos factor Swen Vinke, and as a developer your heart stops every time he does something. He goes like, "Oh but I could also try this" and you're going "No! You can't!" [laughs].
So it's always a bit of an adventure but I think - what we are trying to show - is that there are so many options and choices and ways that things can go. And we have actually implemented all of them. What we don't always know is whether they work or not, at this point. But I'm very confident of the systems. So for instance, dialogue choices and scripting, that's something that can break because QA is still going through the game. But systemics is a thing that we've been building up for the last decade or so, and systemics we can trust.
But I do think - or I hope - that from the presentation, you see what we're trying to do with Baldur's Gate.
Baldur's Gate 3 - Will be in Early Access
BellofLostSouls reports that Baldur's Gate 3 will be available in Early Access. This was discovered during a Hasbro held investor event at the New York Toy Fair where Wizard's of the Coast unveiled their digital plans for D&D for the next five years.
Specifically there are 7 games in development: Baldur’s Gate 3 and Dark Alliance are the two that have already been announced, but according to Hasbro, we should be seeing at least one new D&D video game every year from now until 2025. And while there was no mention of the newly opened Archetype Entertainment, the WotC owned game studio working on its own sci-fi project, it was revealed that Baldur’s Gate 3 is scheduled for Early Access later this year, so players will be stepping into the world of mind flayers and Minsc a lot sooner than you might have thought.
Baldur's Gate 3 - Live Stream at Pax East
Larian Studios' Swen Vincke will together with jesse Cox, play Baldurs Gate 3, which for the first time will provide us with some actual gameplay.
We are excited to announce the eagerly anticipated gameplay reveal of Baldur's Gate 3. Our Creative Director Swen Vincke will be playing live on stage with Jesse Cox, revealing more about the story, mechanics, and the answers to much asked questions. With seating for 1000 people, don't worry if you can't make it to the live show, it'll also be streamed on YouTube. For those at PAX, there will also be a short, live Q&A where your questions can be asked and answered.
We will also be present in the expo hall of PAX East, with an all-new booth dedicated to Baldur's Gate 3. At the booth, our team will be serving up live gameplay presentations for the entire weekend, starting after the live show concludes.
Baldur's Gate 3 was announced back at E3 last year, and since then we've have been continuing to grow to 350 people (including outsourcers), and working on new technology and pipelines that allow the team to create a truly next-generation RPG, spanning 100+ hours of content, with all the depth you'd expect, and many surprises along the way that even fans of critically acclaimed Divinity Original Sin 2 won't expect.
Also the board game will be shown at Pax East.
In addition to attending PAX East with our brand spanking new Baldur's Gate 3 booth, we will also be showcasing Divinity: Original Sin - the Board Game with our friends and collaborators from Lynnvander.
Divinity: Original Sin - the Board Game was launched on Kickstarter in November 2019 and hit its funding goal in less than five hours. With the help of 10,565 wonderful backers we raised more than 10 times the original funding goal over the course of the campaign. The game is reaching the final stages of development and we're working closely with Lynnvander to make it the best it can possibly be. Come by the dedicated booth for the board game at booth 20002 and try it for yourself! We'll be running demonstrations all weekend, and the scenario we're showing will not be part of the main game so you won't be spoiling the story for yourself.
If you missed out on the board game Kickstarter we now have late pledging available through our pledge manager CrowdOx here.