- Joined
- Jan 23, 2019
I've been playing this game off and on for retrospective purposes just so I can re-experience this story and get an idea as to what I didn't like and why I genuinely got bored playing through it all. It's not bad, but it has a lot of "cute" references to the old games for seemingly no reason other than maybe Wizards of the Coast thought no one would recognize it as a Baldur's Gate game. It also leaves me with several questions that aren't massive but they are making me pause a bit.
-If the Emperor is tied to the artifact that Shadowheart possesses, why did he leave her in her pod and why didn't he let her out? I don't think she's going to go anywhere in the ship because it's essentially a straight line from our pod to her's unless you count the elevator.
-Our character is seen wide awake in one of the chambers while this squid face is putting a worm in our eye and we can presume he was conscious as the imps were attacking, so why is he seen waking up from consciousness as we load into the game and where were all the imps? Is the opening cinematic not related to anything?
-Why is Aradin such an unlikable ass hole to Zevlor the very moment we enter the gate? I get the fact humans and tieflings are bit different, but it doesn't make a hell of a lot of sense why they'd antagonize each other like that because Aradin DID in fact ask for help.
-What is Emerald Grove used for and what is its role in maintaining natural balance like druids are supposed to do in D&D? I get the fact that the game's limitations prevent it from making a realistic looking map, but there's so much civilization around it that it feels uncharacteristic of them to build it here.
-Why does this Emerald Grove have a back entrance and why is it not guarded? Any pinhead could find it and sneak in and create a flanking diversion because the only thing guarding it are statues that shoot fire and those things are easily turned off by a press of a button. And if the statues were on at the time, how the fuck did the Goblins manage to sneak in? Did they turn them off and turn them back on strategically? That doesn't seem characteristic of them.
-What is this weird theistic belief system the Shadow Druids have that's never explained? It's been a while since I played Baldur's Gate 1, but I don't remember the Shadow Druids having any sort of organized religion when they did the shit they did in Cloakwood, but they seem to worship some sort of deity tied to shadow which seems uncharacterisitic of them.
-Speaking of, where the hell even is the Emerald Grove located and how did Shadow Druids even manage to get here? The Cloakwood is miles and miles far away from Baldur's Gate and given that this unknown location is located next to a river that looks like it's flowing north I can only assume we're at least two countries away from Baldur's Gate. So why here of all places? This isn't exactly the kind of place you can just simply walk to from the Cloakwood.
-So they perform the Rite of Thorns and... then what are they gonna do? Pump propaganda into the druids? What even is there plan to begin with?
-Why is Halsin and the other druids so progressive? I understand this game takes place at a way different time than Baldur's Gate 1 and 2 and I don't remember the druids being overly xenophobic, but they were generally pretty territorial when it came to their enclaves and rituals. I don't think traditional druids would ever allow outsiders into their groves not to mention they don't get much interaction from civilization anyway, so I'm not entirely sure why Halsin decided to be this open with his Grove.
-This is a bit of a nitpick, but why is everything from the church of worship the Goblins are occupying to the pathways leading up to the Shadowfell so conveniently placed together in such a small place? It's mostly video game shit so I wouldn't dock it points, but I figured I'd bring it up because it is a little goofy to think about.
-Our character is seen wide awake in one of the chambers while this squid face is putting a worm in our eye and we can presume he was conscious as the imps were attacking, so why is he seen waking up from consciousness as we load into the game and where were all the imps? Is the opening cinematic not related to anything?
-Why is Aradin such an unlikable ass hole to Zevlor the very moment we enter the gate? I get the fact humans and tieflings are bit different, but it doesn't make a hell of a lot of sense why they'd antagonize each other like that because Aradin DID in fact ask for help.
-What is Emerald Grove used for and what is its role in maintaining natural balance like druids are supposed to do in D&D? I get the fact that the game's limitations prevent it from making a realistic looking map, but there's so much civilization around it that it feels uncharacteristic of them to build it here.
-Why does this Emerald Grove have a back entrance and why is it not guarded? Any pinhead could find it and sneak in and create a flanking diversion because the only thing guarding it are statues that shoot fire and those things are easily turned off by a press of a button. And if the statues were on at the time, how the fuck did the Goblins manage to sneak in? Did they turn them off and turn them back on strategically? That doesn't seem characteristic of them.
-What is this weird theistic belief system the Shadow Druids have that's never explained? It's been a while since I played Baldur's Gate 1, but I don't remember the Shadow Druids having any sort of organized religion when they did the shit they did in Cloakwood, but they seem to worship some sort of deity tied to shadow which seems uncharacterisitic of them.
-Speaking of, where the hell even is the Emerald Grove located and how did Shadow Druids even manage to get here? The Cloakwood is miles and miles far away from Baldur's Gate and given that this unknown location is located next to a river that looks like it's flowing north I can only assume we're at least two countries away from Baldur's Gate. So why here of all places? This isn't exactly the kind of place you can just simply walk to from the Cloakwood.
-So they perform the Rite of Thorns and... then what are they gonna do? Pump propaganda into the druids? What even is there plan to begin with?
-Why is Halsin and the other druids so progressive? I understand this game takes place at a way different time than Baldur's Gate 1 and 2 and I don't remember the druids being overly xenophobic, but they were generally pretty territorial when it came to their enclaves and rituals. I don't think traditional druids would ever allow outsiders into their groves not to mention they don't get much interaction from civilization anyway, so I'm not entirely sure why Halsin decided to be this open with his Grove.
-This is a bit of a nitpick, but why is everything from the church of worship the Goblins are occupying to the pathways leading up to the Shadowfell so conveniently placed together in such a small place? It's mostly video game shit so I wouldn't dock it points, but I figured I'd bring it up because it is a little goofy to think about.
