Victrix Pro AF Gaming Headset Review

Boutique esports brand Victrix makes some of the flashiest gear out there. Also, some of the most expensive. Its fight stick, the Pro FS, is the best out-of-the-box option on the market, but also the most expensive by a large margin. With the second version of its gaming headset, the Pro AF, Victrix hopes to engage a wider audience. To drop the price from $300 to $180, the new Pro AF drops the digital audio controller from the original model – now called the Pro AF ANC – and some of its high-end features, such as active noise cancelling and on-ear lighting. While the headset still looks good and has some interesting features, the drop hasn’t improved the headset’s appeal. In fact, now that it’s selling at a highly competitive price point, it’s clear that the Pro AF is not only designed for esports, it only works well in that context.

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Design and Features

Like its predecessor, the Pro AF looks impressive. Combining a bold black and purple color scheme and faux-industrial look with sharp edges and exposed cords makes it simultaneously look “technical” and stylish in a “PC gaming chic” sort of way. The headband is made from carbon steel and the yolks, which hold the cups, are aluminum. Both pieces have a smooth finish, making the headset feel well-built. While we’re talking aesthetics, it’s worth noting that the Pro AF drops the purple lighting on the cups, replacing it with a plastic purple X instead. It’s a little less flashy, but still distinctive if you’re into the black and purple.

All the parts on the Pro AF, both metal and plastic, feel sturdy, durable, and reliable. It feels comfortable on-head thanks to leatherette-covered “slow return” memory foam pads on the headband and cans, and forms a solid seal without squeezing your head. At 318 grams, it’s a little heavy on paper, which makes sense considering how much of it is made of metal. That said, I never felt the headset weighing me down.

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The Pro AF has a couple of distinctive eccentricities on its sides. Let’s start with the obvious stuff: there’s an onboard volume dial, which is oddly set in the shell of the left can – it feels like a small nub unless you handle it from the bottom, sliding it with your thumb. The dial is nicely textured and rolls well, but the design feels restrictive: Why not just set it flush on the side so players can roll it any way they like? Likewise, there’s a mic mute button, which sits high on the front of the left can, above some ornamental purple plastic. Again, the placement seems like it’s meant to force you into a specific form, where you hold the left can so your thumb is under the volume roller and your middle finger rests on mute. The problem is it renders those buttons considerably less useful, especially if you’re playing on PC and have volume controls on your keyboard.

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Most interesting is a pair of “venting” switches that open a gap between the plastic molding of the cans and the padding, allowing cool air into the cups and letting moisture escape. (They also allow ambient noise to get in, so you can have a conversation with someone while keeping your headphones on.)

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It’s a welcome feature – my ears can get sweaty, especially in the winter with the heat on – but you do need it to put time in to make it work for you. Venting occasionally as a preventative measure helped keep my ears from getting sweaty. Using them once I was sweaty though didn’t lead to any kind of noticeable relief. You need to get ahead of the curve, which can be tricky if you’re in the middle of an intense game.

Sound and Gaming Performance

The Pro AF, like the Pro AF ANC, has 50mm drivers. I found them capable and clear in games, though not quite as clear as other models I’ve tested in the same price range when watching videos or listening to music. Multi-textured mid- and high-pitched sounds, like you may find from highly produced pop and electronic music, comes through a bit muddled. This is, at least in part, because they are mixed for gaming, which leads to a very bass-heavy sound. Victrix brands itself as an esports brand, so you could say this isn’t a concern, but as someone who bounces from watching videos to listening to podcasts to playing games, I found its lack of versatility problematic.

On the other hand, the Victrix’ singular focus seems like an advantage when you look at its detachable mic. The metal-coated wire boom allows for better adjustment than any mic of its kind. I tend to have trouble finding the best place to set bendy mics, and a harder time getting them to stay in position: The Victrix mic never moves unless you move it, which is far more impressive than it sounds. It also picked up my voice quite well and the sound comes through clear without any major ambient noises coming through.

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I’ve used the Victrix Pro AF with a variety of games, competitive and experiential, including Call of Duty: Modern Warfare, Destiny 2, and Star Wars: Jedi Fallen Order. For the most part, the sound in games comes through very clear. Explosions ring true. Bullets whiz. Lightsabers whirr and hum. The level of detail in those sounds, however, did not always come through as clear as I’d have liked.

As I mentioned before, I found some muddy spots in the higher end of the Pro AF’s range. There were times when high-range noises like laser blasts in Fallen Order didn’t come through quite as intensely as I thought they should have. Again, it’s clear that the Pro AF puts bass first. It also seems to naturally boost in-game dialogue and, of course, voice chat so that all comes through especially clear.

For a $180 headset, though, clear, crisp sound really feels like the bare minimum. Many headsets at this price range feature simulated 5.1 or 7.1 surround sound or make claims about location-based audio. The Pro AF doesn’t have any of these features, which is technically fine – (I’ve paid more for headphones without them). Their absence is notable, though, especially for a product with the word “Pro” in the title.

Purchasing Guide

The Victrix Pro AF is available now for $179.99 through the company’s online store, as well as on Amazon. There’s a PS4 and an Xbox One version, and both are also compatible with PC.

One thing to keep in mind: Prior to Victrix announcing and releasing the new Pro AF headset, many retailers and publications referred to the Pro AF ANC as the “Pro AF.” Make sure to check the listing to make sure you’re buying the right version before putting it in your cart. If it has an inline amp and/or costs $300, you’ve got the other model!

Borderlands Director Wants to Put Fans in the Movie… and Kill Them

Borderlands is being adapted into a live-action movie, and director Eli Roth wants to pay tribute to hardcore cosplayers by killing them. No, not literally.

Roth briefly appeared onstage at Gearbox’s PAX East panel to voice his excitement for the project and for the fan community, calling it “a mad, insane family.” Roth then noted a desire to honor the community by selecting a handful of cosplayers to appear as extras in the film, where their characters can then be killed off in suitably Borderlands-esque ways.

