- Amelia Tyler (Baldur's Gate III, Hades II) as Shadwyn
- An ancient, unknowable force whose corruption spreads across the continent, threatening to plunge Neokos into darkness.
- Ben Starr (Clair Obscur: Expedition 33, Final Fantasy XVI) as Rickard Colwall
- The eldest of the Colwall siblings, a steadfast light in a darkening world, whose loyalty runs deeper than blood.
- Devora Wilde (Clair Obscur: Expedition 33, Baldur's Gate III) as Deorcas Colwall
- A formidable warrior whose grief has driven her to doubt her faith, leading her down a path of darkness.
- Ellen Thomas (Arcane) as Anabasia
- A charismatic and manipulative leader, whose silver tongue is as dangerous as any sword.
Solasta II Launching into Early Access in March 2026!
Glam Up in One of the Best Games of this Year, Baldur's Gate 3
DUBLIN, September 22, 2023 - Mac users and chronic character re-creators rejoice! Today’s Baldur’s Gate 3 update brings the full release of the critically acclaimed RPG to Mac, and finally allows players to change their characters’ appearance in-game via the Magic Mirror.
Patch 3 also contains many pages of bug fixes, tweaks and improvements. Does your dog begin to float away when he senses the postman is near? Patch 3’s got a fix for that. Read the full patch notes on Steam.
Magic Mirror
The Magic Mirror lives in the party’s camp and allows players to change up their appearance whenever they’d like. There are some restrictions: your appearance, voice, pronouns and nether region can be changed, but race/subrace and body type cannot. Origin characters, hirelings, and full illithids cannot use the Magic Mirror, and any cosmetic modifications that are a consequence of gameplay choices will persist – hag got your eye? swallow any interesting tadpoles lately? There’s no Magic Mirroring those big life decisions away.
Mac Support
Where previously Mac support was limited to Early Access, the full release of Baldur’s Gate 3 is now available to Mac players via Steam.
As with BG3’s launch on PC earlier this year, Early Access saves on Mac will not be compatible with the full version of the game. To minimise potential compatibility issues, Early Access players are encouraged to fully uninstall the Early Access version of Baldur’s Gate 3 and ensure all mods are removed before reinstalling the latest version of Baldur’s Gate 3. Players can follow this pre-launch guide for best results: Baldur’s Gate 3 - Preparing for Launch
Baldur’s Gate 3 is out now on PC, Mac and PS5, and is coming to Xbox later this year.
More information on Baldur’s Gate 3 is available here on the official website. You can stay up to date with the latest Larian Studios news via Twitter, Facebook, Instagram, TikTok or the official Discord Server.

About Larian Studios
Larian Studios is an independent RPG developer founded in 1996 in Ghent, Belgium. Over 400 people work between worldwide studios in Ghent, Quebec, Dublin, Guildford, Malaysia and Barcelona. Larian is best known for the Divinity universe, which they introduced to the world with Divine Divinity in 2002.
In 2014, Larian launched Divinity: Original Sin, a classic CRPG that won over 150 awards and nominations. The company released its critically acclaimed sequel Divinity: Original Sin 2 on September 14, 2017, followed by the Definitive Edition in August 2018 for PlayStation 4 and Xbox One to a 93 Metacritic rating. The Nintendo Switch version released in September 2019 featuring cross-save progression between Nintendo Switch and Steam. Divinity: Original Sin 2 won a BAFTA for Best Multiplayer Game. On August 3, 2023, Larian Studios released Baldur’s Gate 3 on PC. On September 6, 2023, Baldur’s Gate 3 was released on PS5.
Memorable Music in Gaming #49
For my third and final edition of my Dungeons & Dragons
Memorable Music articles I’ve been pulling from games that are pretty old now. It’s a testament to how good these soundtracks were then, and still are
today. Gameplay has evolved, graphics have gotten better, but the music has
aged flawlessly over the years, evoking powerful memories and emotions whenever
I hear them play.
