Baldur's Gate 3

Baldur's Gate 3

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Settings Aug 13, 2023 @ 4:09pm
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A Half-Finished Final Act (Spoilers)
A link to a Redditor Who Compiled all the Cut Content

https://www.reddit.com/r/BaldursGate3/comments/15udnhh/compendium_of_cut_content_from_final_version_of/

Devs release a masterpiece of a game and then when you get to the end you realize they never finished the last 10% of the narrative because they had to rush to beat Starfield to market. Great game until you spend 150 hours only to realize that there is no conclusion to the story.

The first act, which is where most of the reviews are coming from, is impeccable. I mean a triumph of RPGs. Aside from a few minor UI glitches and T-posing Goblins it's fantastic. The combat is tactical and fluid, it allows you to make any choice you wish as long as you can handle the consequence, it provides RP for your race and class so that you feel immersed in the world and honestly it's one of the better RPGs out there.

Then you get to Act 2, still good, lots of content, but a lot more bugs start to show and suddenly a lot of narratives seem to glitch out entirely.

Act 3 is where everything unravels at the seams. Act 3 is maybe almost finished but it's damn near impossible to tell because the sheer volume of cut content causes what they left behind to glitch and bug and literally shatter your save game because it's not holding itself together with the missing content.

Just some bullet points of things cut from Act 3

- The largest portion of the titular city of Baldur's Gate.

- Karlachs last Act of story - she dies (or leaves or becomes Mindflayer) so they can Deus Ex her off screen while leaving a huge quest chain unfinished.

- Minthara's last act of story - Minthara being the last addition to the team suffers the most. They cut an entire subplot where she was meant to be pregnant during the events of the game.

- Most of the sidequests ending - There are a ton of sidequests still in Act 3 but a lot of them either have meaningless endings or no ending at all because they were cut for time. This has lead to people constantly trying to figure out what's going on.

- Dialogue Triggers - So many of them were cut that companions suddenly do a 100% reverse on their opinion of you. Companions that hate you are suddenly dear friends and will reference quest chains that you never even did, companions that love you will watch you die in the final battle with a glassy-eyed stare because they suddenly don't care whether you live or die.

- The Epilogue - They were meant to be there but now when you beat the game you get a fade to black and the game is just over. There is no continue, no new world state, no way to see if your choices mattered. It's just over and nothing happens.

- The Endings - They touted 17K ending variations. There are 5 endings and no variations at all. Either you free Person A and save the Town, don't free Person A and save the town, Become a mindflayer and save the town, or become a Mindflayer and conquer the world. Of course Dark Urge adds in a whole 2 extra endings! Either you dont become a mindflayer and conquer the world (same exact cutscene though) or Bhaal blows your head off. I mentioned a 5th ending, it's taking a deal with the Devil Raphael and it's a joke. You get a blank red screen where Raphael looks directly into the camera and monologues to the player about their evil plan before a fade to black. Again, there are no variations on these.

- The Illithid Worms - There was meant to be a system to reward or punish players depending upon how much they relied on the Mindflayer parasite eating their brain, this was cut. The exact same thing happens if you refuse to use the power ever as happens if you shove every parasite straight up your nostril and spend half the game tentacle-crushing every NPC you meet.

- Consequence of Choice - You find out in Act 3 there are none. Nothing you did before matters, your endings are all the same and every NPC you interact with basically forgets they ever knew you the second you get to the final battle area. Not that it would matter, because the lack of a continued worldstate means that you'll never see any of them again unless you start the game all over.

That's just the cut content of course, not mentioning the fact that Act 3 is corrupting saves, causing massive bugs, messing with people's questlines, and causing gear to randomly disappear for no reason.

I started looking into this and found that basically everyone in Act 3 was having the same experience, but every time it's brought up all you can hear is the praise for Act 1, which again is flawless. I looked further into it and found out this is exactly what Larian does with all their games. They're known for releasing a game without core pieces of it's ending and then releasing the game years later with the cut content restored and selling it for another $60. EDIT: It turns out Larian releases the Definitive Edition for free if you own the base game. So not another $60.