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It’s not clear how exactly these cosplayers will be chosen. Gearbox or Lionsgate may announce some sort of formal contest, or the filmmakers may simply reach out to individual cosplayers on a case-by-case basis. Either way, it sounds like fans interested in appearing the movie would do well to start prepping their costumes before major conventions like E3 and Comic-Con and getting their Instagram accounts up to date.

As revealed earlier in February, Gearbox is partnering with Lionsgate for a live-action Borderlands movie, with Roth directing, Avi and Ari Arad producing and Chernobyl creator Craig Mazin penning the screenplay. No cast or release date have been revealed yet, and based on Roth’s comments at the PAX East panel, it sounds like the project is still very much in the early stages.

Gearbox co-founder Randy Pitchford did note that the recently released Sonic the Hedgehog is a sign video game adaptations may finally be living up to their potential after years of critical and commercial misfires. Find put what IGN’s staff thought of Sonic the Hedgehog: The Movie.

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For on what to expect from the Borderlands movie and other high profile projects, here’s a breakdown of every video game movie currently in development.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Great Deals on Vizio and Samsung 4K TVs

4K gaming is already here, but it will be even more prominent when the next console generation starts this fall. If you want to get your entertainment setup ready early, now is a good time to buy a 4K TV. That’s because, between now and April 15, Walmart is offering big discounts on relatively inexpensive televisions from Vizio and Samsung. Let’s take a look at what TVs you can save money on right now.

Vizio M-Series Quantum TV Deals

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These 4K QLED TVs from Vizio are an excellent choice for anyone looking to save lots of cash on a new 4K TV. They support Dolby Vision HDR, HDR10, and HLG content. You get 10 local dimming zones, which allows for deeper blacks and better contrast. The display can crank out 400 nits of brightness. It works with Apple AirPlay and HomeKit, plus it has Chromecast built right into it. And it has three HDMI ports, one for each game system. Perfect.

Samsung 6-Series TV Deals

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You have four discounted options from Samsung’s 6 Series right now, on TVs ranging from 50 inches to 70. These are 4K LED televisions, with features like a universal guide and a smartphone app. They come pre-loaded with access to streaming services like Netflix, HBO, YouTube, Hulu, and more. They even have a game mode to eliminate input lag. Certainly some of the premium features you’d find in higher-end models are missing here, but you’ll save a ton of money going with one of these — money you can save for a PS5 or Xbox Series X later this year.

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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This Incredibly Popular MMO Is Free On Steam Right Now

One of the most popular MMOs around is free on PC for the next few days. From now until 7 AM PT / 10 AM ET on March 2, you can grab Black Desert Online from Steam or the game’s official website free of charge. Black Desert Online doesn’t require a subscription, so once you click “Add to Account,” it’s yours to play for as long as you like. While it normally only costs $10 on PC, you can’t beat free.

Like many MMOs, Black Desert Online is a time sink that you can easily dump dozens if not hundreds of hours into. The free promotion coincides with the four-year anniversary of the MMO’s release on PC, and it’s the first time the game has been given away for free.

Black Desert Online is action-oriented with fast-paced combat and a large, sprawling world filled with monsters to slay alongside your friends. The game has 19 character classes and a robust crafting system that lets you create practically anything found in the world if you have the right materials.

Black Desert Online
Black Desert Online
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New players who download from Steam will also have to create a Black Desert Online account. You’ll get the Starter’s Package for free this weekend when creating your account, which gives you 10 seven-day guest passes. During the free giveaway, you can also save on the Traveler’s Package and Explorer’s Package, which come with in-game upgrades to inventory and character slots, a pet of your choice, and other items that will help you on your journey. The Traveler’s Package upgrade is available for $8 (was $20), and the Explorer’s Package upgrade drops to $16 (was $40).

Black Desert Online launched on PS4 and Xbox One in 2019, and developer Pearl Abyss is adding cross-play support for the console versions on March 4. The impressive iOS and Android version, Black Desert Online Mobile, released late last year as a free-to-play game.

Steam users can also check out Ark: Survival Evolved, Descenders, and Deep Rock Galactic for free until Sunday. If you like what you play, you can buy all three games for a fraction of their normal prices and continue playing after the free weekend ends.

Now Playing: Black Desert Mobile Is The Full MMO Experience

GameSpot may get a commission from retail offers.

Some of Baldur’s Gate 3’s Coolest Features Are Stadia Exclusives

Stadia’s official unveiling at GDC 2019 was an exciting day. It gave us our first real look at the streaming service that Google was touting as “The Future of Gaming,” and – most importantly (for me, at least) – Divinity: Original Sin 2 studio Larian was deep in development on Baldur’s Gate 3.

One of the best developers in the role-playing business, working one of (if not the) most beloved RPG franchises ever, on a fascinating new platform that could revolutionize the way we consume games… it was a lot. Now, just under a year later, we’ve finally gotten an in-depth look at what Larian’s take on the D&D-verse of Baldur’s Gate looks like, as well as just where things stand between Larian and Stadia, how it’s implementing some of Stadia’s unique features, and what we can expect from its upcoming early access release.

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The State of Stadia

Sure, Stadia may have experienced a few stumbles since it launched its Founders’ Program last November, but the Baldur’s Gate 3 team stands by the platform.

“It’s new technology,” says Larian’s CEO Swen Vincke, speaking to IGN at a recent event where his team showed off nearly two hours of Baldur’s Gate 3 gameplay (it was awesome). “I think that they [Google] are committed to it and we’re going to still see very cool things come from them,” he continues. “They just need time… When Microsoft had just launched the Xbox, that wasn’t necessarily over roses either. Right? It’s very complicated to launch a new platform.”

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The promise of Stadia is two-fold for Larian. First, there’s the business side – Stadia’s streaming and sharing features are a great pair for how complex, systems-based games like the ones Larian is known for become popular: word of mouth. “You talk to these people who say ‘I didn’t think it was for me, it looks like maybe a little bit too much,’” Swen says. “With something as easy as sending somebody a link and saying, ‘Hey, let’s try it out and you can jump into my game instantly without having to install anything,’ I think that has a very great conversion power.”