Neverwinter Nights – Forest Boss
This song just hits my nostalgia hard. The beginning just has this sense of scale that makes you think of an epic, grand battle about to take place, but even midway through, there’s a shift in the tempo that somehow makes everything feel just that much more amazing to me.
Baldur’s Gate II: Shadows of Amn – Jaheira’s Romance Theme
While so many of the songs in this series drive hard and
fast to create a sense of urgency during big, bombastic battles, there’s a lot
to be said about some of the quieter, more emotional songs, such as this one.
Planescape: Torment – Deionarra’s Theme
Haunting, sad, and a little unusual – this song in many ways
encompasses this unique game itself.
Icewind Dale 2 – Skeleton of a Town
The twinkling sounds at the start remind of the snowy fields of Icewind Dale, before giving way to a more sweeping song that I could listen to on repeat while writing stories of fantastic lands – or simply recalling my adventures in this one.
Baldur’s Gate: Dark Alliance – Ciraxis the White Dragon
Perhaps not the most challenging boss fight, but any time a white
dragon is involved, there’s a greater sense of awe involved, and Ciraxis was
certainly an entertaining battle with an excellent musical score to back the
encounter up.
Article by: Nick
Memorable Music in Gaming #48
Welcome to the second installment where we are talking about (or listening to) music from classic Dungeons & Dragons games. I always felt like these games made great use of audio. I remember playing them and having my headphones on late at night, listening to the sounds of skittering creatures in dark caverns, all of it complimented by some of the best RPG music in the business.
Icewind Dale II – The Severed Hand
This song stands on its own, with an epic introduction that
continues strong throughout what is the final battle of the game. A confluence
of events that just brings the experience together for the definition of a
memorable moment.
Baldur’s Gate – Sword Against Darkness
So many of the songs in this soundtrack just come out hard,
emphasizing the tempo of combat. Not that this particular scene was all that
challenging for me at the time, where the music outperformed the moment in
gaming.
Neverwinter Nights: Hordes of the Underdark – Main Theme
Given this expansions theme of being located in the
Underdark, this theme’s tone compliments the experience perfectly. There’s a
dark undertone to it, but moments of higher pitched instruments that cut
through it, like a shining hope amidst the oppressive darkness. This expansion’s
narrative was similarly fantastic.
Baldur’s Gate – The Friendly Arms Inn
Pull up a chair, huddle near the fireplace and rest your weary
bones for a spell. Your journeys have been hard, and you’re not done yet - but
for tonight? Tonight, you sleep well, my friend.
That is the vibe I get from this slow, comfortable song.
Neverwinter Nights 2 – King of Shadows Battle
What an amazing (if somewhat frustrating) battle this was for me. The
music comes in fast and hard, and when the chanting vocals enter the song
later, it just compliments what has happened to this point in the story and
sets the stage beautifully.
Memorable Music in Gaming #47
Given that Dungeons & Dragons: Honor Among Thieves just
released (a movie that I enjoyed a great deal), it got me reminiscing about
some of my favorite songs from the vast catalog of Dungeons & Dragons video
games.
Honestly, I could turn this into a two or three part article
instead of a single Memorable Music, given how many fantastic soundtracks these
games have seen over the years. In fact… I just talked myself into it.
So here’s Memorable Music in Gaming – Dungeons & Dragons
Edition: Part 1
Baldur’s Gate – From Out of the Storm
This song is one that just hits you right out of the gates. It’s an absolutely epic mix of vocal harmonization and instruments as you wage an epic battle against Sarevok.
Icewind Dale – Kuldahar
Jeremy Soule is known for his epic fantasy songs, and this is among my favorites of his. There is something both inviting to the wind instruments here, that also make me recall the cold, frosty environments as well.
Neverwinter Nights – City Docks Day
An underappreciated favorite of mine from Jeremy Soule. I almost feel like there’s a haunting quality to this song that would make it more appropriate for night than day, but it’s not going too far to say that this is one of my favorite songs ever from a video game. It’s shown up in a prior Memorable Music of mine, but I couldn’t justify leaving it out here.
