Valuable plot information can be held in notes and books vulnerable to your area of effect attacks.
And, most of the time, quests and combat feel full of potential ways to respond.
When there’s so much more variety than a strictly stealth/speech/combat route, these choices become about roleplay.
Its turn-based combat feels similarly responsive.
I panicked, tossed a bomb in roughly the last spot I’d seen her - and it worked.
I likely still will again.
It feels perfectly seamless: the magic act is in full flow.
As the first elements of its mystery unfolds (whyaren’twe all turning into mindflayers?)
the companions you pick up along the way have varying opinions about what you should do next.
It’s an odd position when other parts of the game do feel comfortable being oppositional to the player.
It’s dense, erratic, and unfortunately where the magic act begins to unravel.
Near every part of the game was affected, from technical performance through to gameplay and narrative.
Notably, I had to turn the difficulty down as conditional abilities in combat only triggered inconsistently.
Baldur’s Gate 3 accessibility options
Characters can be highlighted.
Camera shake can be disabled.
Subtitles with varying sizes, optional speaker labels and background opacity.
Dialogue text can be resized.
I was supposed to have found it via a different quest.