The other aspect is something that’s much more reliant on Stadia making good on its many promised features but, when they’re eventually released, could create a whole new dynamic for players who want to interact more with the communities they stream and play in. And it’s been heavily implied that there’s more to come: “The reason why I’m vague about this is I don’t even remember which one they announced and which ones they didn’t, Swen adds with a laugh.

Baldur’s Gate 3’s Stadia-Exclusive Content

BG3 may not be a Stadia exclusive, but Larian has big plans for that specific platform, leaning heavily into the community and streaming-focused concepts that Google is working to enable.

“Some of the Stadia features that we’re supporting are going to be specifically built around involving the community in the decision making,” Swen says. “Or letting them affect the dice, for instance. Now, it may sound like some sort of technical wizardry, letting someone watching a livestream hundreds or thousands of miles away change the outcome of your decision, but Stadia has been planning for developers to implement ideas like this since day one.

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According to a developer blog post, the Stadia team is working on a feature called Crowd Choice — a tool that’s designed to let devs enable exactly the kind of interaction that Larian is focused on. It allows game developers to mark certain points in a game that, if the Crowd Choice mode is enabled, will trigger a poll that comes up somewhere in their stream’s chat window (we’re assuming this will be strictly a YouTube feature, at least for now).

This could be as simple as causing the stream to try to coerce the player into making a certain decision — to explore a tomb or the dangerous forest, for example — but the Stadia team also claims that the results of the polls can let a game’s programming “use these results to affect what’s happening in the game.” In the case of Baldur’s Gate, this could mean anything from, as Swen suggested, affecting how a player’s dice roll will turn out on a critical check, or perhaps altering the loot that you’ll find in a dungeon, or even choosing the dialogue for an NPC.

While there are some Twitch extensions that can achieve the same effect, they seem to be relegated solely to modded emulators for now — what Larian is looking to do with Stadia is much more involved and may be an entirely new way of enabling streamers to engage with their audiences.

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There are other social features planned for non-Stadia users, like the ability for players in a multiplayer party to see the choices you’re about to make (say, for example, if your high-elf vampire was trying to choose which party member to feed on while they slept). While we don’t know what this feature will look like, exactly, Stadia’s Stream Connect feature – which allows a team of players to see PiP feeds of each others screens – seems like a natural fit. Regardless of how it manifests, the ability to coordinate (or argue over) certain decisions could go a long way to helpLarian emulate the feeling of being at a table playing D&D with friends.

“It’s like tabletop,” says BG3’s lead writer, Adam Smith. “We want to give people the chance to just introduce chaos and we want to give people the chance to go into conflict with each other. I mean, there are so many things that we want to do that tabletop does that it’s very, very difficult to do because you can’t be as reactive and you can’t improvise as much, but we go as far as you can there.”

The big question, of course, is when will these features actually become available? The answer currently is a resounding “?,” since Stadia has been fairly quiet as of late when it comes to its roadmap and timeline, but it is possible that we’ll see some of them implemented when Baldur’s Gate 3 enters early access later this year.

Why Baldur’s Gate 3 Is Entering Early Access

It might not be the “Launch Window” release that Stadia initially promised – according to Larian, “Something was lost in translation there,” and the plan was always for Baldur’s Gate 3 to come out in early access first.

“When you’ve been working on something for years, and you’re this close to it, you’re kind of too close to it,” explains Matt Holland, one of the gameplay programmers on BG3. “We just aren’t sure, we can’t quite anticipate, where that’s going to be. Because if we could, we’d do it ourselves.”

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As Swen explains it, “What we’re looking for is feedback from the people that are playing it to death and who are giving us really good ideas… then implementing [them] and seeing what works. We also want to see stuff that doesn’t work. In [Divinity: Original Sin 2], we found a lot of stuff that didn’t work during early access, and we changed it and modified it.”

What’s In Baldur’s Gate 3’s Early Access Build?

The full scope of Baldur’s Gate 3’s early access release hasn’t been revealed yet, but we know there’s going to be a lot to it.

According to Larian, the early access version will contain the opening area – what they’re referring to as “Act 1-A,” which consists of the two hours we played in our demo session plus “much more.” Swen says it will be more extensive than the early access build of Divinity Original Sin 2, which consisted of about eight to 12 hours of story gameplay, several character options, and even an early multiplayer build.

“It’s purely because of the amount of permutations that you have,” he says, explaining the amount of content coming in early access. “There’s so many ways of doing things now that just to cover it, we just have to put it all in there. Otherwise it doesn’t work.”

We know that we’ll see a litany of story paths and character options included in early access, as well. The demo we saw featured several potential race and class combinations and, depending on how far the level cap extends (and how faithfully the team has mirrored D&D’s current player advancement system), we may see some additional subclasses as well. Other character considerations, like whether to play as good or evil, or which of the many gods your Cleric prays to, for example, will be included, along with more class and character options being added as development continues.

In terms of when we can expect to get into Baldur’s Gate 3’s early access, we’ll have to wait a bit longer to find that out, since there isn’t a set release date for its launch. “We wanted to do it around now,” Swen laughs, “But we saw we weren’t going to make it, so we reserved the rights to give ourselves more time.”

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JR is a Senior Editor at IGN, and is very much looking forward to infuriating his BG3 party members with his terrible decision making. You can cheer him on (or scold him appropriately) on Twitter.

Borderlands 3: Guns, Love, and Tentacles DLC Revealed

Borderlands 3’s second DLC expansion will be called Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock, and it’ll arrive on March 26. Shortly before that, the game will be released for Steam on March 13.

March 26 will see Guns, Love, and Tentacles arrive, which Gearbox describes as the story of “a surprisingly dangerous engagement party” for Sir Alistair Hammerlock and Wainwright Jakobs on the ice planet of Xylourgos. The expansion will take you to an eerie town, Cursehaven, situated under the carcass of Vault Monster, have you fighting occultists, and see the return of Borderlands 2’s Gaige (and her robot, Deathtrap) as an NPC.