Baldur’s Gate 2 – The Pirate Isle
Flutes and percussions make this a fun, lightweight tune. The tempo’s a bit uneven, and with it a sort of bawdy sound that would be right at home in a tavern. Sometimes a song can simply be fun, and not need to be tethered to a grand battle or overly emotional moment, to remain memorable.
Planescape Torment – Sigil
I didn’t play this title when it first came out, and I wasn’t much of a Planescape connoisseur during my tabletop days, but this particular song stuck with me when I did play. The chiming sound of a clock near the end caps off a strange mix of sounds and tones that works in an almost haunting way.
Baldur’s Gate 3 - PC Preview
Estimated reading time: 9 minutes
Beautiful, Fun, Epic… Sorta wonky?
Baldur’s Gate 3. That’s right, Baldur’s bloody gate three. Those words were enough to make any gamers in their early thirties giddy with excitement ever since it was announced. Developed by Larian studio, which made the excellent Divinity series, the game has been ripe with hype since the day of the first teaser.
It finally released as a dreaded early access game on October 06 2020, at exactly 13h00 EST, and like thousands of fellow nerds stuck at home, I jumped on the occasion to give it a shot. After playing 13 hours since then already, here are my impressions.
Spoiler free synopsis:
Baldur’s Gate 3 is not, so far, a direct sequel of Baldur’s Gate 1 and 2. It actually takes place in the era in which D&D 5E happens. This means that, not only is the ruleset different, but the majority of the pantheon of gods has died and been replaced. The main character starts off having been abducted by Illithids (AKA mindflayers, AKA Squidfaced braineaters, AKA Squidward’s Revenge). These weird creatures implanted a rather disgusting tadpole thing behind the MC’s eyes that will eventually transform them into an Illithid themself. Cue the mindflayer ship crashing near Baldur’s Gate (because that place is seriously a giant epic adventure magnet), and the MC gathering a party of parasite infested weirdoes. The quest begins to find a way to get the sickening bug out of your brains.
First impressions: Character creation
So far, I’ve tried multiple classes and races as I always do. I haven’t seen a very large difference in the way the people react, other than the occasional flourish in conversation, or extra options to avoid skill checks. That being said, some NPCs will treat you differently if you are certain races (for example, other tieflings will tend to like you more if you’re one – and everyone seems to dislike and distrust Giths). This is nothing that’s particularly new in RPGs, but adds some flair for sure.
So far, the available races are limited to Humans, Elves, Half-Elves, Drow, Dwarves, Halfings, Tieflings and Githyankis. Each of them except Humans and Giths has sub-races from which to choose with their own flair. As far as D&D races go, they got most of the basic ones in at least. As this is early access, we can expect (hopefully) a few more races to be added over time. I’d be disappointed if we didn’t at least see gnomes, half-orcs and aasimars.
As for available classes, I was disappointed in the selection for the early access. You can presently choose from Fighter, Ranger, Rogue, Wizard, Cleric or Warlock. Although the classes have a few choices within them – Fighter, Ranger and Rogue can select one of two subclasses each; the Mage can choose either Evocation or Abjuration; the Warlock can select either the fiend or the great old one; and the cleric can chose from 3 domains. Larian studios has claimed that all classes from the 5e player’s handbook will be available at launch, but it’s still disappointing that they left out fan favourite monks, barbarians and paladins from the first Early Access version.
Skills, stats and origins seem to follow the 5e rules pretty decently, with some slight modifications to make it work better in a game, but it works.
Character looks are a mixed bag for me so far. On one hand, they look amazing, but on the other, I feel like there’s a lack of options so far. The photorealistic graphics on the faces are beautiful, but you can only choose one of a handful of faces, two dozen hairstyles and colours. The game would benefit greatly from something as simple as a body type choice, as right now, everyone has the exact same body (lean, cut, average height for men; decently curvy for women). Like many other players, I like to spend a lot of time making characters, so the more options, the better. I’ll give them props for gender fluidity though. Bearded woman? Man in makeup with female voice? No problem!
