innerdude
Legend
I don't know what possessed me, but four weeks ago on a total whim I re-downloaded Baldur's Gate 1 and 2 Enhanced Editions from GOG.
I'm pretty sure at this point in my life I've bought both of those games at least 3 times now---the original CD-ROM versions (BG1 in '98, BG2 in '00), the GOG.com "Collection" editions, and now the Beamdog/GOG "Enhanced Editions".
Baldur's Gate 2 was released in September 2000---it's 25 years old this fall. I bought it on Day 1 release (seriously, where did the time go? BG2 released in September 2000??? How old am I again???).
I finished BG1 the summer before BG2 dropped. Took me about 120 hours. BG2? Didn't finish the actual campaign until 2012.
No joke. 12 years.
I must have restarted that game with a new character at least 8 or 9 times. Because without mods, you couldn't see all of the content at once, depending on your class (each class had a different "stronghold" quest. So you kind have had to try all of them). When I bought the game, I was a single, early-twenty-something working a dead-end retail job. When I finished it 12 years later, I was a married-with-2-kids professional technical writer and web developer.
Yeah.
So anyway, for whatever reason, I just had a hankering to mess around in these games again. Revisit the amazing hand-drawn art and animations, muck about with the old AD&D 2 backbone, get lost in the nostalgia of the old inventory management system.
But since it was now December 2024 (and I'd previously beaten both games), I didn't really want to play the games again; I just wanted to experience them again. So I downloaded Beamdog's semi-official Infinity Engine mod tool, EEKeeper, and threw together a couple of custom characters that would cover all of my bases (a Fighter / Mage / Thief multi-class and a pure Paladin).
And promptly boosted every single one of their stats to the moon. All attributes set to 19. 250 hit points at first level. THAC-0 changed from default 20 down to 2. Attacks per round set to 5. Max proficiencies in every weapon type and style. Max thief skills for the thief. Boosted casting so that each character had at least 15 spell slots in each possible caster level (1-9 for the mage; 1-7 for the pally). All spells worth a darn pre-memorized.
Oh, and of course, since you can import characters with inventory items pre-filled, I set up the pally as a "pack mule" to pre-import 6 Rings of Regeneration (because why bother with healing spells at all?) and 6 Boots of Speed (because why walk around those old Baldur's Gate maps at the painfully slow default speed?). Oh, and maybe some Elven Chain, Ankheg Plate mail, a couple of longbows +2, a flaming sword, and the Frostreaver axe +3. Oh, and 50 copies each of the fancy Tomes that permanently raise core stats to use on the random additional NPC party members I'd pick up along the way.
So when I say I "played Baldur's Gate 1 and 2 over the Christmas break in 2024," it's not an entirely accurate statement.
Needless to say, Baldur's Gate 1 was an absolute romping cakewalk. There's just nothing high-powered enough in BG1 to even bother with characters maxxed out like that. I think maybe the last two fights with Sarevok may have slightly pushed the needle of difficulty, but only just. I blew through the whole game in about 20 hours---and 6 of those hours were just Durlag's Tower. I'm just now coming out of the Underdark in BG2, doing a few random this-'n-thats until getting ready to take the final plunge into the finale. And there's honestly been some challenge---illithids, beholders, and high-level casters can still cause problems in fights. Even with 250 HP for the two custom PCs, there's still stuff out there that can punish you hard enough.
But in addition to re-gaining a deep appreciation for the artistry and talent it took to put the game together, my biggest takeaway from it all is just how insanely illogical and obtuse AD&D actually was. I mean, I vaguely, kind of-sort of remember it, but it was all brought back to the fore.
Most of all, the "proud nails" of AD&D 2's original wargame origins were just . . . so . . . prominent. And maybe the impersonal nature of a computer / lack of human GM exacerbated it, but it was very, very, very obvious that the vast majority of AD&D's rules were to bring about battlefield condition emulation. The plot, the wonderful (wonderful) art, sound design, were all really just there to serve the endless dishes of "Here's something to fight, smash it."
