I don’t think the writing is particularly good, and it is particularly problematic in Act 3. The pacing falls apart, all urgency disappears
Overall I disagree with you. I loved the writing in the game, and the companion back stories are rich, and full of tragedy. But I completely agree with you about act 3. We’re smack dab in the middle of literally trying to save the entire world. We just defeated a major contributor to the master plan. We finally travel to Baldur’s Gate, close to accomplishing our goal… and we stop all of that to help a little kid find their mommy, investigate dangerous toys, and go all detective mode for a missing prostitute. I couldn’t figure out how to get into Baldur’s Gate because I had rejected all of those story lines. They felt completely out of character, and not something I had time to worry about with the fate of humanity hanging in the balance. I think that they really could have used a smoother transition from act 2 to act 3.
the companion back stories are rich, and full of tragedy.
The thing is, they’re mostly exposition dumped at you. All of them already went through the worst of it and tell you about it. To me, Larian fell in the old TTRPG trap of making up those elaborate grandiose backgrounds for your characters and expecting the other players to be impressed instead of writing the story of their adventures during the actual game.
I was there when Jaheira found Khalid’s corpse. I accompanied Nalia when she came back to a ruined home and a dead father. I broke Imoen out of the wizard’s asylum.
Karlach told me how bad the hells used to be and we proceeded to make a few trips to the blacksmith together. Wyll told me of his pact and his crazy adventures, the rest just happened to us at camp. Gale told me he banged a goddess and I got to make a persuasion check at the end. Astarion told me of the torture he suffered, and the resolution was done in 2 fights after we met zero vampires before the last room (BG2’s Bodhi and her lair were so much ahead of this it’s not even funny).
Shadowheart is the only one I felt had a story that I actually experienced with her and wasn’t just politely informed of. Oh, and Minthara, but the evil play through really got the short straw in any other way.
That’s what a backstory is though, it’s what happened in their past, before you met them. If you’re experiencing it with them then it’s their current journey. I did feel like I was able to reach meaningful and entertaining conclusions to all of the companion’s personal stories after hearing their backstory. But I never played any of Larian’s other games, so I don’t have anything to compare BG3 to. For me it was a completely new style of game, and one I enjoyed so much that I consider it to be a masterpiece, and the best game I have ever played. That’s saying a lot considering I’ve lived through the entire evolution of gaming, starting out with an Atari in the early 80’s.
Overall I disagree with you. I loved the writing in the game, and the companion back stories are rich, and full of tragedy. But I completely agree with you about act 3. We’re smack dab in the middle of literally trying to save the entire world. We just defeated a major contributor to the master plan. We finally travel to Baldur’s Gate, close to accomplishing our goal… and we stop all of that to help a little kid find their mommy, investigate dangerous toys, and go all detective mode for a missing prostitute. I couldn’t figure out how to get into Baldur’s Gate because I had rejected all of those story lines. They felt completely out of character, and not something I had time to worry about with the fate of humanity hanging in the balance. I think that they really could have used a smoother transition from act 2 to act 3.
The thing is, they’re mostly exposition dumped at you. All of them already went through the worst of it and tell you about it. To me, Larian fell in the old TTRPG trap of making up those elaborate grandiose backgrounds for your characters and expecting the other players to be impressed instead of writing the story of their adventures during the actual game.
I was there when Jaheira found Khalid’s corpse. I accompanied Nalia when she came back to a ruined home and a dead father. I broke Imoen out of the wizard’s asylum.
Karlach told me how bad the hells used to be and we proceeded to make a few trips to the blacksmith together. Wyll told me of his pact and his crazy adventures, the rest just happened to us at camp. Gale told me he banged a goddess and I got to make a persuasion check at the end. Astarion told me of the torture he suffered, and the resolution was done in 2 fights after we met zero vampires before the last room (BG2’s Bodhi and her lair were so much ahead of this it’s not even funny).
Shadowheart is the only one I felt had a story that I actually experienced with her and wasn’t just politely informed of. Oh, and Minthara, but the evil play through really got the short straw in any other way.
That’s what a backstory is though, it’s what happened in their past, before you met them. If you’re experiencing it with them then it’s their current journey. I did feel like I was able to reach meaningful and entertaining conclusions to all of the companion’s personal stories after hearing their backstory. But I never played any of Larian’s other games, so I don’t have anything to compare BG3 to. For me it was a completely new style of game, and one I enjoyed so much that I consider it to be a masterpiece, and the best game I have ever played. That’s saying a lot considering I’ve lived through the entire evolution of gaming, starting out with an Atari in the early 80’s.