It's a terrible feeling to drop 150 hours into a great game only to have it draw the curtains in the final act and tell you "Good Job" while leaving the last bit of the story to your imagination.

A Few Edits: It's been pointed out to me that there are a couple of other things worth mentioning.

1) Jergel, a god of the dead, follows your camp for the entire playthrough in the guise of Withers. WIther's is there to ensure the defeat of the Dead Three and yet despite the fact you have one of the more powerful gods traveling with you this never amounts to anything for narrative sake.

2) There's a meme ending where Gale can blow himself up to save the day, this results in a cutscene where your companions mourn Gales passing... Sadly the cut triggers cause the cutscene to glitch and leave Gale standing behind you to mourn his own death.

3) Wizards of the Coast pushed for a Bhaalspawn story, Larian pushed for Mindflayers. The end result is one in which Bhaal is somehow being linked to Mindflayers in a way that feels rushed and convoluted and results in the system where Mindflayers aren't reall Mindflayers they're just tentacled good guys with no negative Mindflayer traits.

Further Edits

Apparently a crafting bench was implemented at one point, removed, and then ultimately cut. It seems originally we were meant to be able to fully craft our own armor, weapons, and jewelry but that sadly didn't make it to release. We do have the left behind items though, in the form of ingots, gemstones, and other various material items that ultimately are reduced to vendor trash.

One dude called my specs into question because clearly I have a potato. Here they are:

Intel i7-11700F
RAM 64gb DDR4
GeForce RTX 4080
2TB Sata SSD (Gaming Partition Exclusive. My work is on an M2 SSD, my OS is on a 1TB Sata SSD)

I'm aware they aren't the best, but they're far and above anything needed to run Baldur's Gate 3.

https://twitter.com/LarAtLarian/status/1691479778488909827?t=nU5VXengKi7SgPZJTT4ihA&s=19

Swen tweeted this out today. The current roadmap for BG3 post-launch is set as follows.

A) Hotfix 4 (Just a hotfix, likely to be small) EDIT:They broke everyones saves who played during Hotfix 4s 6 hour launch. That's roughly half a million people who lost several hours of saves temporarily
B) Patch 1 including over 1000 bug fixes and tweaks
C) Patch 2 including requested content from players.

It's impossible to tell what patch 2 would include at this point, but hopefully some restored cut content and ideally Karlach and MInthara's final story. Either way the fact that Larian claims to be working on a patch with over 1000 bug fixes and game tweaks already is huge and would go a long way toward making Act 3 potentially so much better.

I've been working on compiling cut content datamined from various sources:

1) The Upper City - The most obvious one. Swen himself talked about the "Affluent Upper City" just 2 weeks before launch and described as it being fully explorable and yet it's very noticeably absent from the final game.

2) Shar Worship - In EA the player was able to select Shar as a diety which game with it's own unique dialogue trees, especially when interacting with Shadowheart as a fellow Shar worshiper. Despite the fact that voice lines were datamined indicating this had functions well into Act 2, it was cut when the game launched.

3) Karlach's Ending - Datamined content shows that not only did Karlach have a full ending where her infernal engine was fixed and that she survived, but that most of it was fully voiced and complete. However it required triggers from the Upper City portion of Baldur's Gate and when that was cut, so was Karlach's Act 3 storyline. What we have behind have been confirmed to be Karlach's "fail state" endings which were meant to only play if the player neglected her quest chain.

4) Minthara's Story - Minthara was meant to have a much deeper story, including a pregnancy. These were likely cut due to Minthara being a late stage addition to our roster but dialogue lines remain in the games files that show that not only did Minthara have a lot more content for herself but your other companions had a lot more to say about it.

5) Halsin's Story - Another late addition to the roster, Halsin was originally intended to have a great deal more endgame content involving the Druid circle, but this appears to have been cut more early on than some of the other items thus far.

6) Raphael the Merchant - Originally Raphael was meant to be a fully viable option to remove your tadpole, in fact the "Soul Coin" items that you collect in game where originally meant to be a powerful alternative currency accepted only by Raphael in exchange for possibly retrieving your soul as well as a long list of incredibly powerful artifacts from the House of Hope that would be sold by Raphael himself.