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The expansion will also add new legendary items, Class Mods and cosmetic items. Apparently, it’s going to “put the love back in Lovecraft”, which will either be delightful, or disgusting, or an eldritch, unknowable combination of both.

Gearbox also shared a sneak peek of the third DLC expansion, coming this summer, with just two words serving as hints: “outlaws” and “dinosaurs” – you can see a piece of concept art in the slideshow at the bottom of this story. It seems there’s some connection to Borderlands 3’s Saurians, but there’s not much more we know than that right now.

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We also saw a content roadmap of free updates and events coming soon. in April, we’ll get Mayhem 2.0, described as an overhaul to Borderlands 3’s endgame by changing how Mayhem modifiers work. According to Nicholson, we’ll also be getting a Big head mode as part of that, which is always exciting.

After that, there’s a new event, Revenge of the Cartels, in which you track down tracking and killing cartel operatives for event-specific rewards.

Anthony Nicholson, senior project producer at Gearbox, told us Revenger of the Cartels would be closest in style to the Bloody Harvest Halloween event, adding a new map, new missions, and event-specific weapons, all themed along a Borderlands take on an ’80s Miami Vice-type style.

In May, we’ll get a follow-up to Takedown at the Maliwan Blacksite, this time called Guardian Takedown. Described as the most challenging content in the game, this endgame mission will be set around the mysterious Eridians, and offer new bosses, gear, and cosmetics. It will scale in difficulty based on your party, but features a True Takedown Mode, which allows a single player to take on the mission at the hardest possible difficulty.

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Making the announcement onstage at PAX East, Gearbox announced that the Steam version would feature crossplay with the Epic Games Store release, with additional features – such as being able to mail weapons between versions – will be added in the weeks after launch.

Nicholson confirmed to IGN that there are no plans for PC-console crossplay at the moment.

It’s been a busy time for Borderlands recently – alongside all of these announcements, we also learned that horror director Eli Roth is helming a Borderlands move.

We awarded Borderlands 3 a 9/10 review, saying it “sticks to its guns and outdoes itself with an amazing arsenal of weapons, humor, and missions.” We weren’t quite as impressed by its first expansion, Moxxi’s Heist of the Handsom Jackpot, giving it a 7/10 and explaining that it “starts off a little bumpy, but when it goes all-in, it hits the jackpot.”

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2 Hours Into Baldur’s Gate 3 and We’re Sold

After watching two hours of Baldur’s Gate 3 gameplay, it’s hard not to compare it to Larian’s most recent RPG-darling, Divinity: Original Sin 2. But BG3 is not simply Baldur’s Gate: Original Sin –it builds upon and morphs DOS2’s isometric turn-based RPG system into a gorgeous world, touched – well, more like bathed – in Dungeons & Dragons’ current rules, systems, and lore.

As someone who loves Original Sin 2 and D&D, I’m absolutely on board for all of it.

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My heart is telling me to start with the D&D nerdery, but, damn, Baldur’s Gate 3 is beautiful. Definitely watch the full video preview above to get a sense of what it looks like, and the full cinematic below.

Sure, we saw a few hiccups here and there, like admittedly misbehaving hair, but since our preview build was running on what’s basically a whole new engine we were reminded Baldur’s Gate 3 is “still very much in development.

While some elements have been ripped straight from the last iteration of Larian’s engine – like the 2-player local, 4-player online co-op multiplayer – Baldur’s Gate’s new rule system, its entire cinematic pipeline, and – to quote Larian directly – a “shitload” of features added on top that aren’t finished yet, are all new updates. A lot of these changes are visual – like a new dialog-driven cinematic camera, and a zoomed-in “almost-third-person” camera-view option – but some of the bigger differences are mechanical.

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For starters, verticality plays a major role in Baldur’s Gate 3 – with many environments comprised of three or four layers in the same space. Players can hide in the rafters, or explore seemingly unreachable areas that require creativity – like a risky jump – to access. And though it seems like a small addition, stacking boxes to leap up vertical levels opens up a legitimate new exploration tool.

This adds yet another layer of gameplay, too, because from what we saw, nearly every object in Baldur’s Gate 3 can be manipulated. Hanging candelabras, for example, are atmospheric, sure, but they’re also begging to be dropped onto enemies stupid enough to stand underneath them. If environmental traps aren’t your thing, you can dip your bow into fire to acquire flaming arrows (that can light flammable materials like barrels of smokepowder), or find alternate entries into dungeons by using a rock slide to smash a hole in the ceiling. Baldur’s Gate 3 is full of these little flourishes that emphasize the creativity at the heart of Dungeons & Dragons.

Combat can be just as creative as exploration, too. In one instance, we saw Vincke separate his rouge from the rest of the party, and while the rogue snuck up behind a bandit as insurance, he moved the rest of his party in plain sight. He attempted to persuade the bandits to leave through conversation, but (thanks to some unlucky dice) failed spectacularly, leaving him no choice but to fight. When the battle began, his rouge was still waiting patiently behind a bandit, whom he shoved off the ledge to the floor below in a surprise attack. It’s this sort of team strategizing that can really affect the outcome of the battle.

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Roll for Initiative

Now, onto the D&D nerdery: I was first drawn to Larian’s Divinity: Original Sin 2 because I heard it was a great digital D&D substitute (complete with couch co-op!). Starved for a tabletop environment after having recently moved away from my regular group, I picked it up with a partner and had an absolute blast. Sure, there were no dice-rolls to get excited about or any specific D&D lore, but its strategic turn-based gameplay and outside-the-box ingenuity had me feeling like I was playing a homebrewed tabletop RPG with my friends.

Baldur’s Gate 3 convincingly offers to up the ante, taking that feeling and dragging it into the legitimate Dungeons & Dragons video game experience. That’s not easy to do.

