Missions begin in stealth mode, with the trio (occasionally quartet) of combatants under your guidance using three class-based skills to knock out enemies on the sly. It boils down to: the more guards you can remove silently in a mission, the less there are to worry about when things inevitably get loud. It’s a mashup we’ve seen previously in the work of developer The Bearded Ladies, such as Mutant Year Zero, and Lamplighters is as much indebted to that format as it is the disparate approaches of the aforementioned. Baldur’s Gate 3 is just about everything I could have asked for.Out in the field in this alternate 1930s adventure, you switch rhythms between the sneaky real-time techniques of Commandos or Shadow Tactics, and the turn-based percentage play of XCOM. And I can finally say that game, and its Infinity Engine predecessors, have a worthy successor that’s not just matched their RPG greatness, but surpassed it. Plenty of other games have partially completed that list, but the last time they all came together was Dragon Age: Origins in 2009. I waited 14 years for the stars to align again so that we could get the ideal mix of crunchy, tactical, old-school RPG combat, an epic and well-written story with complex characters and lots of meaningful choices, and a level of polish and cinematic presentation that let me see the sweat and the sorrow on characters' faces in their darkest hours. But it is a landmark moment in the genre, and if I had to point to one paragon that I would like everyone else making these to take inspiration from, this is absolutely it. Not everything needs to be nearly this big and ambitious, or even this dense. I don't want to say every CRPG going forward should aspire to be like Baldur's Gate 3.
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