Baldur's Gate 3

Baldur's Gate 3 developer, Larian Studios, says it will be "revealing more" about the highly-anticipated sequel, starting 6th June.

The announcements will come via Guerrilla Collective, a three-day indie showcase from a number of developers including the likes of 11 Bit Studios (Frostpunk), Coffee Stain Studios (Satisfactory), Larian Studios (Baldur's Gate 3), Raw Fury, Rebellion, Versus Evil (The Banner Saga) and many more.

"Throughout June, we'll be revealing more about #BaldursGate3 starting June 6, on the #GuerrillaCollective Showcase," Larian Studios tweeted recently. "It's almost time to venture forth."

Read more

Baldur's Gate 3 - contact@rockpapershotgun.com (Lauren Morton)

This room is on fiyaaahhhh!

Maybe it was the dragons that clued you in. There sure was a lot of fire breathing in that opening cinematic Larian Studios showed off for Baldur’s Gate 3. Or maybe you’ve played Larian’s last big RPG Divinity: Original Sin 2 in which every single fight has, in my personal experience, a 100% chance to turn into a giant inferno. Larian posted a short and hot new video today to begin the process of sharing BG3 news “throughout the month of June.” Sandwiched between all the other quick clips is, yes, yer girl Shadowheart standing casually at the center of a a sea of flames. (more…)

Disco Elysium - The Final Cut - contact@rockpapershotgun.com (Lauren Morton)

I was just a tad sad when E3 organisers announced that they wouldn’t be doing their own big digital event after cancelling the physical conference amid the Covid-19 coronavirus pandemic. Not to worry though, we lose one E3 and get like, five to replace it apparently. A bunch of indie developers and publishers have all squaded up to do their own thing which they’re calling Guerrilla Collective, from June 6-8.

(more…)

Baldur's Gate II: Enhanced Edition - contact@rockpapershotgun.com (Lauren Morton)

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.”

(more…)

Baldur's Gate 3 - Dom_Larian
Baldur's Gate 3 was a secret for a long while, and we were super excited to finally show it to you at PAX East. We're sure you have loads of questions, and since we're about to embark on an epic adventure together into Early Access, what better time than to sit down and talk with you guys, our party!

Early Access will be a constantly evolving development, and we're happy to have you there for the journey. Every party needs to sit down, camp, and chat. So, let's talk!

Here're all the members of the party:
  • Larian_Swen (Founder & Creative Director)
  • Larian_David (Producer)
  • Larian_NickP (Lead Systems Designer)
  • Larian_Adam (Senior Writer)
  • Larian_Jan (Writing Director)

You can meet them and talk with them at:
https://www.reddit.com/r/IAmA/
Baldur's Gate 3 - Dom_Larian
Though this journey began now years ago when we visited Wizards of the Coast for the first time in 2017, these past few weeks have been momentous and emotional, since this was the first time we were able to share Baldur’s Gate 3 with all of you, the people for whom the game is being made.



We will soon embark on an epic adventure as Baldur’s Gate 3 enters Early Access, and we couldn’t possibly venture forth without first gathering you, our party. One thousand of you gathered with us as we streamed the game live for the first time at PAX East in an auditorium filled to the brim, and an extra thousand of you were sadly turned away because there was no more space. Hundreds of thousands of you gathered online which - we’re told in confidence - broke some records. Thousands of you each waited three hours to gather with us at our PAX East booth, to see what would have happened if the dice rolls weren’t against us. It has been humbling and exciting to gather together as we start this new journey, venturing forth, going the way of the dice.

What you will eventually play has been in the planning at Larian and closely with Wizards of the Coast for over 4 years now, with their key creative people colliding with our key creative people in ways that we will eventually talk about in greater length. Our task is to create the ultimate Dungeons & Dragons game; a loving and modern sequel to Baldur’s Gate 2. Oozing with 5e D&D greatness, set in the world that you know and love. You will explore Baldur’s Gate 100 years after Baldur’s Gate 2. The Bhaalspawn saga has ended, and a new threat is converging on the city of Baldur's Gate. But the gods do not forget, and the shadows and scars of the past will not stay silent. You will meet and get to know many new characters, and encounter some of the legendary characters you know and love.

Most importantly, you’ll learn how their stories have evolved. And as you play, you will heavily influence their fate. Over the course of the past 3 weeks, the final missing ingredient has been added into our new development pipeline: you.

Let’s look at how we’ve evolved since the release of Divinity: Original Sin 2 in 2017. Firstly, we finished Divinity: Original Sin 2 with 120 people. DOS2 was shipped on the second version of the Divinity engine (we still haven’t found a cool name for it yet), and our Producer David Walgrave said recently in an interview with TechRaptor that in BG3 "there’s about 20-30% of the Original Sin engine left and we rewrote so many systems and so many things." We’ve been colloquially calling this 4.0 engine the “Baldur’s Gate Engine”, and it’s designed from the ground up for Baldur’s Gate.

But how does this happen? Between 2017 and the announcement of BG3 we’ve grown to 250 people + we have over 100 outsourcers working on this. Still independent. Funded entirely by yourselves who dived so eagerly into Divinity: Original Sin 2. We were quiet since the announcement just before E3 of the previous year. But internally, kinetic energy has propelled us forward with new systems, pipelines, and people who when not playing D&D were all helping us to put together what you saw at PAX East, 2020. There’s quite the adventure ahead.