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Something Larian repeated over and over during our demois that they aim to be your Dungeon Master, and you’re playing in their home D&D game. There are some house rules, of course, but nothing too far out of bounds.  Everything they’ve tweaked or added for the sake of making a compelling video game has been vetted by Wizards of the Coast, so you’re still getting the authentic D&D experience.

Some of these tweaks are technically already in D&D as variant rules, and the others are not unlike the house-rules a tabletop DM might come up with. For example, shoving an enemy off a cliff or throwing an object in D&D replaces your attack action, but in Baldur’s Gate 3, it won’t (at least for now; part of Larian’s goal with early access is to make sure they find the right mechanical balance in combat).

“It’s really kind of in service to give the players more to do in their turn, and more options to play with,” explained combat designer Matt Holland. “Especially for some of the B-league classes in the early game. They don’t have a lot to do with their turn, so we want to make sure that they have other options.”

If you’ve played Divinity: Original Sin 2 or Dungeons & Dragons, you’ll probably be right at home with the turn-based combat system of Baldur’s Gate 3. When combat begins, you have a certain amount of movement to spend, and a limited amount of actions to perform (like a shove, melee attack, or a long-range magical Firebolt, arrow or buffing spell) every round for each character in your party. It sounds simple enough, but strategically placing your characters and devising how best to gain advantage against your opponents plays a big part in Baldur’s Gate 3 – even bigger than in Divinity Original Sin 2.

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Perhaps the most important variant rule Larian is adopting is that Baldur’s Gate 3 uses team-based turns instead of individual turns. Vincke explained this not only speeds up gameplay considerably and allows you to maximize your party’s combat effectiveness, but also allows for more coordinated strategies in multiplayer, too.

“Suddenly, you’re much more engaged with each other,” Vincke said. “…which is very similar to what’s happening at the [D&D] table.”

That connection to the tabletop game is front-and-center in so many of Baldur’s Gate 3’s mechanics and systems. It’s loaded with luck-of-the-die skill checks being decided by the on-screen d20 — but even if you don’t care about the inner workings of the game or the math behind the scenes, watching that die spin in a tense moment infectiously trains you to react to rolls just like you would at the D&D table.

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On a critical success, a golden D20 flashes on the screen, and the audience during our demo all reacted accordingly with cheers and applause. On a critical failure (a one on a dice roll), the room audibly groaned in anticipation for the great consequences to come.

Larian is so clearly trying to replicate the spirit of playing D&D with your friends, about the only thing missing is tossing out a set of misbehaving dice.

As with Divinity: Original Sin 2, Baldur’s Gate 3 provides couch-co-op for up to two players, and online co-op for a party of four, with an easy drop-in-and-out system. And Larian has been developing BG3 with co-op and streaming play in mind, allowing your teammates to see your dialogue options and dramatic cutscenes. For example, if you’re playing Astarion the vampire spawn – which is one of several preset character origins you can select for a more crafted story, just like in Original Sin 2 – your party will be able to see you debating whether or not to feed on them at night for a delicious, blood-soaked buff the next day.

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And though they were tight-lipped about the details, Larian plans to integrate a system for live stream audiences to actually participate – and sometimes even control – the player’s dice rolls, which introduces a whole other level of communal play.  Read Baldur’s Gate 3 Devs on Stadia-Exclusive Features and Early Access Plans or watch the video above for more detailed information.

I could go on about Baldur’s Gate 3 for ages. I could talk about the fully voice-acted forests of branching dialogue trees, the 1.5 million word-and-counting script, the staggering offshoots of storylines to uncover, ignore, or actively destroy in an instant, or the detailed character creator, and so. much. more.

But for now, I’ll end it here – these are only my first impressions, and as Baldur’s Gate 3 is still very much in development, things are apt to change. You’ll be able to play sooner than you think, too, as Baldur’s Gate 3 is set to hit Early Access later this year. And I, for one, cannot wait, even if it means buying into a streaming service like Stadia to participate.

For more on Baldur’s Gate 3, make sure to read Baldur’s Gate 3 Devs on Stadia-Exclusive Features and Early Access Plans and Baldur’s Gate 3 Aims to Capture the Dungeons & Dragons Spirit.

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Casey DeFreitas is an Editor at IGN who plays D&D about eight hours a week, consistently, every Saturday. Catch her on Twitter @ShinyCaseyD.

 

Baldur’s Gate 3 Aims to Capture the D&D Spirit

If you’re reading this, it’s because A) You want to know about Baldur’s Gate 3 the video game – which you can read and watch more about in our Baldur’s Gate 3 preview, and maybe B) How Dungeons-&-Dragons-y is Baldur’s Gate 3, really? That second point is what I’m going to cover. If you’re a D&D nerd like me, you might be wondering about things like passive perception, initiative, how a video game could possibly handle the ‘Wish’ spell, and how Baldur’s Gate 3 connects with the tabletop – you know, that good nerd stuff.

So let me answer the big question the best I can: Baldur’s Gate 3 is very Dungeons-and-Dragons-y. Lots of video games over the years have tried to capture the insane unpredictability – and I hesitate to say, soul – of Dungeons & Dragons by the sheer muscly breadth of their systems. Most have failed, regardless of whether they’re good or bad video games. It’s not really about that.

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If you play D&D you know that it’s more than just a bunch of cool parts bound together in a player’s handbook or monster manual, and recreating those parts alone can’t necessarily make the whole. Like a sweet, shiny clockwork golem, the cogs can be in place, those gears can whir, the pistons can surge chaotic fire through the frame, but it still doesn’t have a soul. That’s because Dungeons & Dragons is more than just dirty twenties and nat ones and plus-two loot for your action-surging fighter. There’s this intangible, honest creativity that can’t easily be programmed or rendered – if it all. It’s a thing that only seems to materialize between collective imaginations if you’re lucky enough to tap a vein of it. So, with that long-winded perspective gleaned, with everything I’ve seen firsthand and learned directly from the developers, I can say Baldur’s Gate 3 is looking like it’s damn close to lighting the spark.

