Baldur's
Gate: Enhanced Edition by developer
Beamdog,
Overhaul
Games,
BioWare
Corporation and publisher
Atari,
Inc.—
Android
OS retro reflection written by
David.
Estimated reading time: 9 minutes
I’ve always been a bit of a full on geek, but one moment really
sticks in my mind as the beginning of it all. Taking me from a
passing interest in gaming to diving deep into reading, writing,
fantasy as a genre and the way stories are told in general, Baldur’s
Gate set the foundation for much of my future. I’d be lying if I
said I hadn’t been giddy when I saw that Beamdog had picked it up
and ported it to
mobile of all places. Unfortunately, I had a
habit of keeping overly out-of-date phones and
couldn’t even
play it until the full suite of classic Dungeons and Dragons
games from my formative years made the trip: Baldur’s Gate:
Enhanced Edition, Baldur’s Gate 2: Enhanced Edition, Planescape:
Torment, Icewind Dale, and their own original creation, taking place
between Baldur’s Gate 1 and 2, Siege of Dragonspear.
The games are made for a tablet, recommending a 7-inch screen, though
the games work well on my Samsung Galaxy S10+ regardless, and the
would-be difficulties of navigating dialogue options are negated by
numbered buttons ready for a thumb tap. The only real problem I had
with this version of the game had nothing at all with the game
itself; I can’t seem to pay that much attention to a mobile device
for long enough to really get deep into the game. Conveniently for
me, the game was also recently ported to Xbox One, and not only
includes Baldur’s Gate 2, but also Beamdog’s own Siege of
Dragonspear. Three for the price of… Five actually, but $9.99 USD
is pretty steep as-is for a mobile game, even one like this, while
$49.99 USD is pretty much expected where console markets come in.
Big upside to the console version, aside from screen size and my
mobile-distraction being a separate device entirely, is the movement.
Before the iconic opener, I howled with glee. I could move my
party with my thumbstick! After marvelling at this for a few
short seconds (the game was originally point-and-click), checking out
the I-skipped-the-tutorial controls and finding them fairly familiar
for console CRPGs like Obsidian’s Pillars of Eternity, I entered
the tavern outside of Candlekeep Hall and approached the innkeep to
buy my starting gear.
 |
| “My hotel’s clean as an Elven arse!” |
The jolly man exclaims aloud as you pick up what you need. I started
as a Dragon Disciple Sorcerer, so I actually didn’t need anything,
and couldn’t yet use most of it. There are some ranged options even
for a nearly-no-proficiencies sorcerer, but I thought I’d hang onto
my coins, despite my Burning Hands being limited to twice per
day. My quarterstaff should do it, right? As it turned out, it would
absolutely do the trick, after missing a dozen swings at the lowly
thug that attacked me, I finally cracked him a couple good ones.
When I was attacked shortly after, I opted instead to use Burning
Hands, instantly downing him and making me feel all the
first-level-sorcerer might. I had to nap before I finished exploring
though, returning to the Inn and passing eight hours in a room to
regain my spent spell slot so I would be prepared for the road. While
the tutorial is handy and goes a bit deeper into some of the
mechanics, there are actually “Tutor” characters sprinkled around
Candlekeep Hall to teach you how the game works, and explain the UI,
as you explore this initial area. Granted, I’m playing this while
familiar with games in general, but returning to this game for the
first time in easily fifteen years, I’d say both the official
tutorial and the less-direct Tutors tied into this starting zone were
pretty effective at their jobs.
Soon thereafter, I met with my father/mentor character and we were
off! Only for him to die in the very next scene, lending a much
greater sense of danger to the two very-direct attacks from earlier,
and a relief as I gained my first party member, Imoen, a rogue I met
just before departing Candlekeep Hall. The only instructions we were
given before Gorian and I were ambushed on the road were that we were
meeting with allies at the Friendly Arm Inn, and Imoen and I set off
at once. After some minor baddies, and a mysterious
totally-not-a-wizard with an interest in my doings, we made it to the
Friendly Arm, and on our way into this fortress of a tavern,
we’re attacked again by someone looking for me specifically.

