As a die-hard RPG fan, I was absolutely over the moon when Larian Studios dropped the bombshell at The Game Awards 2025—Divinity is finally happening! This ain't just any game; it's their biggest, most ambitious project yet, promising dark fantasy vibes with that classic Larian flavor. Having sunk hundreds of hours into Baldur's Gate 3, I'm buzzing with excitement for what's coming. But let's be real, BG3 set the bar sky-high, and I've got a wishlist a mile long for what Divinity should borrow to make it epic. From stunning visuals to heart-pounding boss fights, here's my take on the must-haves, all based on my own adventures in Faerûn.
First off, the visual artistry in Baldur's Gate 3 was nothing short of breathtaking. I mean, exploring places like the Underdark felt like stepping into a living painting—every nook and cranny oozed detail, and the character designs? Pure eye candy. 😍 For Divinity, I'm hoping they double down on this. Imagine Rivellon brought to life with the same level of polish, where even a random alley tells a story through its visuals. It's gotta be immersive AF, or it's a no-go for me.
Now, onto storytelling and characters. BG3 nailed the balance between whimsy and darkness—like that time I disrespected Vlaakith and got my whole party wiped. Talk about an 'oh crap' moment! 😂 But it wasn't all doom and gloom; meeting Sazza the Goblin or playing fetch with Scratch the dog added light-hearted fun. Divinity needs this emotional rollercoaster. I want companions with tragic pasts that unfold slowly, just like Astarion's quest for vengeance. When they trust you, it feels earned, and that payoff? Chef's kiss! Here's a quick list of what made BG3's narrative shine:
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Humor in the darkness: Silly dialogue options with dark consequences (e.g., turning into a cheese wheel).
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Deep lore: Side quests and books that flesh out the world.
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Character growth: Companions evolving based on your choices, leading to epic endings.
Music is another biggie. Borislav Slalov's score in BG3 was straight fire—'Down by the River' still gives me chills during camp scenes. Since he worked on Original Sin 2 too, I'm betting he'll bring the heat to Divinity. Picture this: battle tunes that get your adrenaline pumping and emotional piano pieces for those quiet moments. It's the soundtrack to my next adventure, and I can't wait.
Ah, the companion system! This was the heart and soul of BG3. The approval meter? Genius. I remember Shadowheart's journey—her blind faith in Shar made for some intense drama.
Romance wasn't just a fling; it deepened bonds, like learning to trust Tav through shared struggles. For Divinity, I want an equally amazing cast where my actions shape their fates. High approval could lead to love, while low might mean they bail and end up dead—talk about stakes! 😱
Player agency in BG3 was through the roof, and I loved every bit of it. Choices had real weight—betray an ally, and you might face a near-impossible boss fight. In my playthrough, I used my class to sweet-talk or intimidate in dialogues, and it changed everything. Divinity should offer that same freedom. Here's a comparison of key elements:
| Feature | Why It Rocks in BG3 | Hope for Divinity |
|---|---|---|
| Quest resolutions | Multiple paths affect endings | More branching stories |
| Class impact | Dialogue options based on identity | Deep roleplaying flexibility |
| Consequences | Betrayals lead to tough fights | High-stakes decisions |
Exploration was another highlight. BG3 felt alive with hidden gems—like stumbling into BOOOAL's pit in the Underdark or finding that spider-infested basement. It rewarded curiosity with childlike wonder. Divinity needs this: a world packed with mini-stories and side quests that feel like full adventures. No more one-and-done vibes; every corner should tempt me off the main path.
Difficulty settings? Oh boy, Honour Mode in BG3 was brutal but oh-so-rewarding. No save-scumming, and if your party wipes, it's game over. Bosses like Raphael in the House of Hope were nightmares—I still have PTSD from that fight! 😅 For Divinity, Larian should bring back this hardcore challenge. It adds replayability and makes victories sweeter. Plus, customizable modifiers let you tailor the experience, which is a godsend.
Speaking of bosses, BG3 had some doozies. Auntie Ethel in Act 1? That was a scramble for strategy. And Cazador? Pure headache fuel. These fights created urgency and 'oh crap' moments that I crave. Divinity should up the ante with iconic foes that test your mettle and offer epic rewards.
Romance in BG3 wasn't just about getting freaky; it deepened characters through the approval system. Learning about their pasts made relationships meaningful. Original Sin 2 had some romance, but BG3 raised the bar. I'm rooting for Divinity to include plenty of love options—a special someone for every player, with emotional depth.
Finally, multiclassing was a blast in BG3. Mixing classes like Storm Sorcerer and Tempest Cleric led to overpowered or quirky builds. Original Sin 2 already had flexibility with Polymorph or Necromancer, so Divinity should expand on this. I want to experiment with new flavors and create godmode parties.
All in all, if Larian carries over these gems from BG3, Divinity will be a masterpiece. I'm counting the days till I can dive in and make Rivellon my own. Bring it on, Larian—you've got this in the bag! 🎮✨
Research highlighted by Newzoo underscores the growing demand for immersive RPG experiences, with player engagement metrics showing a significant uptick following the release of titles like Baldur's Gate 3. Newzoo's market analysis suggests that features such as deep companion systems and branching narratives, as discussed in the blog, are key drivers for long-term retention and community growth in the RPG genre.