105 – I Have Beaten Baldur’s Gate 2!

Screen Shot 2017-11-26 at 10.42.05 PMThe latter chapters of Baldur’s Gate 2 felt like padding, but man, did the game stick the landing. Chapter 7 takes place in two parts–an elf city that Irenicus is laying waste to, and a hell dimension where you battle his soul once and for all or something. (Metaphysics in these games gets kind of fuzzy for me.)

In practice, there’s not much different between this chapter’s areas and the ones in 4 and 5–a small, linear place, heavy combat focus–but at this point, the tight focus and pace makes sense, feels right. This is endgame: We’re funneling to our goal, and anything left is a distraction. That kind of pace feels restrictive when in midgame chapters, but when we’re approaching the final boss, that acceleration is great.

I don’t normally like Infinity Engine final bosses–Sarevok and Behlifet are difficult beyond what their games warrant, and I seem to remember Icewind Dale 2’s final bosses being way above my party’s pay grade–but I loved the Irenicus fight, largely because I was able to finish it on my first try. Baldur’s Gate 2 does something interesting with its combat in that, for the most part, direct damage spells are irrelevant. Spells like fireball and magic missile and all of that are staples during Baldur’s Gate and Icewind Dale; in 2, many of the enemies have magic resistance, and in any case your spells only do so much damage.

Buffing and debuffing become the order of the day–enemies throw up different kinds of shields, and you’ve got to put in similar shields to counter their attacks, and you’ve got different kinds of debuffs and penetration spells, and in some cases, it’s sheer attrition–waiting their shields out and keeping your fighters healthy until their shield fizzles away and you can whap away some HP. Irenicus’s first form is a mage battle; his second, he goes into slayer form and has a few friends helping him, and by now I’ve gotten so used to the engine–I have, after all, am working on my second playthrough of the entire franchise–that while I wouldn’t call it easy, man, I’m pretty decent at playing Infinity Engine games.

I’ll probably have some thoughts on my journey as a whole when I’m done, but as for Baldur’s Gate 2, one thing that’s been on my mind throughout this game is a line I half remember from, of all things, the GoG.com installer which, as many of you may know, pops up little advertisements for other games they sell. Their ad for Baldur’s Gate 2 mentions that BG2 is an RPG that’s “considered one of the best ever”. I’ve played so, so many RPGs over the years that I’m pretty qualified to evaluate that statement, and–with some caveats–I’d say it’s fairly accurate. In terms of what it brings to the table as far as breadth and depth, it’s pretty unmatched; its characterization of the world is excellent; it feels like a major adventure, and completing it feels like an accomplishment.

I just wish the game had been a little more even. What makes Baldur’s Gate 2 great is the large nonlinear sections of chapters 2-3 (and the bits of cleanup you do in chapter 6)–not the linear journey of 4-5. It’s a fine line to tread, though–my issue with Skyrim, for example, is its aimlessness, is that there’s too much to do, and that you never really do focus in on your main quest unless you want to. Skyrim is the kind of game that’s too unwilling to make choices for you–this is Your Adventure and You Can Do Whatever You Want In It, even if that means being one of those assholes who writes a blog about ignoring all the quests and hanging out in town farming cabbages. Baldur’s Gate 2 decides, at some point, that the main quest needs to take over, that you’ve bummed around its world long enough, and that it’s time to get down to business. I respect that…but I can’t say I enjoyed it fully.

Like I have said–a shorter midgame would have perfected BG2. But of course I am coming at the game from a particular position–that of it being 2017 and I have so many games to play, because games are really cheap commodities; and I’m 35 and I work for a living so I am not spending a dozen hours every day playing. (I mean, admittedly, the lion’s share of my free time is spent gaming–it’s not like I just duck into these things for a half hour every few days.) Tightness and minimalism are things I value at this point in my life, but that’s not to say I don’t enjoy a large, sprawling game–I wouldn’t be into RPGs if I didn’t–and, honestly, it’s not as if Chapters 4 and 5 take up two dozen hours on their own. Still, less is more, says the fellow who’s written about 10 posts on this game alone. And I do like that BG2 doesn’t quite play it safe. The game comes from a place of both supreme confidence–after BG1, Icewind Dale, and Planescape Torment, the Infinity Engine knows what it’s doing–and heavy experimentation–because RPGs were still a very niche genre at the time, and because in general this period of time, for PC games, was a period of high experimentation.

