Baldur’s Gate is back and bigger than ever “We can put lots more of the city on screen than we could in 1998,” narrative design expert Lawrence Schick explains, “We can do something that is more immersive, richer, has more texture to it." The city itself is also bigger than any iteration of this setting that’s come before it. The streets - which span the menacing roads of the Outer City, the opulent estates of the Upper City, and the dark alleys of the Lower City - are populated with a rich cast of characters, each possessing their own untold stories, well-kept secrets, and personal reactions. “You have crowds that are walking around everywhere. You can talk to pretty much anybody, and they react to every single thing,” says Swen Vincke, creative director at Larian Studios. “It’s very alive in that sense.” “One of the things that’s done is it’s added this level of believability and immersion and also complexity that wouldn’t have been there otherwise,'' adds associate writing lead Chrystal Ding. “It feels like you are walking around a place where there are lots and lots of people living their actual lives.” |
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