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Baldur's Gate 3 News

Remember getting it on with Baldur's Gate 3's Emperor? Larian says that tentacle stroking animation began as some biscuits being fondled

What's your favoutite kind of biscuit? Rich Tea? Boubons? Custard Creams? Well, it's seems Baldur's Gate 3 developer Larian's staff are partial to Oreos, to the point where a cinematic artist stroking a packet of them was apparently used a reference for the tentacle stroking animation from, er, that scene with you and the Emperor.

You know the one. The one where you're just chilling together at first, then they do a thing with your brain that lets you know they're in the mood. Then you get close and their breath smells like garlic, because apparently they share the same taste in food as Peter Kay. Then you get on with either tentacle person or non-tentacle person. Yeah, that one.

"Since we’re sharing a behind-the-scenes look at how Baldur’s Gate 3 was made," Larian's declared in a tweet that you might well not be able to forget for a while, "here’s our senior cinematic artist, Elodie Ceselli, stroking a pack of cream-filled biscuits as a reference for the tentacle-stroking animation during the sex scene with the Emperor."

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Larian released a teaser for the new evil endings coming in Baldur's Gate 3's next patch, and they really weren't kidding about the evil part




Next month, Baldur's Gate 3 is getting its eagerly awaited Patch 7, adding dynamic splitscreen in co-op play, an official modding toolkit, and—most importantly for certain unrepentant sickos among you—expanded and improved endings for evil characters. Earlier today, Larian posted a fresh teaser for one of the Dark Urge's new evil endings, and wouldn't you know it: Seems pretty dark!..
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Despite players racking up Baldur's Gate 3 playthroughs upwards of 100 hours long, Larian's CEO was worried the game was going to be too short from all the cut content


Baldur's Gate 3 is a big game that's received plenty of free content post release, and yet the developer's CEO was worried it would be too short.


Anyone that's played Baldur's Gate 3 can quickly tell you that it is a beefy game. I constantly see posts go viral of some obscure scene with players that have put hundreds of hours into the game saying they've never seen that in all their playtime. And a year on from its full release, Larian Studios continues to add to it, even if they aren't always massive additions of content. Yet as big as the game was when it launched without all of these updates, prior to its release, Larian CEO and game director Swen Vincke was worried that the game would end up being too short.


Speaking in a recent video interview with BAFTA, Vincke explained that there were plans to make the game even bigger than it already is, but it had to be cut down. "This is a really random tidbit, but Moonrise Towers used to be two towers. And now, we shipped with only one tower," Vincke explained. "And for a long time, there was actually the ruins of the second tower, and then we removed that also. So there was only one tower, but originally we planned on having two towers. The reason we removed the extra tower was purely productionally. It was just, the game was getting too big and so we had to cut that out."

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Вырезали слишком много: Свен Винке боялся, что Baldur's Gate 3 окажется очень короткой

Сотрудники Larian задумывали Baldur's Gate 3 еще более масштабной игрой, чем та, что добралась до релиза. Об этом рассказал глава бельгийской студии Свен Винке в интервью BAFTA.

Swen Vincke was worried that the 100-hour Baldur's Gate 3 would be too short, which is why Larian made a ton of extra areas they wound up cutting: 'I've notoriously always been bad at judging the length of our games'




In a new BAFTA video interview, Larian CEO Swen Vincke revealed that he was actually worried Baldur's Gate 3 wouldn't be long enough, an anxiety that's pretty rich in hindsight, given that some players struggle to finish the marathon RPG. Vincke revealed this old fear as a partial explanation for why Baldur's Gate 3 has so many tantalizing cut areas, while also describing one such zone we hadn't heard about before: a second Moonrise Tower to go with the one we saw in Act Two...
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