Measuring the Intangibles

Whenever I try to explain why it’s hard to recreate the Dungeons and Dragons experience, the easiest example I go to is the arcane schools of magic and the mind-bending shenanigans they offer.

You’ve got spells like Firebolt, Fireball, Haste, Dimension Door, Mordenkainen’s Magnificent Mansion, and Meteor Storm – all fairly straightforward, right? Then you’ve got things like Minor Illusion, Major Image, Suggestion, Phantasmal Killer, Legend Lore, and Wish leaning on the intangibles of collective creativity. How do you plan for that?

“Well, thankfully we actually have a lot of experience doing this sort of thing from Divinity: Original Sin 2],” said Matt Holland, Combat Designer on Baldur’s Gate 3. “As for the intangible ones, like Wish, for example, we do have to give you a limited option of things you can do.

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“Depending on the situation, you never know what the options are going to be. Maybe that is your ‘win’ button. But similar to Baldur’s Gate II, there are some really snarky and funny interactions you could have with that.”

In BioWare’s Baldur’s Gate 2, casting Wish essentially gave you a list of options to choose from based on your ability scores. In many cases, you had a shot of completely screwing yourself over, and with a poor enough check, you were almost guaranteed to harm more than help. It wasn’t quite the limitless fountain of power you can get away with at the table, but it was pretty entertaining, with a diverse list of options to choose from. And that was in the year 2000. The prospect of a Larian-crafted set of possibilities are, well, pretty exciting for a video game of which they’ve only shown two hours and still managed to touch on vampires, devils pitching contracts, a red-dragon-riding-gith squadron, Illithid interplanar travel, and a somehow smarmier version of Volothamp Geddarm.

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“We’re thinking really long and hard about which spells we’re putting into the game and how we want to adapt them into our system,” Holland said. “Even something like Mage Hand, which was really difficult. We weren’t sure how we were going to do it, but it ended up being so that it’s [like its own] character that can push things and throw things and all that.

“Obviously you won’t see every single spell, but there’s really a lot that you get to play with. There are still spells that we are working through and trying to get the design written out for in our system. But yeah, if you’re worried about not having enough access to options and the spell lists, don’t worry.”

Real Time Stop

“What do you do?” If one question could define Dungeons & Dragons, I think it’s that. All at once it’s a call to action, an invitation to creativity, and an assurance that this story is made up of the infinite possibilities knocking around your collective imaginations. That’s a tough concept to tackle in a video game for two reasons. For one, you need time to stop for a moment, to figure out what you want to do, what you can do, and the best way to go about it. But you also need time to have a sense of continuity so the consequences of your actions or inaction can be adjudicated and therefore meaningful.

That’s why Baldur’s Gate 3 is introducing a fusion of real-time and turn-based that’s similar to Divinity: Original Sin 2, but more in line with the six-second rounds of Dungeons and Dragons. When you’re not in combat and exploring, time flows freely. When you’ve rolled initiative and turns are declared, you drop into turn-based combat – it’s roughly the same balance as Divinity: Original Sin 2. But that grey area between the two is where Baldur’s Gate 3 shines.

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For example, playing Dungeons & Dragons, let’s say you’re in a village and you’ve broken into some poor cheesemonger’s shop in the dead of night to rummage for soft cheese and hard profit. How chaotic of you. Suddenly you hear a groggy thud followed by a series of shuffling footsteps on the weathered boards above you. What do you do? You ask, “Is there somewhere I can hide?” There is, in fact, somewhere you can hide. There’s a barrel that smells of fermentation or a corner beyond the offensive bright rays of the full moon where a deep shadow calls home. You make the decision and roll for Stealth. Then the footsteps – and what sounds like a large club clacking against a hard surface – begin to drift down the staircase from the second floor. They’re loud, and they’re getting louder. What do you do?

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These call and response moments of tension are some of the best parts of Dungeons & Dragons, and in Baldur’s Gate 3, they’re manifested in a real-time pause mechanic. In situations where you’re not in open battle, but you need to plan each action or segment of your movement, you’ll smash that pause button and begin to map out a daring and deft series of commands and then advance the turn, allowing the round to move forward before you plan the next six seconds. It’s incredibly cool to see it in action and taps that same vein of tension.

“I think the big thing you guys are going to notice when it comes to that gameplay is how good it feels to play a stealth character,” Holland said. “You know that you get to move, and then the world gets to move for six seconds, and then you get to move again. Really plan it out and it just adds a whole other dimension to playing that character. Divinity: Original Sin 2 was a lot more finicky, and you really had to time it well. It just never felt as good as we would’ve wanted it to, and with this system, it feels just amazing.”

All Four One

Baldur’s Gate 3’s most apparent shift from the familiar rules of Dungeons & Dragons is the initiative system. It’s actually not a departure from the rule book, but Larian has opted to use the Side Initiative option – look it up, page 270 in the 5e Dungeon Master’s Guide – for better team cohesion. At the table, I prefer the standard rules: players roll, monsters roll, everyone goes in turn. And to be honest I was a little taken aback when I spotted this variant in play in Baldur’s Gate 3. But, actually, it makes a ton of sense considering the communal elements Larian is baking into the game.

Side Initiative essentially boils down to each side rolls a d20, the side with the highest roll wins, and everyone on that team goes first in whatever order they choose. On the upside, combat is faster, and it allows for some really creative combos and powerful group tactics. On the downside, characters that optimize for high initiative rolls don’t get any of those benefits, and it allows for some really creative combos and powerful group tactics. That means the side that goes first has a really good chance of unbalancing the action economy by focus firing one or two targets or dropping a bunch of utility spells to immobilize or debuff opponents before they get to go. It’s a double-edged sword.

