The twisting trails and torchlit tunnels of the Baldur's Gate games would be lonely without a friend or two to share the journey or, sometimes, to also walk ahead and check for traps.
The twisting trails and torchlit tunnels of the Sword Coast would be lonely without a friend or two to share the journey or, sometimes, to also walk ahead and check for traps. While the prudent adventurer builds a party balanced by all the standard classes and capabilities, powerful warriors alongside erudite clerics and canny rogues, Baldur’s Gate has always been as much about who these characters were as what they could do.
You’re never sure what you’re getting yourself into when you decide that someone you met in a dungeon should join you on the journey of a lifetime, and that’s exactly how it should be. There’s something inherently risky about the idea of teaming up with strangers you’ve met on the road, agreeing to face danger and even death together after barely sharing a mug of mead, and Baldur’s Gate shows this all too well.
And if this deconstruction of dungeoneering was already sobering stuff in the first game, it really came into its own in a sequel that didn’t just build upon these ideas, but bought them a first-class ticket direct to their logical conclusion. What conclusion? That being an adventurer in a D&D world would be a very bad experience. Killing things for money, constantly putting yourself in danger and keeping the company of people who did nothing but the same is an absolutely dreadful idea.
Even the perky Imoen, your first potential companion and arguably closest friend, is now exhibiting all the signs of PTSD. Several new potential companions are equally traumatised. The apparently chipper Yoshimo hides a terrible secret, while the gentle cleric Aerie is a slave whose real quest is to rediscover hope. If you were expecting to run into the forest again, mug kobolds and be back in time for tea, you are playing far too serious a sophomore effort.
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