Interplay, and their hot new development partner BioWare, released Baldur's Gate some time ago and it's admittedly taken us (okay, me) quite a while to get this review up. There's two very good reasons for this ¿ first, the game is ridiculously long, with all adventures and quests taking up a full five CD-ROMs (according to Black Isle, if you knew exactly where everything is the game will take you about 150 hours to finish. Second, and perhaps more important to this review, the game is amazingly fun. I must confess that I uttered the phrase, "I just need to play a few more days to finish up," to Jason and Tal a bit more than was absolutely necessary. The surprising thing is, while it definitely took quite a bit of my time to fully understand the game, it won't take much time at all to explain how the folks at BioWare crafted a game that's so damn addictive.
The main task that BioWare took on was to recreate, as closely as possible on the computer, the feeling of playing Dungeons and Dragons. As if that wasn't hard enough, they were faced with a predecessor (SSI) who had already done a great job in an earlier series. BioWare added to their own troubles when they decided to make the game real-time and multiplayer. Many of us in side the industry thought we were again seeing the all too familiar face of a young development team biting off more they could chew. Boy, were we wrong.
Baldur's Gate is, simply put, the best computer representation of Dungeons and Dragons ever made. It includes every set of rules that even the most rabid fan could hope for while staying focused enough to appeal to those who have never played the pen-and-paper game before. The entire game is played exactly like a true game of AD&D with savings throws, armor classes and to-hit rolls and combat range and speed all computed with every scrap the party gets into. The thing that makes this all so impressive (and very different from SSI's Gold Box series) is that it all goes on behind the scenes where it belongs. Every class, every race, every spell and every item has been thoroughly thought out and presented in a way that can fill even an RPG veteran with a renewed sense of wonder but is done seamlessly enough that a non-role-player would never suspect that there was an entire world of rules going on behind his character's every move.
Even with the best engine in the world though, Baldur's Gate couldn't have gotten far without a terrific storyline. I mean, how do you go about writing a tale that can be achieved by (while still providing challenge for) 16 different character classes (more if you count multi-classes) who could be of any race or alignment? BioWare handled it by starting your character as the ward of a powerful mage, Gorion, who has been your protector for as long as you can remember. As the game begins, you are told by members of your community (a safe haven named Candlekeep) that Gorion is looking for you. Once you find him (which can involve several sub-adventures in and of itself) he warns you that you are no longer safe in the citadel which has served as your home for so long. Without a warning, he takes you out into the night in order to secret you off to another, safer, location. Unfortunately, whatever the danger is finds you on your way out and the only father you have ever know is struck down before your eyes. Running from the scene (and his assailant) you find yourself alone in a vast land (AD&D's Sword Coast) with no one to aid you or warn you of trouble.
Thanks to IGN


