Visuals
Beautiful, but sometimes wonky. That is the best way to sum up the game’s visuals. The early access shows on occasion. The physics engine is mostly what makes things wonky, which seems somehow much weirder with the amazing graphics of the game. For example, in the prologue there’s an Illithid talking to you, and the camera zooms to its face, the tentacles are just rag dolling everywhere going through its face. It’s distracting and beautiful and weird all at the same time. Like a lava lamp.
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| don't mind them, they have a mind of their own |
The scenes are gorgeous, the monsters looks amazing (except maybe for the half-naked ogress I chose to fight – that’s a decision I’d like to take back) and the spells are very interesting. Occasionally a monster will randomly stretch out to cover a square mile after it dies, but the skin textures still look life-like!
Story/Characters
So far, I’m enjoying the story, but I can identify its weakness. This version of the game only has the first act, with a maximum level of 4. The story so far feels more like a Divinity sequel set in Forgotten Realms than a real Baldur’s Gate though. I won’t be the first to make the parallel between the stories so far in BG3 and the opening act of Divinity Original Sin 2 – (start on a ship with something you don’t want on/in you. Escape your captors, and then try to leave the area in which your ship crashed… Even the tentacles of the Mind Flayer ship are reminiscent of the kraken that attacks the ship in Divinity 2). In the same way as Divinity 2, it lacks any way to make you attached to your own character, other than the fact that you created them.
In Baldur’s Gate, there’s a full prologue in which you just get to know the protagonist. It builds an emotional bond to the MC, and gives some sort of meaning to the inciting moment of the story. In Baldur’s Gate 2, the assumption is that you, the player, have already been through a full story with your protagonist, therefor it was ok to start already captured. Baldur’s Gate 3, like Divinity 2 before it, suffers from being thrown into the inciting moment without first going through the introduction. It’s not earned. They try to hide it behind a raw epic prologue full of action, dragons, explosions and demons (produced by Michael Bay maybe?), but it didn’t work.
The companions also suffer from this. I think they are all interesting characters, with diverse and sometimes conflicting personalities which shine through within the first hours you adventure with them. You start off not liking them, but they grow on you. However, you get the feeling they know that they skipped the whole introduction part and are suddenly in the action. They seem to be following your lead without knowing why. This is especially apparent for the strong-willed Gith warrior. She is strong, resourceful, and as far as she knows, the only one who can lead the party to a cure. She overtly treats the MC as a subordinate (literally calling them a subordinate at one point). Despite this, she will just calmly follow you around even if you go against everything she wants. This blind obedience is odd. It doesn’t quite fit.
Gameplay
This part will have the biggest disparity in opinion. Some people love it, others hate it. The best way to describe it is this: it’s Divinity 2, with D&D flair. It mostly follows the 5e ruleset, except when it doesn’t. Larian made some modifications in order for the game to work a bit better. As for me, the gameplay is my favourite part.
Overall, this game is the closest things I’ve found to tabletop D&D, the way idiots like me play with their friends. There are so many things you can do, from combining spells, to interacting with the environment, to interacting with other characters. In the prologue, I wanted to see what happened, so I chose the “throw” action, and threw a pair of boots from my inventory on the enemy. It dealt 2 points of damage. It was more comical than effective. A little later, I come up behind an enemy Halfling, standing on a crate near the edge of a small cliff. I shoved him off the cliff, and then threw the crate on him. He was left prone, with a height disadvantage and 2Hp left. Sometimes buffoonery works.
Combining spell effects for great synergy can also be fun. My class of choice is always wizard. The first companion you get outside the prologue is a cleric. I discovered that our cantrips worked very well together – she has an attack with a dexterity saving throw, and I have an attack that creates difficult terrain and can make the enemy prone, thus negating their saving throws. There are also more obvious interactions, like things being flammable, and flames being extinguishable. The game is very dynamic and it’s great fun to find new and interesting strategies.
The encounters can be rather difficult, but not so much as to make it frustrating if you have a basic mastery of the mechanics and the rules. With some creative use of your abilities, you can overcome some otherwise very tough fights.
Verdict
I already love this game. This might already be one of my favourite releases of 2020. In fact, this might be one of my favourite things of 2020 overall (which is a low bar, let’s admit it). For my recommendation, and my score, I’ll divide it in two.
If you can put up with a few bugs, and don’t mind playing through the content as it’s released. If you’re like me, and will probably play through the game multiple time just to try it with different races, classes, and overall playstyles. If you can accept that this is an Early Access. Then, play this game.
If you don’t have patience for bugs, and would rather play the game from start to finish without waiting a few months. If you don’t trust that companies will fulfill their promises in Early Access, as so many others have failed to do before. Wait. Maybe go play Divinity 2. Or go find Suikoden 2 and play it. It has nothing to do with Baldur’s Gate, but I just always need to find a way to plug that game.
As a game right now: 6/10 – It’s still unfinished and needs work. Classes missing, dialogue missing, physics are wonky. As a potential game presently in the very first version of Early Access: 9/10 – It lost a point for aforementioned lack of story intro and coherence in companion attitude.
Score: N/A
The Dungeon of Naheulbeuk - PC Review
Estimated reading time: 5 minutes
A tale as old as time itself. A tale of adventure, loot, intrepid (mostly) party members, and the mediocrity of poor business administration and legislating of company internal affairs.
The Dungeon of Naheulbeuk is adapted from a French audio series, something I believe P.Y. could tell you a bit more about (Editor's Note: Loved listening to this series while on the bus between college and work), but can easily be seen as a parody of Dungeons and Dragons. Or perhaps maybe even just a wacky campaign from a particular session. In DoN you take the role of guiding hand for a party of ragtag adventures, tasked with finding the twelfth... seventh?...thirteenth?...well, a statuette that definitely isn't the first, that is supposedly in the bottom of the Dungeon of Naheulbeuk, a place rarely visited where no adventurers have returned from! Except it's actually run by a co-op, and is apparently a fairly popular, or at least populated, place.
It even has an inn built-inn! (#SorryNotSorry).
Either way, your team consists of a number of different and fairly clear cut roles that you commonly see in D&D campaigns, such as: the cowardly thief, the egotistical ranger, the ditzy archer elf, and a dwarf (just a dwarf). Somewhat ironically, I'm actually playing a D&D campaign with some friends right now that matches the characters in DoN pretty close. Yes, it's full of shenanigans and jokes, both DoN and my campaign.
As is usual in these style of things, your group of eclectic adventurers travel through the dungeon in search of the statuette in order to complete their quest! Obviously enough this is met with resistance that you must get rid of. This is done in combat that is very much similar to how a D&D encounter would play out, with a few notable exceptions. Upon engaging in combat, you may orient your party members as you desire in the space provided before beginning combat.
The combat itself is turn based on a movement grid, where characters with higher bravery values get to perform their actions first. Each character has two basic actions they can perform per turn: movement and "action". These can be performed in any order, but you are generally only allowed one of each, or two movements that count as dashing, and will use up your "action". Your action may be a melee attack, ranged attack, skill, or item use. Now, the two most notable differences to playing something like tabletop D&D are the introduction of what I like to call "the bullshit bar" and the ability to delay your turn.
The turn delay is exactly what you would expect: you push your characters turn to the end of the turn bar. This is actually way more useful than I thought it would be, as you can wait for enemies to take their turns before moving into a better position to attack them from. The "bullshit bar", on the other hand, feels like it was made specifically for people with awful luck, like me. Basically, whenever something unlucky happens, such as missing an attack or getting hit by a critical strike, the gauge will start to fill up. It has four tiers based on how much "un-luck" you may have, and remains after battle. Each tier provides a different effect when used, allowing you to maybe salvage a fight where you've missed an enemy thirteen times in a row. Yes that actually happened, and no, I wasn't happy about it.
So, on that note let's talk about something here: game is hard. Like seriously, I almost had a full party wipe in the tutorial. On the plus side, the game autosaves a lot, so chances are you have a save you can fall back on if things get too hairy. After scrabbling through an encounter, you are rewarded with cash, experience, and loot! Glorious loot with some great flavour text.