7) Avernus - An entire area of the game. Avernus was meant to be fully explorable and of similar size to the Underdark Area of Act 1. It would be a source not only for Soul Coins but other rare materials, highly difficult fights, and special content for Karlach.

8) Tav the Dark Urge - A lot of people were both surprised and excited to see the addition of The Dark Urge origin as the Bhaalspawn/Evil option that was missing from EA. As it turns out, Tav was originally the Dark Urge and they were all one origin. Tav was meant to be Bhaalspawn and separating the two seems to be what caused the narrative divide between the Dead Three storyline and the Mindflayer plot.

9) Omeluum's Ring - In the EA version of the game this ring would block your Tadpole entirely. It could not grow, it could not grow stronger, and you could not use Illithid powers. In the launch version this ring prevents you from being charmed despite Omeluum still stating that it blocked the influence of the Elder Brain/Absolute.

10) Bhaal and Orin versus the Creche - An entire Act 2 battle was cut in which Bhaal's forces, led by Orin, attacked the Githyanki creche which led to a fight where you either sided with one or the other or had a massive 3-way fight on your hands.

11) Orin and the Dragon - Orin was meant to corrupt a Githyank red dragon, leading to a boss fight against a Slayer-formesque Dragon.

12) The Hag Coven in Act 2 and 3 - You may notice that accepting Auntie Ethels help in the first Act can lead to a negative effect when fighting Hags. You may also notice that despite Auntie Ethel having letters from other Hags in her basement, she is the only one you encounter. Originally there was meant to be a full three act story involving the Hag coven including the mysterious "M" who seems to have been their leader.

13) Epilogues - Full epilogue cutscenes have been datamined that varied greatly depending on your choices. These were the "17K ending variations" that Larian told us about, yet they are completely absent in the final game leading only to a fade to black scene at the end of the game.

14) Cazador's Story - Originally Cazador was meant to play a huge role in the Upper City of Baldur's Gate, including being a huge political power. Datamined content also shows that originally he was meant to be a potential ally in the final push against the Absolute.

15) Banite Cultists - The game features both Bhaal and Myrkul cultists rather heavily but Bane is reduced to Gortash alone. Despite the fact that they had full and finished assets for both armor, weapons, and some events the Banites were cut from the final game.

16) Act 1 Minsc - Minsc was meant to be recruited at the end of Act 1 but was cut and pushed back into the later game.

17) Dialogue and Events - Even from Act 1 itself, thousands of lines of dialogue and companion events were cut from the final game. Some of them were even fully voiced and ready to be implemented in game but also referenced other content that ended up on the cutting room floor.

18) Bhaal, Myrkul and Bane as Deities - Cleric's were meant to be fully able to select the Dead Three from the list of Deities. There were even special dialogues in game for player's who played as a Paladin and then multiclassed at least 1 level of Cleric on top and selected one of the Dead Three.

19) Daisy - It's not a secret that Daisy was cut from the game after the last EA release and replaced with "The Guardian." Originally Daisy was representative of the tadpole in your head, not the Emperor, and would attempt to seduce your character into staying in the meadow by the river with her forever. A happy life with an imaginary dream lover while your body underwent ceramorphosis and was lost to you forever. Daisy was such an important part of the plot that both of the games theme songs "Down by The River" and "The Power" are based entirely upon Daisy. Datamined content also shows there was originally an ending where players would embrace a romance with Daisy and give themselves over to the parasite, forever leaving their individual consciousness "down by the river" with Daisy.

20) Companions and the Illithid Worm - Originally companions were meant to accept or refuse Illithid gifts independently of the player choices. You could of course influence them through dialogue to decide who did and did not take the offered gifts, but ultimately it would be based on individual characters choices. This can still be seen in game as a bug when companions will awake after a long rest and claim to have received a gift from their Guardian and yet will have gained no actual power.

21) Romancing Jaheira - Apparently you were originally meant to have limited options to romance and sleep with Jaheira but these were cut last minute. It's unclear why.

22) Tadpole's and Consequences - There were originally meant to be severe consequences from using the Illithid powers too heavily and investing too much into the Tadpole powers. This seems obvious in game and yet ultimately in the release version goes nowhere as the ending is reduced to about 4 choices made in the last leg of the game. You can use all tadpoles or none and receive the same ending.

