It was all delivered through text, and it ruled.
When you don't have to render everything, that frees you up to create anything: I still remember the first time I tried ripping out my own eye in Planescape: Torment to replace it with one from my past life, unlocking memories of forgotten battles in far-flung planes. Larian's own Divinity: Original Sin 2 deployed huge text dumps to deliver key moments like companion romance scenes.īaldur's Gate 3's production values are a sizable cut above anything I've seen in a CRPG before. Even with the herculean effort to fully voice Disco Elysium's one million lines of dialogue, or the lavish pre-rendered environments of Pillars of Eternity 2: Deadfire, they rely on your imagination and walls of text to convey large swathes of their stories. I like my RPGs big, weird, and hardcore ( to the mega).