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However, here’s why it makes sense in Baldur’s Gate 3: cooperative multiplayer. Larian is pulling the two-player local and four-player online multiplayer nearly straight from Divinity: Original Sin 2. That means when you’re playing with three of your friends and a fight breaks out, instead of waiting for those three companions to go in sequence, you all immediately start shouting at each other over Discord or Ventrillo or face-to-face about priority targets and action sequences and starting that delightfully chaotic process of working together as a team. It’s a small systemic change that really captures the D&D spirit, namely, spirited D&D.

“We experimented with it and we found that it worked really well in single-player to do combos,” Larian CEO and founder Swen Vincke said, “but it also works super well in multiplayer because suddenly, you’re much more engaged with each other and doing your moves simultaneously. So then you increase your engagement, which is very similar to what’s happening at the table.”

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It also increases the speed of combat. Vincke repeatedly told me that the scale of the battles in Baldur’s Gate 3 is possible because they moved so much more quickly with this new system. It wasn’t uncommon to see 12 or more combatants in a fight, which should open up quite a few really cool possibilities since the threat of overwhelming odds is such a powerful one in Dungeons & Dragons. Who hasn’t wanted to stand as a bulwark against the undead hordes?

That idea of sheer numbers being prohibitively overwhelming from both a gameplay and technical perspective extends down into the roots of Baldur’s Gate 3. Not only am I talking about monsters, movement, and management but actually interacting with the world as a constant. Specifically, the regular ability checks that serve as your character’s sensory proficiencies as you wander about the wilder places.

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It’s a core philosophy at the heart Fifth Edition Dungeons & Dragons itself: cut down on the needless rolls and keep things moving. Things like Passive Perception and Investigation just work when you’re not actively looking for things or opening every drawer in the cupboard of a cheesemonger’s shop. True to that design principle, Baldur’s Gate 3 takes care of the cascading torrents of d20s that are happening behind the scenes at all times.

“We like to make you roll but we didn’t want you to make too many rolls,” Vincke said. “Especially because each party member rolls actually, so if you have four party members, you would have to do all those rolls and that becomes too much. That’s why that was made as a passive.”

For example, as you order your vampire-in-training Astorian to walk past a wall that holds a hidden panel, there’s an automatic roll that happens above your character’s head. If you pass the check, the hidden object materializes in a shimmering bend of light and you can then interact with it. If you fail the roll, nothing happens, though it is a bit of a softball letting you know something’s there, and you just didn’t make the cut. But that’s when you can bring another character over to try and try again.

It’s not quite one-to-one with the Dungeons & Dragons rules. Most Dungeon Masters who’ve run games have a story about a really cool room or secret wall or treasure cache that the party totally missed because of a low passive perception or a bad roll of the die. And that’s why I think this system is actually pretty cool, because I, you, we can always make up more Dungeons & Dragons content in our minds. We can repurpose that room down the line or in the next adventure or campaign. There’s a finite amount of Baldur’s Gate 3, and if we miss it, that’s it. I appreciate being given the nudge to try again.

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High Lights

One of the most reassuring elements of Larian’s grasp of Dungeons & Dragons was how well they understand the personality of environments in the game. Whether you’re perched on the sizzling red shelves of a blazingly bright canyon wall waiting to get the drop on enemies below, or you’re skulking through the darkness of a shadow-blanketed tomb to avoid patrolling skeletal guardians, the need to interact with your surroundings in meaningful ways is the mortar that holds these make-believe worlds together.

Baldur’s Gate 3 is set up to tackle as many of the pillars of environmental interactivity as one could reasonably expect, namely: verticality, light, and manipulation.

Throughout my preview, I saw roughly a half-dozen different environments, maybe a few more, as the party trekked through a typical medieval forest, a craggy coastal area, the wreckage of a Nautiloid ship, overgrown chapel ruins, a dusty subterranean tomb, and a recently goblin-claimed fort. In each of these locales, a common theme of verticality was emphasized, and that may sound like a simple thing. But while I don’t have the data to back up my suspicion, I’d wager one of the leading causes of low-level adventurer death is gravity. Well, the sudden stop, but gravity certainly plays a part. Elevation plays a huge role in Dungeons & Dragons.

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In Baldur’s Gate 3 that’s manifested in the cliffs you jump up and down getting from one point to another. It’s apparent in the rafters you can sneak across to find yourself perched above the Hobgoblin boss inspiring bloodlust through a rage-inducing sermon, ready to cut the rope to the candelabra swinging above its head. It’s woefully apparent when you walk into a seemingly abandoned township and find yourself caught in a deluge of jagged goblin arrows from the roof of the building towering over you. In moments like this, you’re forced to decide whether you stand and trade with firebolts and crossbow bolts, or split the party and scale the structure.

These kinds of tactics are really at the heart of D&D. Even if you’re outmatched, outnumbered, and out-crossbowed, with a little ingenuity you can overcome incredible obstacles.

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“We take that same mentality and put that into combat as well,” Holland said. “You saw it with Swen during the combat encounter with the bandits in the chapel. He took one of his characters and branched off from the group and got up top and behind [them]. It’s a way to mitigate those different layers of advantage and disadvantage, to approach every single combat as creatively as possible. ‘How do I avoid having to be at the mercy of the dice?’

“One interesting thing about working with a combat system that’s so reliant on percentages and rolls and randomness, is how do you as a player mitigate that? We have randomness mitigation,” Holland continued. “Any event the player can interact with, we want to give them as much freedom to interface with that situation as possible, as many different ways to solve that scenario as they can.”

The other major environmental scenario I noticed this principle really hammering home is lighting. Light plays a major role in Dungeons & Dragons, dictating whether or not you’re making perceptions checks at disadvantage in dim light, or if you can even target an enemy with a spell in total darkness. Those are the obvious ones, sure. But it also matters when that Shadow Demon you’re chasing turns a dark corner and is able to hide as a bonus action, or when that cackling Boneclaw that just stuck three of its favorite finger-talons into the chest of your cleric suddenly Shadow Jumps 60 feet away with your healer in tow. It’s all in the lighting.

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“Light manipulation actually goes quite far in giving you advantage, sneaking up on somebody, surprising them to get the initiative,” Vincke said. “These are very important mechanics that change the entire flow of combat.