23) Act 3 Companion Dialogue - If you've noticed that companions have much less to say at the end of their journey it's because thousands of lines of dialogue were cut from companions in the final Act and all for various reasons. This also seems to be the source of most of the companion bugs that only appear in the final act as they're still trying to trigger events that simply no longer exist.

24) Multiple Cutscenes - There are multiple cutscenes that were present for Act 1 that are missing from the final game.

25) The Nautolid - A large portion of the Nautolid tutorial zone was cut in the final release, including cutscenes, dialogue, areas, and an optional fight with 2 injured Imps. This was likely cut for the sake of brevity more than anything.

26) Mol and Raphael - Isn't it odd how Mol will just escape from Raphael on her own and say it was "easy?" Well it turns out that's because they cut whatever the final leg of that quest was meant to be, instead they allow Mol to escape on her own which more or less skips to the end and around the cut content.

27) The Raven Queen - There was an entire second part of the storyline that was cut early on.

28) The Voice of Bane - It's possible to have a brief conversation with Bane, but it remains incomplete as the dialogue is unvoiced for some reason.

29) The Wither's Epilogue - WIther's was meant to narrate an epilogue for the players, to what extent is unsure but instead WIther's is left with a single event in the entire game when post-credit's he can be seen revealing himself as Jergal and mocking a mural of the Dead Three.

30) Crafting - An early access build contained a crafting bench and it seems originally we were meant to have full access to crafting/enchanting gear of our own through certain systems. While these were cut, the items for them were not. This is why items like ingots, gemstones, woods, and other material items appear in game with no use other than vendor trash.
Last edited by Settings; Aug 21, 2023 @ 7:09am
Originally posted by Folv:
It is definitely a flashy firecracker that slowly winds down as it goes. Big explosive start with lots of polish and care given to every nook-and-cranny of the game, noticeable decrease in quality in the middle (act 2) though it is still enjoyable, and then it really fizzles out in the end where you start to realize all the great mysteries and meaningful interactions you've had for the first 75% of the game are all wrapped up in a quick dud or not at all in some cases. This is the exact opposite of how a story-driven game should carry itself out. Content and options should be rich midway through, story should be focused and amplified (even linear if needed) near the end for a climax.

Even if I enjoyed the start, I can definitely say I have not enjoyed the finale unfortunately. A solid 7 at best in its current state.
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Showing 436-450 of 767 comments
Karashar Aug 15, 2023 @ 8:12am 
Originally posted by ᛊᚨᛁᛚᛟᚱ ᛗᛟᛟᚾ:
Originally posted by Slip:
All the problems with original sin 2 at release, are present here.

Combat is also a lot worse, due to limitation of dnd rules, original sin 2 had an amazing combat.
Me personally, I would have liked combat akin to baldurs gate, nwn and the likes.

I can't blame Larian for the combat though. WoTC wanted it to be 5E DnD because that's the edition they're currently trying to sell to people. It'd be bad for their business to make a game like this and throw it back to 3.5 rulesets even though 3.5 works a lot better in video games.


3.5 rulesets has a lot of problems, you either min max and break it or you fall for one of the many traps option and end up with a useless character, there is very little middle ground. I like the pathfinder game who are based on a slightly modified version of 3.5 but they really show the limits of the system particulary in the end game when even on normal difficulty you have a lot of options but you just end up spamming hellfire ray because it's the only spell hitting your opponent since the only way to give you a challenge is to bloat every mobs numbers untill their AC is so high that the only way for an unoptimised character to hit them is to roll a 20, but even that is not enough because some people will always find a way to min max and one shot the end game boss . The last part of both game are ruined by the system because it's such a chore to go through, you end up fighting the same opponents with their bloated number and you always use the exact same strategy because it's the only one that works. Also save or die is a terrible design philosophy and I'm glad they tone it done, I will always remender that ♥♥♥♥♥♥♥ Bodak in Neverwinter Nights chapter 2 and how if you aren't prepared it will just kill you out of nowhere by litteraly just looking at you if you aren't lucky. I never played it on paper but I actually prefer what I saw of 5e in BG3, it's simpler and maybe it's because I got older, but I prefer that over needing to double check if all your buffs stack like you want them to do or not because the rule said that some can stack and some other can't.
Last edited by Karashar; Aug 15, 2023 @ 8:13am
Nikke Aug 15, 2023 @ 8:13am 
I came back here to gripe about the guards being absolutely idiotic in Act 3! Previously they caught me thieving corpses of people on the 3rd floor of a building with their omnipotent vision.

Now I got attacked by a bunch of Sahuagin in a pier area. No guards in sight so it's up to me to handle the situation, so I start wiping them out. None of the civilians were smart enough to do what any rational person would do and RUN AWAY from the area, so what ended up happening was me throwing a fireball into a group of Sahuagin.. just for one civilian to get caught as collateral damage.

Guess how the guards reacted to this? They appear around my character from thin air, while I'M STILL FIGHTING the Sahuagin. They wait until I kill the monsters, then they start attacking me instead. So I'm forced to kill them. But wait! That's not all, the game KEEPS SPAWNING new groups of guards every time I wipe out the last one, eventually wearing me down. So I was forced to run away with one of my characters, except there's no place for the run away and I'm stuck in a dead end while the guards outside are just waiting.

I mean I could just reload a save and be extremely careful with not hitting any of the 6 HP civilians littered around the area, but I'm getting increasingly pissed off at the biased guards. Maybe there's an actual narrative reason for this with Gortash and all, but to me it just looks like a one bug after another lol.

I can't believe I'm having so many issues with these guards being absolutely irrational
Last edited by Nikke; Aug 15, 2023 @ 8:13am
Dr. Sinclair Aug 15, 2023 @ 8:15am 
Originally posted by Nikke:
I came back here to gripe about the guards being absolutely idiotic in Act 3! Previously they caught me thieving corpses of people on the 3rd floor of a building with their omnipotent vision.

Now I got attacked by a bunch of Sahuagin in a pier area. No guards in sight so it's up to me to handle the situation, so I start wiping them out. None of the civilians were smart enough to do what any rational person would do and RUN AWAY from the area, so what ended up happening was me throwing a fireball into a group of Sahuagin.. just for one civilian to get caught as collateral damage.

Guess how the guards reacted to this? They appear around my character from thin air, while I'M STILL FIGHTING the Sahuagin. They wait until I kill the monsters, then they start attacking me instead. So I'm forced to kill them. But wait! That's not all, the game KEEPS SPAWNING new groups of guards every time I wipe out the last one, eventually wearing me down. So I was forced to run away with one of my characters, except there's no place for the run away and I'm stuck in a dead end while the guards outside are just waiting.

I mean I could just reload a save and be extremely careful with not hitting any of the 6 HP civilians littered around the area, but I'm getting increasingly pissed off at the biased guards. Maybe there's an actual narrative reason for this with Gortash and all, but to me it just looks like a one bug after another lol.

I can't believe I'm having so many issues with these guards being absolutely irrational
the hillarious part about the fight in the docks, for me
a few civilians got killed, but none died by my hands
guards came
and i got ACCUSED OF MURDER and thrown into jail.
Settings Aug 15, 2023 @ 8:19am 
Originally posted by Dr. Sinclair:
Originally posted by Nikke:
I came back here to gripe about the guards being absolutely idiotic in Act 3! Previously they caught me thieving corpses of people on the 3rd floor of a building with their omnipotent vision.

Now I got attacked by a bunch of Sahuagin in a pier area. No guards in sight so it's up to me to handle the situation, so I start wiping them out. None of the civilians were smart enough to do what any rational person would do and RUN AWAY from the area, so what ended up happening was me throwing a fireball into a group of Sahuagin.. just for one civilian to get caught as collateral damage.

Guess how the guards reacted to this? They appear around my character from thin air, while I'M STILL FIGHTING the Sahuagin. They wait until I kill the monsters, then they start attacking me instead. So I'm forced to kill them. But wait! That's not all, the game KEEPS SPAWNING new groups of guards every time I wipe out the last one, eventually wearing me down. So I was forced to run away with one of my characters, except there's no place for the run away and I'm stuck in a dead end while the guards outside are just waiting.

