Welcome to Dev Game Club, where this week we continue our series on Baldur's Gate, the 1998 D&D interpretation that put BioWare on the map, as it were. We talk about the end of the game based on our two approaches to play, some fun side content, and other issues! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Finished the game!
0:48 Baldur's Gate
Issues covered: names in reverse, a brief tour of one title in Brett's childhood library, side content, discovering someone swapped your Oil of Speed for a Potion of Confusion, when things were added to the map vs being actually playable, the potential for hitting the level cap, balancing to the save system, the sense of going out and finding stuff being missing for a non-completionist, the way the main story is much clearer, the journal as guide, the way we draw connections in the tabletop that make their own stories and how that crosses over with the CRPG and the journal, a game made by fans for fans, the sense of getting to the big city, intrigue and the setting, the Doppelganger Banquet, retrieving the dying Duke, leaning on the thievery, Tim's greater difficulty at the end of the game, talking your way through things, having to design in all the options, accentuating the horror, two ways skipping side content hurts you, having very little interesting gear, wanting the blessings of the RNG, feeling like you have two many options, being framed by Sarevok at Candlekeep, circling back to where you began, having a murder mystery where you're the prime suspect, exploiting knowing where the enemies were vs using protection from paralyzation, missing a critical bit of information and getting lost, the battle in the castle, the lack of clarity in the tactical rules, messing with the maze, the ruined city beneath the city, entering Bhaal's cathedral, being blessed by the RNG Gods, having a hard time making the final moments epic because of reloading, how quickly the game ends, the large number of sequels the game should have, Brett's Book Recommendation, using ASCII characters for games, not playing or watching a lot over the last year, the way graphics are in our memories, how much you can talk about as far as bugs go, triaging bugs, losing the ability to even evaluate a game at the end, self-handicapping, using achievements to find unusual ways to play.
Games, people, and influences mentioned or discussed: Nintendo, Forgotten Realms, The Hobbit/The Lord of the Rings, George Lucas, The Phantom Menace, The Elder Scrolls (series), Dark Souls, Eternal Darkness, Brian Taylor, Soren Johnson, Jill Murray, Tomb Raider, The Crystal Shard, R. A. Salvatore, Raymond, Castle Adventure, Rogue, Atari 2600, Drew, Edwin, Istvan Pely, Fallout (series), Stanley Kubrick, Matt, Zelda: Ocarina of Time, Pikmin, The MinnMax Show, Halo, Hitman (reboot).
Finding a Bow in a Rockpile
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