Was it fun? On the whole, yes. I've enjoyed my time revisiting these two games. But it's really interesting how revealing they are of where RPG play really stood in the year 1998.
*Edit: fixed typos
I'm pretty sure at this point in my life I've bought both of those games at least 3 times now---the original CD-ROM versions (BG1 in '98, BG2 in '00), the GOG.com "Collection" editions, and now the Beamdog/GOG "Enhanced Editions".
Baldur's Gate 2 was released in September 2000---it's 25 years old this fall. I bought it on Day 1 release (seriously, where did the time go? BG2 released in September 2000??? How old am I again???).
I finished BG1 the summer before BG2 dropped. Took me about 120 hours. BG2? Didn't finish the actual campaign until 2012.
No joke. 12 years.
I must have restarted that game with a new character at least 8 or 9 times. Because without mods, you couldn't see all of the content at once, depending on your class (each class had a different "stronghold" quest. So you kind have had to try all of them). When I bought the game, I was a single, early-twenty-something working a dead-end retail job. When I finished it 12 years later, I was a married-with-2-kids professional technical writer and web developer.
Yeah.
So anyway, for whatever reason, I just had a hankering to mess around in these games again. Revisit the amazing hand-drawn art and animations, muck about with the old AD&D 2 backbone, get lost in the nostalgia of the old inventory management system.
But since it was now December 2024 (and I'd previously beaten both games), I didn't really want to play the games again; I just wanted to experience them again. So I downloaded Beamdog's semi-official Infinity Engine mod tool, EEKeeper, and threw together a couple of custom characters that would cover all of my bases (a Fighter / Mage / Thief multi-class and a pure Paladin).
And promptly boosted every single one of their stats to the moon. All attributes set to 19. 250 hit points at first level. THAC-0 changed from default 20 down to 2. Attacks per round set to 5. Max proficiencies in every weapon type and style. Max thief skills for the thief. Boosted casting so that each character had at least 15 spell slots in each possible caster level (1-9 for the mage; 1-7 for the pally). All spells worth a darn pre-memorized.
Oh, and of course, since you can import characters with inventory items pre-filled, I set up the pally as a "pack mule" to pre-import 6 Rings of Regeneration (because why bother with healing spells at all?) and 6 Boots of Speed (because why walk around those old Baldur's Gate maps at the painfully slow default speed?). Oh, and maybe some Elven Chain, Ankheg Plate mail, a couple of longbows +2, a flaming sword, and the Frostreaver axe +3. Oh, and 50 copies each of the fancy Tomes that permanently raise core stats to use on the random additional NPC party members I'd pick up along the way.
So when I say I "played Baldur's Gate 1 and 2 over the Christmas break in 2024," it's not an entirely accurate statement.
Needless to say, Baldur's Gate 1 was an absolute romping cakewalk. There's just nothing high-powered enough in BG1 to even bother with characters maxxed out like that. I think maybe the last two fights with Sarevok may have slightly pushed the needle of difficulty, but only just. I blew through the whole game in about 20 hours---and 6 of those hours were just Durlag's Tower. I'm just now coming out of the Underdark in BG2, doing a few random this-'n-thats until getting ready to take the final plunge into the finale. And there's honestly been some challenge---illithids, beholders, and high-level casters can still cause problems in fights. Even with 250 HP for the two custom PCs, there's still stuff out there that can punish you hard enough.
But in addition to re-gaining a deep appreciation for the artistry and talent it took to put the game together, my biggest takeaway from it all is just how insanely illogical and obtuse AD&D actually was. I mean, I vaguely, kind of-sort of remember it, but it was all brought back to the fore.
- The numbers
- What in....? Why do AC and THAC-0 go down?
- If I wasn't cheating, 3d6, in attribute order? My highest stat might be a 14 if I'm lucky?
- If I wasn't cheating, why would a thief have to gain a minimum of 7 or 8 levels before becoming even remotely competent at, you know, being a thief?