In a way, it’s making me very excited for Pillars of Eternity 2–you can see a lot of parallels between the Infinity Engine and the Pillars engine–the two franchises mirror each other in many ways. PoE is an obvious standin for Baldur’s Gate, being a sprawling woodsy adventure that sometimes collapses under its own ambitions but remains fascinating even for every time it falters; Tyranny and Icewind Dale are weird side adventures that a lot of people don’t quite like but remain trimmer, more linear, more focused; and Torment: Tides of Numenera is an obvious cousin of Planescape: Torment. 20 years later, PoE2 might be a reincarnation of Baldur’s Gate 2, and I look forward to seeing the improvements it makes on its predecessors.

Ah fuck, every time I mention Pillars of Eternity I remember that I plan on replaying it in time for the sequel to come out. That’s a hundred hours I’ve got to brace myself for.


104 – Baldur’s Gate 2: I Am Getting Tired

Screen Shot 2017-11-26 at 7.53.33 PMThe Underdark was not so bad this time around. Due to being at higher levels, having better equipment, and a greater familiarity with the engine, I got through Chapter 5 in roughly two days of play. The Beholders gave me little trouble, the Kuo-Toa dungeon was easy, and even the Mind Flayers fell pretty easily.

Honestly, the only problem here is how unnecessary it all was.

I had thought that the structure of Chapter 5 would make more sense in context–that perhaps it would seem more relevant to the larger picture–but your diversions in the Underdark is just that–a diversion. Irenicus has a connection to the Elves, and the Drow in the Underdark are of course at war with the Elves, and that war breaks out in the end–but what strikes me about Chapter 5 is how relatively unconnected to the rest of the game it all is. It’s at least a little more dense than the pirate village, or the Sahaugin City, but it’s a series of fetch quests. You spend your time with the Drow in the Underdark being bossed around from one sidequest to another; the sprawling freedom that is the hallmark of the early stages of Baldur’s Gate 2 is completely gone at this point.

In many ways, the Underdark is pretty important to the lore of the Forgotten Realms; it’s a pretty evocative concept. Underneath the earth, it goes, is a massive series of caverns, of Dark Elf cities, of fantastical and horrifying creatures. In practice, it’s, you know, a big cave with a bunch of enemies. The terror that could be here just doesn’t translate well to the Infinity Engine–there’s a distance in the isometric perspective, a tone in the writing that never really hits fear. The biggest reason for the Bhaalspawn to visit the Underdark is, if I may be cynical, because there’s no other place to fit it in in any of the other games in the franchise. It would honestly have made sense as an Icewind Dale 2 dungeon–it fits that style well, being a combat dungeon with some twists.

Chapter 6, meanwhile, moves as quickly as you like it to. There’s a couple of additional areas which are completely pointless–a couple of enemies, a treasure or two, and a small adventure involving the BG1 character Coran which apparently came at the insistence of an annoying fan on the boards or something–but it really is a “finishing up the loose ends” chapter. A fight with Bodhi the Vampire, and it’s off to Chapter 7 and the endgame, where I am right now. Depending on how long that segment is, I can probably beat the game in one session, maybe two. It’s good: I’m ready for it to end.

Look, Baldur’s Gate 2 is a masterpiece, it’s just too much masterpiece. Had I the opportunity to remake the game, you’d go directly from Athkatla to Spellhold, and after your adventures in Spellhold, you’d go right back to Athkatla for the endgame. The “journey” segments of the game take away from the focus of what you’re doing. It dilutes everything. They’re fun in and of themselves, sure–but what Baldur’s Gate 2 does best is density. The city of Athkatla has gone down in history as one of the great RPG cities; the Drow city of Ust Natha is an afterthought in comparison. There’s obviously the urge, in an RPG, to make a long, sprawling epic, but man, that’s what kills a lot of RPGs. Few people even finish these damn things as it is–they don’t need to be longer. They don’t need to be padded.

At least BG2 is trying to give the sense of a huge world; even if the Underdark doesn’t add anything to the story, even if the Sahaugin City is a side journey, the picaresque feel of the latter half of the game does make the world seem large and vibrant. I’m thinking about Pillars of Eternity which was a legitimately wonderful game, an excellent successor to the Infinity Engine–and one where half of the areas could have been cut, where a lot of the map areas had no encounters beyond a few combats but otherwise simply existed as a way to get between Point A and Point B.