“The light system is literally how it is in the book and it works super well. It compliments very well with the environmental manipulation, which is something that we already pioneered in Divinity, that we upgraded here. But it’s a logical thing, right? If it’s something that normally would be happening passively behind the scenes or as part of the calculation, can we make it active so that the player actually knows that they’re doing this?”

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Baldur’s Gate 3 seems to be taking this seriously, though I can’t speak to the demons or Boneclaws. For me, it was best illustrated in that aforementioned skeletal-guardian tomb, where Vincke was attempting to stealth through the seemingly random patrols with his impossibly moody half-elf vampire spawn Astorian.

Baldur’s Gate 3 borrows Divinity: Original Sin 2’s really straightforward and easy-to-understand stealth system. You pop into stealth and you can visually identify the areas every enemy can see thanks to the shifting bright red blanket that covers the affected terrain. Stay out of the red and you’re good. But why it illustrates the functionality of active lighting so well happened when he was stuck out in a hallway as a Skeleton was turning the corner. He was dead to rights. Except, one small corner, where a pillar cut off the light from a torch burning on the wall a ways back, casting the smallest shadow behind it. He ducked into the corner and every inch of tomb around him lit up in bright red vision-cone as the skeleton rounded to face his direction, except for the shadow. He was safe, hidden in the dim security of a crumbling old pillar. That kind of organic light manipulation and active application is really impressive and I can’t wait to mess around with it.

The Action Economist

I think there’s room for debate here, but the action economy – how many things each side can do on a turn – in Dungeons & Dragons Fifth Edition is arguably more important than it’s ever been. It’s key to the core central experience of combat thanks to bounded accuracy, a term that, boiled down, essentially means there’s always a chance for something to be threatening.

Doesn’t matter if you’re a fresh-faced level one or a half-god level 20 – a pack of goblins can still kill you given the right circumstances. Gone are the days of an armor class of 47, and so more hits mean more chances for something to happen, and Larian is running with that principle.

It’s easy to see the skeleton of Divinity: Original Sin 2 supporting Baldur’s Gate 3’s combat, but even just a slightly deeper past the surface reveals them to be two different beasts.

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“Baldur’s Gate is a class-based system, which is not the case in Divinity,” Vincke said. “That changes a lot of things. The economy of actions is very different. You get one action, you get a bonus action, that’s a hard lesson. Then you get your movement, which is different, so this affects things heavily.”

Though what you can do with each of these actions is fairly clearly defined in Dungeons & Dragons, it’s still coming together in Baldur’s Gate 3. Since every system directly or indirectly touches one another, considerations need to be taken to make sure some things aren’t unintentionally overperforming.

“We’re fooling around with these things, so don’t take anything [as it is now] as definitive,” Vincke said. “This is one of the reasons we go to early access, to see what’s overpowered to us.” For example, Vincke really likes to shove monsters off high places. Can’t blame him. In Fifth Edition shoving a creature is a special attack, which is an action, which is expensive considering you can use that action to hit that creature in the head with your Flametongue Axe. That’s a decision to make, and it might not translate entirely in Baldur’s Gate 3. Hence the tweaking.

“[Shove] is a bonus action right now, so we cheated there on that. We did it on purpose because we were going to change it now, but we’re still fooling around with what is a bonus action, what is an action,” Vincke said. “We have made some changes to the original system when we felt that people would never use it if it’s an action because it’s too expensive. But we found that with the shove, we can make it an action now because it’s powerful enough, but we’ll increase the chance that it works better. Right now it works correctly. If you do it from sneak, your shove actually always has an advantage, and that is cool.”

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And to bring this idea of actions, economy, and accuracy home, Larian said it’s still very much intending to keep the bounded elements of D&D Fifth Edition accuracy. In short, they want you to feel the threat of danger whether you’re fighting goblins or ancient red dragons.

“Well, we are making sure that every single common encounter can be deadly,” said Holland. “We want to make sure that the player has options to mitigate the risk. So there’s always going to be encounters where if you don’t play it right, don’t take the time to really set yourself up, these little goblins that have, what, seven to 10 [hitpoints], are going to mess you up.”

Holland continued: “The thing we want to avoid is having the player enter every single encounter and use the exact same skills in the exact same order way every single time. We want the players not only to think during combat, but before combat. ‘How am I going to approach this? How am I going to maximize the most out of my action?’”

My biggest question was how Reactions are going to work. How will the game know when you want to cast Shield or Feather Fall? What about Counterspell? How will the game know if you’d rather not take an Opportunity Attack in favor of saving your reaction for something else? Long story short: Reactions are still very much a work-in-progress in some cases, and just not used in others.

“What we found was that pausing the game action for a popup for the player to choose to take a reaction, it didn’t feel good,” Holland said. “It kind of really cut away at the snappiness of the gameplay. So we have a similar Opportunity Attack,” which is based on proximity and is automatically triggered.

“With something like Counterspell, it could go a similar way, but it has yet to be decided.”

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Brandin Tyrrel is a Senior Editor at IGN. You can find him on Unlocked, or chat over on Twitter at @BrandinTyrrel.

We Saw Two Hours Of Baldur’s Gate 3, And It Was A Lot

Developer Larian Studios went from a respectable company to a household name in the span of several years, with CRPG mega-hits such as Divinity: Original Sin 1 and 2. Now, they’re working with another revered name in the computer RPG space: Baldur’s Gate.

Mike Mahardy and Dave Jewitt recently joined Larian’s creative director Swen Wincke for a two-hour Baldur’s Gate 3 demo pulled from the campaign of the upcoming release, and they’re here to tell you that there’s a LOT to unpack. They saw everything from vertical combat to cinematic conversations, unruly dice rolls to Lovecraftian tentacle ships. In the video above, they break it down, and offer their impressions of Larian’s mammoth project.

For more on Baldur’s Gate 3, check out our interview with Wincke himself, as well as a breakdown of the RPG’s intense CGI trailer.