I mean I could just reload a save and be extremely careful with not hitting any of the 6 HP civilians littered around the area, but I'm getting increasingly pissed off at the biased guards. Maybe there's an actual narrative reason for this with Gortash and all, but to me it just looks like a one bug after another lol.

I can't believe I'm having so many issues with these guards being absolutely irrational
the hillarious part about the fight in the docks, for me
a few civilians got killed, but none died by my hands
guards came
and i got ACCUSED OF MURDER and thrown into jail.

This is in a similar vein to pickpocketing where your theif character can run away and the NPC will just start accusing everyone else in the area until they get bored and decide that really didn't need that super rare item they keep on their person at all times anyway.
ObsidianButterfly Aug 15, 2023 @ 8:24am 
Originally posted by ᛊᚨᛁᛚᛟᚱ ᛗᛟᛟᚾ:
This is in a similar vein to pickpocketing where your theif character can run away and the NPC will just start accusing everyone else in the area until they get bored and decide that really didn't need that super rare item they keep on their person at all times anyway.

Pickpocketing in this game is so stupid. Not only do you need to pass the SoH and Hide checks, but they will instantly bee-line for you after a few moments and accuse you of it, even if you are across the map by then, requiring passing even more checks with multiple characters or give them money anyway, or fight.

Felt pointless and stupid.
Settings Aug 15, 2023 @ 8:26am 
Originally posted by ObsidianButterfly:
Originally posted by ᛊᚨᛁᛚᛟᚱ ᛗᛟᛟᚾ:
This is in a similar vein to pickpocketing where your theif character can run away and the NPC will just start accusing everyone else in the area until they get bored and decide that really didn't need that super rare item they keep on their person at all times anyway.

Pickpocketing in this game is so stupid. Not only do you need to pass the SoH and Hide checks, but they will instantly bee-line for you after a few moments and accuse you of it, even if you are across the map by then, requiring passing even more checks with multiple characters or give them money anyway, or fight.

Felt pointless and stupid.

I've found the key to pickpocketing to be straight up leaving the zone. Go through a loading door if you can and leave your entire party behind, otherwise they'll follow you across the entire length of the zone you're in just to accuse you of theft.
Dr. Sinclair Aug 15, 2023 @ 8:26am 
Originally posted by ObsidianButterfly:
Originally posted by ᛊᚨᛁᛚᛟᚱ ᛗᛟᛟᚾ:
This is in a similar vein to pickpocketing where your theif character can run away and the NPC will just start accusing everyone else in the area until they get bored and decide that really didn't need that super rare item they keep on their person at all times anyway.

Pickpocketing in this game is so stupid. Not only do you need to pass the SoH and Hide checks, but they will instantly bee-line for you after a few moments and accuse you of it, even if you are across the map by then, requiring passing even more checks with multiple characters or give them money anyway, or fight.

Felt pointless and stupid.
oh i got a good story about this, altho its not pickpocketing. spoilers ahead.
stole one of the artifacts from house of hope, the ♥♥♥♥♥♥♥ dude was chasing my party for 5 minutes afterward until i stopped moving
Settings Aug 15, 2023 @ 8:35am 
Originally posted by Dr. Sinclair:
Originally posted by ObsidianButterfly:

Pickpocketing in this game is so stupid. Not only do you need to pass the SoH and Hide checks, but they will instantly bee-line for you after a few moments and accuse you of it, even if you are across the map by then, requiring passing even more checks with multiple characters or give them money anyway, or fight.

Felt pointless and stupid.
oh i got a good story about this, altho its not pickpocketing. spoilers ahead.
stole one of the artifacts from house of hope, the ♥♥♥♥♥♥♥ dude was chasing my party for 5 minutes afterward until i stopped moving

lmao

I wonder what would happen if you stole from someone in the open world. Could you just get them to follow you around the map indefinitely if you didn't change zones?
Settings Aug 15, 2023 @ 8:36am 
Originally posted by Nikke:
I came back here to gripe about the guards being absolutely idiotic in Act 3! Previously they caught me thieving corpses of people on the 3rd floor of a building with their omnipotent vision.