We’ve built an engine that allows all 250 people at Larian collaborate to become the ultimate DM. Allowing for near-limitless reactivity, responsiveness, and a memory that never forgets who you are, or what you’ve done. No matter who you roll, dice-rolls, modifiers, and physical simulation have all been designed to simulate a D&D experience that feels as though it’s straight from the imagination, where no matter the dice roll the story will continue. It’s also a game that is intended to span the entire range of human emotion. It is in equal parts a dark and a light game. “We always want to make failure as interesting as it possibly can,” said Senior Writer Adam Smith. “We don’t put everything that’s cool and interesting behind success.”



“Light and dark are really good sources of advantage,” noted Swen in a recent GameSpot interview. The philosophies that define the rules in D&D 5e also define the narrative, where you’ll often make difficult decisions through initiative or through the roll of the dice. The Baldur’s Gate games were dark - sometimes darker than many people remember. Baldur’s Gate 3 is no exception, though in 2020 we’re able to take the gamut of emotion and experience and stretch it further due to systems, simulation, and of course also our cinematics team. Unfortunately we did not make it to the end of our PAX East 2020 live demo due to a feature (see: bug), but those in the hall witnessed a scene where Astarion’s hunger got the better of him, and through a series of dice rolls (and often audience choice), Astarion sank his teeth into Shadowheart to varying degrees of mortality. Astarion was happy (systemically), but Shadowheart often ended up dead (also without irony, systemically).

Baldur’s Gate 3 is on course to be a ‘Mature’ game, which is publishing language for “if you go any further the ratings board is going to be extremely annoying”. We want to push the limits of every theme within the game, which should allow you to play exactly how you’d like to play. Astarion may be a Vampire Spawn, but that doesn’t mean he has to be evil - if hungry. Though you saw one path at PAX East, there were many possibilities for good, and evil -- note also, everything in between. It has always been Larian’s plan to create games that allow you to play however you wish. This larger team, and this new engine, allow us to push this further than ever before. Much further than Divinity: Original Sin 2.



As you delve into an epic adventure that subverts the binary morality found in many RPGs, and explore Baldur’s Gate with new and existing characters, 100 years after the story of the first two games, dice roll by dice roll, we hope that together we can reignite that great sense of discovery you felt as you dived for the first time into Baldur’s Gate 1 & 2, bringing the experience of an open-ended D&D game to photo-realistic realisation, albeit with 5e rules in place of 2nd edition rules. Things have come a long way in 20 years, but what’s important to us is that you’re along for the ride.

You have many questions, and we have answers. We’ll be hosting a Reddit AMA where you can ask Swen (Creative Director), David (Producer), Adam (Senior Writer), Nick (Lead Systems Designer), and Jiji (Writing Director) your questions. 11:00 PT on March 12, over on Reddit!

See you all in Early Access.
Divinity: Original Sin 2 - Definitive Edition - contact@rockpapershotgun.com (Lauren Morton)

Now that we’ve gotten a proper look at Baldur’s Gate 3, the ol’ war machines are firing up. Baldur’s Gate games from years of yore featured the combat shared by other Infinity Engine games real time action with the ability to pause and dictate to your party. Baldur’s Gate 3, developed by those Larian folks of Divinity: Original Sin 2 fame, will have turn-based combat similar to Larian’s last big RPG. So then, which is better? Come hash it out, but please do so in an orderly, turn-based queue.

(more…)

Baldur's Gate 3 - contact@rockpapershotgun.com (Lauren Morton)

At last we’ve gotten our first look at Baldur’s Gate 3 and I liker of both Baldur’s Gate and Divinity: Original Sin 2 am feeling quite swell about what we’ve seen, but RPS have even more interview goodies yet. In the gameplay reveal this week, Larian CEO Swen Vincke takes off his character’s boots and throws them at an enemy as a last-ditch escape manoeuvre. During an interview with RPS folk Matthew and Alice Bee, Vincke let on that, in Larian’s signature permissive dungeon master style, that’s far from the only thing you can chuck across the battlefield.

(more…)

Baldur's Gate 3 - contact@rockpapershotgun.com (Ollie Toms)

Baldur’s Gate 3 looks like it might be Larian Studios’ most ambitious game yet – and if you’ve played Divinity: Origin Sin 2, you’ll know that’s saying something. Below we’ve answered the biggest questions about the upcoming RPG, from the Baldur’s Gate 3 release date to our knowledge of the game’s setting, companions, system requirements, and more.

(more…)

Baldur's Gate 3 - contact@rockpapershotgun.com (Alice Bell)

If you play tabletop games like Dungeons & Dragons – heck, if you play a lot of video games like Hitman or XCOM where you rely on a blend of skill and luck – you’ll know that it’s more fun when everything goes wrong but you manage to make it through anyway. Things going according to plan are boring. This is why it was great that, when a handful of journalists were shown a hands-off demo of Baldur’s Gate III, founder of Larian and director of BG3 Swen Vincke failed almost every dice roll, every passive skill check, and every attempt at sneaking he made.

Baldur’s Gate 3 is an epic RPG with turn-based combat, and is the long awaited sequel to the ’90s BioWare classic. The demo went terribly, which meant it was a very good demo. Vincke stood at the computer, his failures writ large in a projection on the wall behind him, and steepled his hands over his face. It had been a long couple of days. To get this, the world premiere preview build of Baldur’s Gate 3 working, they’d had to sync it via a mobile phone because the hotel internet was broken. “I think,” he said, “I will throw my shoes.”

(more…)

...