Characters can be equipped with new gear to help increase their stats, and potions can be used, as health doesn't recovery between battles. Upon leveling up, characters will gain stat points and skill points, which can be used to increase their bases status, such as constitution and charisma, and to unlock new skills respectively. This is very much in the same vein as Dungeons and Dragons, so those familiar will probably feel right at home. One nice difference from traditional D&D is that skills and magic use mana or stamina points, which recovery at a set rate each turn, meaning no "once per day" spells or actions.
The game itself is modeled in a more comicalized style, which is really representative of the games humour. While the main focus of Dungeon of Naheulbeuk is on its weird cast of characters and the misadventures they get into, the developers definitely didn't skimp on the graphical side of things. Environments aren't exactly "sprawling", but are well put together and rendered quite nicely, giving a nice sense of the area you are in, instead of just the same generic tone. One particular example is walking into a dirty bathroom, and you get a very visibly different style inside the bathroom as opposed to the rest of the dungeon, something you don't usually see all that often.
Ultimately whether or not you will enjoy Dungeon of Naheulbeuk is probably directly related to how you find the humour. While I quite enjoyed it on a standard basis, there are a few gags or jokes that definitely fell flat for me, and would no doubt fall flat for others as well. That being said, the combat is incredibly well done, and at no point did I think an encounter was particularly unfair, or that the combat mechanics were awful. Tough yes, but not unfair.
Summary
Overall, I have to say the The Dungeon of Naheulbeuk was a really fun delve into a funny cast in the style of a Dungeons and Dragon campaign where the storyline isn't at all serious. It's full of wacky characters, funny situations, and a combat system that doesn't make you regret getting in a fight. Colourful flavour text is abundant, and each character has their own role that feels like it compliments the party well. Naheulbeuk is as fun to play as it is hard to pronounce.
Score: 8.5 / 10
New Acquisitions Incorporate Rulebook for Dungeon and Dragons!
SEATTLE — June 18, 2019 — Acquisitions Incorporated, the first-ever official third-party property Dungeons & Dragons sourcebook from Penny Arcade and Wizards of the Coast, invites adventurers to maximize their plentiful profits and enhance their awe-inspiring exploits today.
Due to a recent surge of deceased workers open positions, Acquisitions Incorporated is currently offering a once-in-a-lifetime opportunity to create Fan-chises™. The Acquisitions Incorporated sourcebook, compatible with the Forgotten Realms or anywhere else in the Multiverse, has everything a budding replaceable cog valued employee needs to keep themselves both profitable and alive.
This manual contains 224 pages of insider secrets including a never-before-seen adventure for characters levels 1-6. Franchisees can learn the ropes with this gripping tale that is 100% safe. Discover completely new content including new spells to master, an introduction to an all-new race, and our patented character positions to help anyone join the company and push us well into the black.
"Seeing our Acquisitions Incorporated campaign enter the canon of the Forgotten Realms is a dream come true,” said Jerry Holkins, co-founder of Penny Arcade. “The book is stuffed with content for Dungeon Masters and players alike, and I can’t wait to hear about their adventures.”
1. We at Acquisitions Incorporated are not responsible for any bodily harm that may occur when using the manual.
2. 60% of statistics are 100% made up on the spot.
The Acquisitions Incorporated book is available now for $49.95 and can be purchased from the Penny Arcade store, Amazon and hobby stores.
For more information on Acquisitions Incorporated, the D&D sourcebook, please go to the official webpage.
For more information on Acquisitions Inc, please visit the official website.
About Penny Arcade
Penny Arcade is a webcomic focused on video games and video game culture, written by Jerry Holkins and illustrated by Mike Krahulik. With over 3.5 million readers, it is the most popular and longest-running gaming webcomic online. Penny Arcade is also responsible for the Child's Play Charity, the PAX gaming expo in Seattle, Boston, San Antonio, Philadelphia, and Melbourne, multiple video games based on the brand, and multiple online video series.Article by Susan N.



