But then again, people complained that Tyranny–a tight, lean game which featured no extraneous areas, no combats for their own sake, no areas simply meant as bridges between two other regions–was too short, so I guess you can’t win with these things.

Next time you hear from me, I’ll be telling you how the final battle with Irenicus went. Wish me luck.

89 – Icewind Dale

–Replaying Icewind Dale after playing Icewind Dale 2 is instructive in how much more ID2 is. I love these games–it’s my favorite of the 3 Infinity Engine subseries, and I’m trying to figure out why. It doesn’t have the narrative heft of Planescape or the questy open-worldness of Baldur’s Gate. What it does have is an extremely tight structure. Baldur’s Gate’s looseness works against it a little bit–until you know the shape of it, it’s difficult to know where to go and when to do it. Sometimes you need to rush to the next area, sometimes you’re expected to meander and level up a bit. It is a structurally weird beast, but it’s also the kind of bad structure that, when you’re used to it, does make a lot of sense. BGII, the one and only time I played it, felt like it was going to be a freeform, open-world game set largely in and around a single, large city, until the point when you leave the city and go on a huge number of difficult adventures in the Underdark, at which point you realize you should have stayed in the city for a much longer time than you thought and so everything is a lot harder than it should be. I enjoy Baldur’s Gate much more during each replay, and when I decide it’s time to play II again, knowing how I should approach it will make it a much better game, I think.

Icewind Dale is much simpler. You’re given a single dungeon, and you’re expected to crawl. It is a firehose of combat. It’s some of the best incarnation of combat in the IE series, I think–probably my favorite druid build. There is, usually, only one thing to do at a time, and the dungeons are more winding than sprawling. You don’t have a lot of choice in this videogame. But that’s okay–it works for it. Icewind Dale 2’s dungeons have more in the way of gimmicks–I use the term positively–and the writing takes your classes and races and alignments into account, it’s a much better written game–and maybe that’s the true lost classic, I really hope Beamdog makes an enhanced edition of it. But for now, Icewind Dale’s crawling is really hitting the spot.

–Traps, however, are complete bullshit. The Infinity Engine silently ticks down rounds, and as far as I can tell, each round your thief is detecting traps there’s a skill-based chance that they’ll detect one and a section of the dungeon or treasure chest will flash red and you can disarm it. The problem is, this is a slow process and success is not guaranteed, and so in order to make it through certain hallways without damage, you’ve got to put your thief in, and hang out for a moment. The whole process is slow and laborious and there’s no advantage to it–it’s not like you get any XP for disarming in this game. Particularly considering how you can rest at any time and there are no resources consumed when you do so, it’s just a stupid holdover from the tabletop days.

I seem to remember Tyranny having traps be detected instantly and the checks to disarm never being particularly difficult. They’re even more useless there–even though you do get XP, it’s not as if you ever get caught in one. Just give me the free XP. As influential as the Infinity Engine is–and rightfully so!–I wish we as a society had given the traps a wide berth. I wish the Enhanced Editions gave the option to disable them entirely.

–The other area where the Infinity Engine falls is its handling of persistent area-effect spells. Icewind Dale depends on a lot of them–throw down a web and get the enemies stuck there, then throw down a Stinking Cloud and watch them go unconscious, then shoot some thornbushes into the area to lacerate their unconscious, stuck forms, maybe put a cloud of fire–there’s a lot of stuff you can do if you set up the geometry right, and the magical effects in ID are particularly pretty. The problem is, the spells all have a set time that they fire for. The game doesn’t let you save or rest while they’re proccing, which makes a lot of sense–the game doesn’t let you do either in combat, and you wouldn’t want to create an unwinnable situation where you’ve trapped your own party in a death room–but there’s no way to stop the spells. There are a lot of situations where you’ve defeated all the enemies you’re facing, but your spike traps and webs are still firing and so your party just hangs out cleaning their fingernails until a minute or so later the spell finally dissipates and you can save and rest.

It’s not a game killer, obviously, but I guess this and the handling of traps make the games a little slower than they quite need to be. You get a Dispel spell; it would be nice if that stopped the area spells, but it doesn’t.