Now I got attacked by a bunch of Sahuagin in a pier area. No guards in sight so it's up to me to handle the situation, so I start wiping them out. None of the civilians were smart enough to do what any rational person would do and RUN AWAY from the area, so what ended up happening was me throwing a fireball into a group of Sahuagin.. just for one civilian to get caught as collateral damage.

Guess how the guards reacted to this? They appear around my character from thin air, while I'M STILL FIGHTING the Sahuagin. They wait until I kill the monsters, then they start attacking me instead. So I'm forced to kill them. But wait! That's not all, the game KEEPS SPAWNING new groups of guards every time I wipe out the last one, eventually wearing me down. So I was forced to run away with one of my characters, except there's no place for the run away and I'm stuck in a dead end while the guards outside are just waiting.

I mean I could just reload a save and be extremely careful with not hitting any of the 6 HP civilians littered around the area, but I'm getting increasingly pissed off at the biased guards. Maybe there's an actual narrative reason for this with Gortash and all, but to me it just looks like a one bug after another lol.

I can't believe I'm having so many issues with these guards being absolutely irrational

The actual city of Baldur's Gate is so unbelievably broken and the only thing that makes sense as to why is that they pulled half the city, it's largest portion the Upper City, from the game less than 2 weeks before launch for some reason.

How are you going to make a game called Baldur's Gate 3 and then cut out the city of Baldur's Gate?
Dr. Sinclair Aug 15, 2023 @ 8:36am 
Originally posted by ᛊᚨᛁᛚᛟᚱ ᛗᛟᛟᚾ:
Originally posted by Dr. Sinclair:
oh i got a good story about this, altho its not pickpocketing. spoilers ahead.
stole one of the artifacts from house of hope, the ♥♥♥♥♥♥♥ dude was chasing my party for 5 minutes afterward until i stopped moving

lmao

I wonder what would happen if you stole from someone in the open world. Could you just get them to follow you around the map indefinitely if you didn't change zones?
oh i guarantee you that would happen
Settings Aug 15, 2023 @ 8:39am 
Originally posted by Dr. Sinclair:
Originally posted by ᛊᚨᛁᛚᛟᚱ ᛗᛟᛟᚾ:

lmao

I wonder what would happen if you stole from someone in the open world. Could you just get them to follow you around the map indefinitely if you didn't change zones?
oh i guarantee you that would happen

Maybe you could get them to follow you straight into an ambush and watch NPC enemies kill them for you
Settings Aug 15, 2023 @ 8:45am 
Main Post Updated lol

I mistakenly put that I had a 4070. I have a 4080, I upgraded from a 2070 about a month ago.
Settings Aug 15, 2023 @ 8:47am 
Originally posted by ToJKa:
So just like the DOS games. I wish i could say i'm surprised.

Well, could be worse, it could be a Bethesda game
https://imgur.com/t/gaming/a6oZg15

At least Bethesda games are just buggy. At this point you expect it, ya know? Even Todd Howard is like "Hey our games are a chaotic mess of bugs at launch, we know."

Larian sold us on a lie and then pumped out an amazing game that just doesn't have any of it's ending content implemented.
Julia_Nix Aug 15, 2023 @ 9:09am 
Very disappointing ending. Hoped you will get an option to interact with your companions and allies (you even get a line at the end where you say something like "lets party"). Get some conclusion to the world state and how your actions influenced it (like lifting the shadow curse and romanced ascendant Astarion that turned me into a vampire) but all you get is like "you won, bye".
Settings Aug 15, 2023 @ 9:17am 
Originally posted by Julia_Nix:
Very disappointing ending. Hoped you will get an option to interact with your companions and allies (you even get a line at the end where you say something like "lets party"). Get some conclusion to the world state and how your actions influenced it (like lifting the shadow curse and romanced ascendant Astarion that turned me into a vampire) but all you get is like "you won, bye".

I would literally have been perfectly happy to have had that party and then just have your companions give some brief dialogue about what sort of things they planned to do now that the danger as behind them and how things had changed around them over the journey. That's it.

Instead we got a fade to black and nothing.
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Date Posted: Aug 13, 2023 @ 4:09pm
Posts: 767