Baldur's Gate Review
1998BioWareGame
The game that resurrected the computer RPG and taught it to talk.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Good | |
| Story | Great | |
| Gameplay | Great | |
| Overall | Good |
By 1998 the computer RPG was widely presumed dead, and Baldur's Gate is the game that dug it back up. A team of newcomers at BioWare built the Infinity Engine, painted the Sword Coast as gorgeous hand-rendered wilderness, and translated the full weight of Advanced Dungeons and Dragons, THAC0, spell slots, saving throws, into something a mouse could play. Real-time-with-pause combat was the crucial invention, letting tactical spellcraft coexist with cinematic flow, and it became the house style for a decade of RPGs.
Just as important were the companions: Minsc and his space hamster, the bickering of Xzar and Montaron, party members who argued, quit, and occasionally attacked each other gave the genre a social life. The pacing drags through some wilderness maps and low-level AD&D means wands of paralysis and dead mages in one arrow, but the ambition, reactivity, and sense of a living world made every modern BioWare-descended RPG possible.
Baldur's Gate at a glance
- Platforms
- PC
- Developer
- BioWare
- Year
- 1998
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