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Baldur's Gate 3 News

Baldur's Gate III - Neuer Early-Access-Termin zum Rollenspiel bestätigt




Die belgischen Larian Studios haben am gestrigen Abend im Rahmen ihres rund 90-minütigen "Panel from Hell"-Livestreams zahlreiche neue Einblicke und Details zu Baldur’s Gate III präsentiert. Gemeinsam mit Geoff Keighley führten Swen Vincke sowie Chris Perkins und Adam Smith durch die Show, welche mit dem erweiterten [...]

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PANEL FROM HELL

Mark your calendar for Tuesday the 18th August at 10am Pacific Time! Our Creative Director Swen will be joined by Geoff Keighley, Chris Perkins and Adam Smith on the Panel From Hell!



We’ll be deep diving into what you can expect from Early Access for Baldur’s Gate 3, there will be discussions about lobotomies, the permutations in gameplay and we’ll be showing the last part of BG3’s cinematic intro.

Check out the official countdown timer over at the Baldur’s Gate 3 website and we look forward to your company on stream next week!

And never miss any Larian, Divinity or Baldur’s Gate 3 news by signing up to the Larian Gazette.

Community Update #4: A Little About Combat & Stealth

Hey everyone!

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 III - Early-Access-Start zum Rollenspiel-Nachfolger für August anvisiert




Die belgischen Larian Studios haben im Rahmen des Guerrilla Collective Events Neuigkeiten zum heißersehnten Baldur’s Gate 3 bekannt gegeben. Neben einem frischen Trailer zum Spiel hat man den Start der Early-Access-Phase für den August anvisiert. Im Anschluss hat Studiogründer Swen Vincke in einem kurzen Community-Update [...]

» Komplette News auf pressakey.com lesen

The Road to Baldur’s Gate - Community Update #3

After announcing the game almost precisely one year ago now, we’re finally on the road to Baldur’s Gate. It’s been a lot of work getting there. Recent disruptions caused by Covid-19 slowed us down, but today is special because we’ve finally locked down the content we’ll be releasing as the foundation of the initial Early Access version. We’ll share this with you soon, but for now, let’s focus a little on the past, before we go full steam ahead towards AUGUST, 2020.

We announced Baldur’s Gate 3 just prior to E3 2019 with the first part of our CGI trailer, the first time you folks really got a sense of the mood and themes we were shooting for with the game. Shortly after, we shared with you our adventures at the Wizards of the Coast HQ, as we infiltrated the building and brought back with us the secret source of Dungeons and Dragons. Of course, it was all in jest. We’ve been working on this for far longer than the announcement; it’s coming close to about four years now, all things considered.

In the last Community Update we talked about the world-wide gameplay reveal of Baldur’s Gate 3, presented to an auditorium full to the brim of eager fans, curious to see where the game would take them. This followed the press-tour, where journalists sat through a 3 hour presentation of Baldur’s Gate 3, which was really the first time we saw people react live to the game. They laughed as we fumbled our rolls, and we laughed at the choices they shouted out at us that defined our journey. It went off script. There were bugs. But this is Early Access, and above all else Early Access is about interaction. It’s a long journey, but it’s one that’s supposed to be fun. We’re having fun, and we hope you are too.

In that update we talked about the tone, theme, and how Baldur’s Gate 3 takes place 100 years after Baldur’s Gate 2. We can’t go into too much detail about how they’re connected, because spoilers - we want you to discover these things when you play it. Between that press-tour, seeing your reactions as we played inside our awesome castle booth at PAX, and the live-stream, we’ve been collecting that energy and channeling it into the development, which admittedly in recent months has been problematic due to Covid-19, with an inability to record cinematics with actors. Work continued on though, changes were made, and you’ll explore some of these changes at the next live-showing of Baldur’s Gate 3 which is right around the corner. We’ll get to that in a bit.

Since then, we also did a Reddit AMA to answer a lot of your questions and the community has kindly and conveniently compiled that into an easy FAQ that you can read over on Reddit. Within that are certain teases that tie Baldur’s Gate 3 to Baldur’s Gate 2 and talks about many of the topics raised since the PAX Live Showcase.



We’re really excited to show you how the game is continuing to shape up. There are many improvements between what you saw at PAX and what you’ll see later in June. The narration in BG3 has been totally overhauled, the impact of your choices is becoming impressive, Origin characters have been adjusted, many visual improvements are already implemented, and the game’s UI continues to be tweaked and shifted around with a new UI style in development (But not ready for prime time yet). We started refining how the DnD fifth edition ruleset is integrated and are having loads of fun seeing the emerging gameplay that comes from so many systems working together. Combat is starting to be really fun with many tweaks getting implemented and we have a new initiative system which adds a lot of depth to the gameplay. We also have the new, official key-art nearly ready to be revealed. And we haven’t even started Early Access yet!



That pretty much covers where we’ve been, but where are we going? SO MANY PLACES. Today we’ve released the first official trailer for BG3 featuring the latest up-to-date visuals and mood we’re targeting. This trailer, functionally to announce the release window, comes with the caveat of a MAYBE. MAYBE is a real thing, because the world of development is a complex one with a lot of challenges, especially in the face of a global pandemic, and we wanted to be 100% honest with you. Secretly, all release dates are targets. Games are ready to be released when they’re ready to be played, and that’s true for Early Access games too. Though we’re back in the office, equipped with hand sanitizer and face-masks, and performance capture can continue with a two meter distance, we’re still playing catchup on the last three months. But that’s okay, because on June 18 we’ll be kicking off D&D Live with another massive chunk of live Baldur’s Gate 3 gameplay, and we’re incorporating that community spirit that’s inspired us ever since that initial press tour.

We’ve never created vertical slices or “press builds” of the game, it’s always been the latest we had. While we have a good idea of what we want to show you, we’ll try to let the game do the talking and that probably means we’ll go off script. It instills horror into the hearts of our QA team but we like doing it because it’s super fun when people shout out directions, laugh at our mistakes, and cheer on our successes. That’s the way of the dice, right? So during D&D Live you’ll be able to choose - live - if we delve deep into The Underdark, or take on the nefarious Dror Ragzlin. Maybe.

Between the initial announcement and today, we’ve had an ongoing game of spot-the-difference, and that’ll continue towards August as we roll into Early Access. We can’t wait to start getting that feedback when you start playing the game for yourselves. It’s a huge game, much deeper than anything we’ve ever done before. The visual and systemic target is also much higher than anything we’ve done before.

https://youtu.be/-YsT9eQ_CO4

We hope that today’s Announcement Trailer gives you strong mood-vibes, and sets the tone for the live session we’re hosting with our friends at Wizards of the Coast on June 18th. We haven’t gone into a huge amount of detail on what’s changed in BG3 over the course of the year, because it’s fun when you find it. We enjoy that engagement. Expect many more changes, improvements, and announcements of content the closer we get to August. And after.

The road to Baldur’s Gate is paved in friendship, and the adventure defined by the party. 2020 is a weird year. We’re used to seeing you in person at PAX and elsewhere, and we hope that at least this live-stream and today’s announcement will bring us a little closer. We’re very eager to see you again, and to share some more memories and talk about Baldur’s Gate 3 before we really start the journey together in August.