- How are you supposed to account for the weapon proficiency modifiers at all times?
- Ranges represented in feet and yards. This is actually worse as presented in the BG computer space, because how far exactly is 15 feet for that fireball radius?
- The fiddlyness
- How in the world would you account for weapon speed factors in a non-computer game? I'm certain those probably got tossed out the window by a lot of GMs.
- Having to account for the various weapon "styles", then slowly realizing that two-weapon fighting is so meaningfully better than all other options, that there's no reason to bother with anything else.
- Having to constantly reconfigure armor / protections for the mages, because mages aren't supposed to wear armor (but somehow Elven Chain and Bracers of AC 3 are fine?).
- Having to re-enable spell sequencers / spell triggers after every encounter.
- The gamist elements
- Only humans can dual class, but only demi-humans can multi-class? What?
- Oh, and not all classes allow for dual- / multi-class combination? Why in the world can't I make a ranger/thief, or a fighter/paladin?
- Getting hit by anything disrupts a spell cast. Hmmm, okay. I mean, at least it's consistent for both me and opponents, but still.
- I mean, I remember this from earlier playthroughs, but for some reason it really stood out to me this time. Because it's just so easy to cheese from the PC side (archers away, fire at will at the casters!).
- Tracking all of the "rock / paper / scissors" combinations to fight through conditions / damage types / immunities.
- The endless stacking of spell protections vs. the spell "breach" effects is just . . . mind numbing. Who actually would want to engage with that at a tactical level? And the fact that they introduce the Nishruu and Hashakaru to the game specifically just to counter them is equally weird.
- And really, Vancian casting as a whole . . . sigh. Yeah. There's a massive reason I moved to Savage Worlds and never looked back.
- Only humans can dual class, but only demi-humans can multi-class? What?
- The "Screw you, I'm the GM and I'm going to make you my b***" elements
- The mind control effects---fear, confusion, dire charm, illithid special abilities, the list goes on. By half way through BG2, it became apparent that the Chaotic Commands cleric spell is literally the most important spell in the game if you want your party to live. No exaggeration.
- Level drain. Oh my gosh, level drain. Vampires. And Vampiric Whatevers --- Vampiric Shadows, Shadow Trolls, Mummies . . . .
- Oh, and the fact that both Lesser Restoration and Greater Restoration instantly fatigue your cleric after casting.
- And, really, if this weren't a computer game, why would any GM and player ever want to mess with this? "Oh sorry, you got hit twice by the vampire . . . so until you get a Restoration potion or spell, recalculate every meaningful statistical value on your character sheet."
- The general "We can't really map a pen-and-paper game to a computer" problems
- Trap finding, and the fact that the game measures the actual rounds in actual 10 second increments, so even if you turn on the trapfinding thief ability, it could take an additional 8-9 seconds for the trap to actually appear, because of course it's more fun for your character to just walk around the room and trigger them all.
- The Alignment-based tomfoolery specific to BG --- What, so evil-aligned characters will just bail on me if I become "too heroic?" But it's fine because I can go around killing random villagers at will, as long as I've got enough cash to pay some priest in a temple to increase my reputation back up?
- The rampant murder-hobo approach to the game.
- After 40-ish hours of BG2, I checked my main character's kill count. Over 600 kills, just for the main character. That didn't include the 5 members of the party. In real life, every person running around with the main PC would either have to be psychopaths or suffering from PTSD so badly as to render them nigh catatonic.
Most of all, the "proud nails" of AD&D 2's original wargame origins were just . . . so . . . prominent. And maybe the impersonal nature of a computer / lack of human GM exacerbated it, but it was very, very, very obvious that the vast majority of AD&D's rules were to bring about battlefield condition emulation. The plot, the wonderful (wonderful) art, sound design, were all really just there to serve the endless dishes of "Here's something to fight, smash it."
Was it fun? On the whole, yes. I've enjoyed my time revisiting these two games. But it's really interesting how revealing they are of where RPG play really stood in the year 1998.
*Edit: fixed typos
Last edited: