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View Community Hub. Reviews "The writing of Baldur's Gate has always been one of its strongest aspects. Customize your hero, recruit a party of brave allies, and explore the Sword Coast in your search for adventure, profit… and the truth. Story-Rich Gaming Experience Forced to leave your home under mysterious circumstances, you find yourself drawn into a conflict that has the Sword Coast on the brink of war.
Your view of the world has been limited to the heavily fortified walls of Candlekeep. All that is about to change System Requirements Windows. Minimum: OS: Windows 7, 8. Minimum: OS: Ubuntu See all. Customer reviews. Overall Reviews:. Review Type. All 10, Positive 9, Negative The Baldur's Gate series became a cult classic, netting itself an enhanced remaster nearly a decade ago in to further critical acclaim. It is no surprise then that the series managed to garner three novelizations.
Dungeons and Dragons has its own fair share of computer games and Baldur's Gate is amongst this expansive roster, with the series being set in the Forgotten Realms which is a high fantasy campaign. This can be seen on the box art, with Forgotten Realms usually finding itself in smaller print near the main title. As such, their Star Wars venture wasn't their first licensed work, and their roots in the RPG scene date back to an incredibly beloved cult classic that has often acted as an inspiration for many entries into the genre to this day.
However, whilst this classic RPG was a PC exclusive, that wasn't the intention, as originally, the game was slated to be ported over to the original PlayStation. Not long after release, Baldur's Gate and its sequel, as well as its expansions, were adapted in the form of novels and met to a lukewarm reception, but that wasn't the end of the run for this video-game series, as a comic run was issued, dubbed Legends of Baldur's Gate.
These came not long after the enhanced edition of the original two games, in , running through to early The original game, at launch in , was also promoted with a comic of its own, aptly titled Baldur's Gate.
Cameron Tofer, lead programmer: Probably the computers [were the catalyst. We had kind of stumbled into this timeline, like where Cameron mentioned, the computers and their abilities to render graphics that were noticeably better than what previously had come.
You were able to do a lot more vibrant screens, a lot better-looking artwork, and it was really kind of this opportunity of DirectX with Microsoft and their DirectDraw API launching it.
Showing off what you could do and then [having an] early BioWare basically build a demo of what was possible with that and kind of turning that demo into an entire game. Tofer: Yeah. I think Windows 95 had just released then, right?
What the heck, right? It was never really too much of a question. With an idea in mind, the developers got to work. But since the team was relatively small and inexperienced, Tactical Studies Rules TSR was initially reluctant to give the team the freedom to use established characters. But then, over time, I mean, they opened up once they kind of saw the potential of everything.
We were able to demonstrate it was a solid game, and we kind of knew what we were doing. I think that was pretty smart move on his part. James was the Dungeon Master, and he kept all the character sheets and all that stuff. All their attitudes, and how they were written, it was basically how they were. Oster: The biggest boost to the game from working with Interplay was the quality of voice talent they brought in. When we went for original casting they brought just A-list talent in on the game.
We were kind of blown away by it. So, you have to play the entire game to see my character. It was a Bhaal Cleric, I believe, evil hooded figure. On the strength of that one line, BioWare just kept hiring me back for various other games. They are lawful evil. Oster: Yeah, I remember Mark came in to read for one of our parts for the enhanced editions. Can you change it a little bit? Meer: Yeah, this was, as I say, my first work in video games.
With the Beamdog editions, of course, I got to do much more expanded work on these games. While the team had a vision for what they wanted to create, technical issues also kept them from realizing it. Tofer: Everything was crazy. At the time, the team was dealing with stuff they had never dealt with before, obviously.
Oster: And this was the era before the internet. That sounds horribly complicated.
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