Don't underestimate how overpowered "Shove" is as a skill.
This game has droves of bugs and performance hiccups the further you push into it. But all of these bugs and performance issues can be fixed with patches and already Larian has demonstrated they are committed to improving their game. What makes all these bugs/performance issues stand out all the more is how great the first act of the game is. It's polished, big and engaging with very few performance or graphical issues. This is likely primarily due to how the first act was in Early Access for 3 years or so and was heavily play tested. That refinement shows, but unfortunately makes the issues that start to creep in during Act 2 and even more so in Act 3 all the more apparent. I never encountered a game ending bug nor did I have a crash but in Act 3 there were some quests that bugged out and wouldn't complete or conversation choices that didn't appear for me to select.
So I have a lot more detail about the issues listed above, but I'll first dive into what was great about my experience and why I am still willing to rate this game high.
BG3 feels more like a sequel to their Divinity games than it does to BG1 and 2. To be fair, BG1 and 2 technically had turned based combat, it just played out in real time with the option to pause whenever you like to give commands. Divinity's turned based combat is actually closer to a DND session than the original BG1 and 2 are. Furthermore, with the changes in DnD 5th edition to effectively turn DnD into an MMO and a modern tactical action game, the Larian style fits more like a glove than ever before. They clearly built a new engine from the Divinity games and BG3 is a significantly more complicated game as a result. The sheer amount of actions you can take are a combination of an old school point and click adventure with an immersive sim and it's impressive they were able to pull it off. There are few invisible walls, and often times if you can fly or have the right athletics check there are a plethora of ways to get to the same objective. And that's excluding seducing or charming your way.
The sheer amount of character customization will be staggering for most players. Not only are there 12 playable classes, but each has 3 subclasses and you can multiclass however you want which creates effectively endless customization for your character. I ended up multiclassing my entire party which resulted in a power house group with a ton of utility. This did make the game significantly easier later into the game but it felt rewarding nonetheless. This level of complexity would normally turn me off, particularly if you refer to my Diablo 4 review, but this worked for me because I already play 5th edition so I came into this prepared.
That said, I think you need zero DnD experience to still enjoy this game. The difficulty is adjustable and overall forgiving so you don't need to play optimally to succeed. I'd recommend just pick characters and classes you think are cool and just vibe. There's also no grinding or filler in this game unlike Diablo 4 which is composed of ALL filler. You don't need to endless repeat the same dungeon over and over again for an item with 0.001% drop rate that finally makes your build viable! Instead, I spent over 100 hours experiencing new content the entire time and it was mostly well written and very engaging. Diablo 4 was designed to coerce you into playing it for 100+ hours. BG 3 felt like 3 games in one, with each helping push a greater narrative to a natural conclusion that is influenced by player choices. There were plenty of times I felt overwhelmed, particularly with how large and dense Baldur's Gate (the city but the game as a whole too) is when you first enter it in act 3. But I never found myself bored.
The impact of player choice is still limited but the writing makes it feel impactful which is an important distinction. What I mean by this is the master plot will largely play out the same way no matter how you progress through the different acts (help or slaughter the druid grove, you still need to progress to Moonrise tower though you may be presented as an ally rather than an enemy). But if you decide to engage in role playing, your actions will feel more profound which is an indication of how good the writing is overall. It has twists and turns with a satisfying conclusion.
The roster of characters is significantly smaller than the original BG game but honestly I think that's a good thing. Each character has complexity, conflict and a clear arc where they are a completely different person from the start and end of the game. Shadowheart blindly follows her order while ignoring it's exploitation and abuses but is able to dispel her own delusions. Lae'Zel is an austere zealot with a singular mission that eventually needs to confront and question her own faith. Wyll sold his soul to a devil to save thousands of lives. Karlach was betrayed by someone she trusted dearly and now is slowly dying as a result but wants mortality over eternal damnation. Ect. In contrast, the original BG 1 and 2 had memorable characters but they had few and fleeting character moments outside of a few narrow questlines. To be fair those games were made in the 90s so they were contending with smaller development teams and limited hardware. But I'll take a small well fleshed out group of characters any day over a bloated roster of characters that are all ultimately skin deep. You can also fuck any party member you want. That isn't a big pull for me, and the way romance is handled is pretty hollow but hey you can do it. I fucked a Mindflayer. No shame.
The biggest Issue I had with the game (most of the technical issues I encountered were immersion breaking but didn't bother me enough to quit the game) was the player character reactions during dialogue. The voice acting in the game is strong. You have JK Simmons as Ketheric for God sake. In contrast to the great motion capture and delivery for the hundreds of characters you encounter... there's YOU. Your reactions rarely line up to the emotional stakes of the moment. You could have this heartfelt tragic moment with a character then your character responds by pursing their lips and giving the derpiest half smile you have ever seen... so many times the vapid stare of the player character would completely ruin a given scene. Sometimes it was funny, but it's a damn shame they didn't put more effort into creating believable reactions from your character. I get that this was sort of a compromise for letting you customize your character fully... but I find it hard to believe they couldn't motion capture someone and apply it to your character model... o well.