This time though, there’s a guard nearby who jumps to my aid.
Dispatching the villain with haste, before I could call my
dragon-blooded wrath down. Once inside, we met the friends of Gorian
were looking for, and it began to feel like a real party. Sorcerer,
Rogue, Fighter, Druid. Not a bad group to start an adventure with. In
fact, we mopped the floor with some hobgoblins together! After the
first couple of encounters as a party, I forgot how absolutely
unforgiving 2nd Edition Advanced Dungeons and Dragons really was
though, and my pyromanic urges ended up wiping my whole party,
because Burning Hands has just enough of an Area of Effect to catch
them all, and one of the three hobgoblins we were fighting.
Whoops.
The game progresses in much a similar manner, with as much cheese as
late nineties fantasy writers could muster, this is Dungeons and
Dragons and BioWare (Editor's Note (PY): BlackIsles at the
time) after all, and some entertaining characters on the road. One in
particular stood out toward the beginning. Lord Foreshadow is a very
subtle easter egg that references both the coming sequel, Shadows
of Amn, and Neverwinter Nights, another BioWare
not-related-except-the-setting D&D game that itself signified
major steps toward digital D&D play that we see so frequently
now.
Everybody likes the classic Five Man Band, but Baldur’s Gate opts
for a total of six characters in your party, should you choose. Your
own player character, and a whole range of new friends of varying
alignment, skill, and personality to choose from. From vocally
disapproving of your actions to actively attacking you if you
do something too far out of their line, the characters’ varied
morality and motivation lend an excellent extra layer to the game,
and an awareness of who you’re taking where is a good survival
strategy.

I signed on with a dwarf looking to hire some mercenary work, and had
to choose between him and my bard (since I’d just acquired the bard
and had no attachment), and the bard simply stayed put in the Dwarf’s
shop. Turned out the man was evil, as pointed out in a
background-interaction between him and my Neutral-Good Fighter,
Khalid. It also turned out, he was really good at eating
hobgoblin axe, and in a fight with six of the beasts, fell
almost as soon as combat started. Nobody else, including two very
squishy casters, took any damage in the fight, so we sold the
loot and picked up our Bard friend once more, with some fresh gear
for him. Turns out some problems sort themselves out! Besides, he had
a nice helmet.
The game isn’t a walking simulator by any means, but it involves
quite a great deal of quiet exploration as you follow what amounts to
vague directions most of the time as you explore moderately sized
square zones. This is a game that blends the interactivity of gaming
with the pacing and storytelling of a novel, or even a series of
them. You go from little more than a child who’d grown up in an
academic institution fiercely guarded against the outside to a
god-who-walks-the-earth being of interplanar power, but it takes much
longer than more readily accessible modern games. This is due to what
is, in my opinion, both the brightest point and the most glaring flaw
in the game.

Baldur’s Gate was originally created to literally be a
digital single player game of Advanced Dungeons and Dragons. There
are certain aspects of the game that just don’t translate without
that interaction, but at the same time, there are stories that just
couldn’t be told as well neither from a more direct game nor from a
non-interactive medium. While this odd mashed up medium of
storytelling does wonders for the world and story itself, it’s also
a big part of why the game is hard to get into. THAC0, To Hit Armor
Class 0, was possibly the worst part of Advanced Dungeons and
Dragons, and its removal was no small part of how massive
Third Edition D&D became in comparison. I’m not going to go
into an explanation of this too far, but it was based around lowering
your armor class and raising your THAC0, and was calculated in ways
that were so not clear that player groups would just use
different combat rules.
If you want a single player AD&D experience, it’s fantastic. If
you want an entertaining and consistent gaming experience, it’s
kinda horrifying. Beamdog got around this with a more modern list
of difficulty settings, ranging from Storyteller mode where you’re
essentially guaranteed success to Throne of Baal which is essentially
for people who are both masochists and really into THAC0 and
AD&D.
All in all, this was both a great nostalgia trip and a fun gaming
experience for me, though I'm a big D&D fan in general. Maybe
I’ve got some rose colouring to my glasses, but getting to see the
original content refreshed and expanded upon felt great, and the
genuine love for the original that Beamdog has, that made these
possible, has me excited to check out Siege of Dragonspear as a
connector between Baldur’s Gate and Shadows of Amn.