Posted May 24, 2014
Atlantico: Baldur's Gate is a roleplaying game on a grand scale, with a story arc and characters and the intangible spark of vitality that new developers put in their first major project.
Saying that a game has a story arc and characters isn't exactly saying much; technically, all games have an arc along the lines of "start out piss weak, end powerful", and the mere existence of characters in a game says nothing about whether those characters are well rounded or compelling. In BG, the party members receive no characterization beyond their initial dialogues and party banter, nor do they receive anything in the vein of character development beyond at most a sidequest that leaves them unchanged, and the NPCs are just flat out forgettable. The only constant story arc in BG is that of the Bhaalspawn (again, party members have no real character arcs) leaving home, starting out piss weak and ending with powerful gear; the only time that anything even remotely resembling a story arc beyond that seen in every videogame comes right at the end, where the party gets brought low by becoming fugitives and going on to kill Sarevok, but that only starts to become a thing after the first act takes up the vast majority of the preceding game with dead air in which the various non-characters are given only the bare minimum of characterization.
But hey, let's cut BG some slack; after all, it's the first in a series, so it stands to reason that the big story arc could just as well be divided among the games in the series, with BG being the introductory first act and BG2/ToB serving as the last two acts. If that's the case, then BG serves as a crap first act, because the goal of a first act is to introduce the characters, and the sum total of characterization that the party members (since BG NPCs don't return, any characterization they received is moot for this purpose) amounted to an initial hiring conversation, a few lines of generic banter, and, if you were really lucky, a quest that did nothing to change their relationships or their outlook on life, the universe, and everything. In other words, the characters had no character or growth thereof in BG, which runs completely against what the first act is supposed to do.
As for BG 2 being the lowest point of the characters, I kind of saw it, but it had issues. Minsc starts out having lost Dynaheir, Jaheira starts with having lost Khalid and learning of it soon afterward, Imoen starts by being traumatized by Irenicus and victimized by the Cowled Wizards, and the Bhaalspawn starts out confined. That's some seriously bad shit to have to deal with, but the problem is that the second act is supposed to *build* to the characters being brought to their lowest point, not burning all their stuff offscreen in the first few minutes and watching them claw their way out. The rest of BG2 involves the party members you start with (assuming you even stick with them and pursue their plot threads) trying to overcome the baggage they started out with, with Minsc being able to find a new witch, Imoen breaking free, and Jaheira... um... latching on to the PC's knob as a replacement for Khalid if they are male, I guess (she really does get the short end of the stick of only being motivated by the same desire for vengeance that everyone has). All very good and well, but (a) these developments come across as highly minimalist by virtue of having the characters otherwise remain silent, and (b) the PC plays an entirely passive role in the whole affair and thus feels alienated from any interparty development, never once being able to talk to Minsc about how to deal with his guilt and suggest he take on a new witch or confront Jaheira with the implications about her desire for vengeance and her role as a druid sworn to maintain the balance.
Then there's the Throne of Bhaal; if BG 2 is the second act lite and the third act rolled into one, then the characters have nowhere left to go as far as their arcs are concerned, since Imoen has already been freed from the Cowled Wizards and defied them, Minsc has Aerie as a witch, and Jaheira... got the same vengeance on Irenicus everyone else did (unless the PC is male). Sure, there's plenty of new challenges for the characters to overcome, but it never once felt like a natural attempt to flesh out the character's arcs and more, again, like the DM thought that an epic level campaign would be a good way to hurl some tough monsters and, say it with me now, everyone, "ph4t loot, guys" at the party.
It might seem like I'm asking a lot of BG's narrative, and that's because I am. Where a game purports to be focused on story, then story is going to rate pretty high up on how I judge it. Based on the preceding, the story left me out in the cold because to the extent that it possessed any kind of story arc, it was an arc in only in the most technical sense, and it was far from being a well developed arc, and the characters barely received any development (at least in BG). BG's arc only starts to develop at the end, and the overall arc for the series as a whole is a bit of a mess, as BG doesn't serve the function of a first act at all, BG2 can't be arsed to spend time bringing the characters to their lowest before sending them packing to the third act, and ToB feels superfluous since the third act has come and gone before it even starts.
Atlantico: Icewind Dale is a game that uses the same engine. That's it. It's a different idea, a different project, one that underwhelmed me because it seemed to be made for people who get a kick out of seeing sprites hack and slash on a computer monitor under various circumstances.
IWD and BG are both D&D games; that serves as enough of a basis for comparison, as I can and do compare the strengths of weaknesses of campaigns that provide different focus on story, combat, and whatnot. That said, judging them on the exact same criteria is foolish, but I can absolutely point out how one game succeeds in what it was trying to do more so than the other. Personally, I prioritize story and worldbuilding, but that doesn't mean that something that has its sights set on killing things will automatically put me off. Funnily enough, that's comparatively the case with IWD; sure, I have problems with the combat in IE games all around, but IWD as a combat game managed to have a better story arc and character arcs than were present in the ostensibly story focused BG. I don't ask as much of the plot of IWD since the game is focused on combat, but what plot there is to be had is miles better in terms of arc structure that BG's. Whereas BG's overall arc was a mess, IWD develops the characters and establishes them (the priest of Helm and his initial contempt for Jerrod, for instance) and provide foreshadowing of the low point to which the party will be brought (having the party be manipulated by Kresseleck into killing someone in order to do what they think is right, foreshadowing the way they will be betrayed by not-Arundel), brings the party to their lowest point after a reasonably measured first act by revealing that they have been manipulated by the what they perceived to be the traditional guiding beacon of wisdom, and in the third act the party eventually overcomes being brought low by continuing on in an attempt to do the right thing without the guidance of Arundel and the priest comes to appreciate that true value of Jerrod's sacrifice as he sacrifices himself.
*That* is an arc; the characters are introduced, brought low, and overcome being brought low in a three act structure that doesn't linger on any act for a disproportionate amount of time, and characters actually change as a result of the events of the plot. It's not an arc that moved me to tears or made me think about my life in the same way that PST did, but it is an arc, and that's more than I can say for BG, for the reasons given above.
I must confess to being intrigued by this one; how exactly was BG2 a letdown? I know some people have mentioned the problems with mage fights, but I'm not sure if it’s the gameplay you take issue with or something else.
Post edited May 24, 2014 by Jonesy89