I don't think the writing was flawless. Act 2 had the most issues with writing IMO (note that these are mostly quibbles and didn't ruin my enjoyment of the story). For example, Ketheric calls his order a "cult." No cult leader in their right mind would EVER call their cult a cult. It undermines their goals and ideologies. Orin does the same thing (referring to her order of Bhaal as a cult) and honestly I felt Gortash and Orin were very weak as antagonists. Ketheric was great and so was The Emperor because they felt like real characters that had arcs and became evil through tragedies. Ketheric basically sold his soul to bring back his daughter. In contrast, Gortash and Orin are just evil for the sake of evil... they want power and that's the end of their goals and aspirations.. Another issues with the writing is with Isobel. She runs away from Ketheric (father) after being revived and hides less than a mile away in the only town left and nearby. Pretty moronic.
The second most disappointing thing was the lack of animation with Boo. You recruit Minsc late into Act 3 and he is completely optional... still it's uncanny seeing Minsc talk to Boo but there's nothing there... I even tried reloading but they clearly haven't animated Boo yet which is disappointing given how contrived it is for Minsc (as a human) to be alive in BG3 and how much of a fan favorite he is. I also really wanted to use "talk to animal" to speak with Boo... but again I couldn't find a way to do it... very disappointing. Also Minsc's animations are poor and often incomplete. His forearms move separate from his biceps which results in some uncanny imagery and bending of the flesh. It also clips into the biceps. His dialogue tree also appears to be broken/incomplete.
I think what's most interesting about video game development is its humble beginnings. Back in the late 80s and 90s you could develop an entire video game in a few months with a small team of 5 people. Graphics were limited by hardware and it was a new medium with no defined rules so everyone was just fucking around to see what sticks and often just try to make a game that they wanted to play. The end result was drastic innovation and that's probably why people like to look back to a simpler time and comment on how games used to be better. In some sense, they are correct. Go figure, competition breeds innovation which is what big corporations destroying Anti-Trust laws through lobbying don't want you to realize. They cynically try to argue the opposite which is patently false. It's also why there's been drama around BG3. Companies don't like competition because it means there's a higher risk to not make money and they may need to invest more effort into a given product. The larger a corporation grows, the larger the number of corners they will cut for profit margins. Lack of competition breeds homogenization because when a select few control a market they get to define everything. They define what's a product and how much a product costs. If you don't like it, you have no where else to go. The point of this rambling is "Yes" video games are expensive and complicated to make now. Especially when contrasted to what was needed decades ago. A team of 5-10 people was no different than a full team at Nintendo working on Zelda. Thus the line between AAA and independent didn't really exist. Despite being 3 years in Early Access (BG3), Acts 2 and 3 still had droves of technical issues due to how complex and dense the game was to develop. I'm willing to overlook this games flaws because of the scope of the games ambition and the willingness and good nature Larian has shown to the fans (they've already released 2 patches). It's refreshing to have a company that wants you to have fun. Not a company that is trying to mine you for every dime you have for profit. Go figure. Make a great game and they will come... before micro transactions were a thing, making a great game was your only option to retain and gain consumers. But due to homogenization and conglomerations of video game devs (looking at you Activision...) to corner the market, it only takes a handful of greedy execs to define the rules and only one wealthy developer to defy them. Still, the retrogaming niche has been picking up steam as an alternative to the AAA market. You have Boomer Shooters. You have retro style pixel art action games and RPGs. All of these demonstrate that style is often more important to artistic enjoyment than over produced expensive bullshit... rant over.
In conclusion, BG3 was awesome. It has tons of flaws and plenty of room for technical improvements, but I would wager in a few years Larian can iron them all out. The game is still playable and is so large you are effectively paying for three separate games. Each act has it's own narrative with a satisfying conclusion that are all linked by a master narrative. I spent over a hundred hours completing the game, and there was still plenty of content I didn't experience. I think it will be fun to revisit this game in a few years after numerous patches have been released. I played this solo, so next time I will try some local couch co-op.
Here's a list of various bugs I encountered (this isn't comprehensive):
Spider Lyre when entering act 2. Having Shadowheart as bard, she strummed an invisible lyre. When trying to long rest, if you don't have enough supplies in your inventory (but you do in your camp stash) it will say you can't long rest. But if you grab one item from the stash (when in camp) it will let you long rest. Also, the algorithm for using resources to long rest is pretty bad. Almost always it will go over what is needed and I needed to make small changes to not waste anything. Sometimes when quitting, I have to select quit again (it fails). Leap of faith trial in Justicars temple seemed bugged. I never was able to see the path before, though Shadowheart mentioned "I need to remember the path." Ended up being an annoying reload and save trial and error. Pathing is pretty bad at times. Example, using elevator in temple of Shar resulted in none of my allies getting on it. I rode the elevator back down only to crush and kill Korlach because she stupidly waited under the Elevator... Doors in Moonrise tower don't have an animation. I notice a lack of animation for doors throughout Act 3. I wasn't able to complete the "Avenge the Drowned" quest. I went to the dock and there was nothing down there. This might be due to me failing the "Iron Throne Quest" when I destroyed the Steel Watch Refinery. A bit disappointing. Not sure if it's possible to complete this quest under my scenario. Finally: Dame was disarmed in last fight and couldn't pick up her sword again. Only throw it which was annoying. A mind flayer's body in the last cinematic was awkwardly laying limp mid air and clipping into models.