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Baldurs Gate Dark Aliance How to Fight Monsters Again

2001 video game

Baldur's Gate: Dark Alliance
Baldur's Gate Dark Alliance.jpg
Developer(s)
  • Snowblind Studios
  • Magic Pockets (GBA)
Publisher(s)
  • Black Isle Studios
  • DSI Games (GBA)
Producer(s) Darren Monahan
Designer(s)
  • Chris Avellone
  • Erza Dreisbach
  • Ryan Geithman
Programmer(southward) Erza Dreisbach
Creative person(s) John Van Deusen
Composer(southward)
  • Jeremy Soule
  • Will Loconto
Serial Baldur'south Gate
Engine Dark Brotherhood engine
Platform(s) PlayStation 2, Xbox, GameCube, Game Boy Advance, Xbox Ane, PlayStation 4, Nintendo Switch, Microsoft Windows
Release

December four, 2001

  • PlayStation ii [one]
    • NA: December four, 2001
    • Eu: December fourteen, 2001
    Xbox
    • NA: Oct 22, 2002[iii]
    • European union: March 21, 2003[2]
    GameCube
    • NA: Nov xx, 2002[5]
    • European union: April 25, 2003[4]
    Game Boy Advance
    • WW: Feb 10, 2004[6]
    Microsoft Windows, Mac Bone
    • WW: Dec 17, 2021[7]
Genre(due south) Action role-playing, hack and slash
Mode(southward) Single-player, co-op multiplayer

Baldur's Gate: Nighttime Alliance is a 2001 activity role-playing/hack and slash video game adult by Snowblind Studios for the PlayStation two and the Xbox consoles. It was ported to GameCube past High Voltage Software, and to the Game Male child Accelerate by Magic Pockets. The game was published for PlayStation, Xbox and GameCube by Black Island Studios, a partition of Coaction Entertainment, and distributed by Vivendi Universal Games. The Game Boy Advance version was published by DSI Games. CD Projekt was developing a version for Microsoft Windows, but it was ultimately cancelled. In 2021, a 4K port of the game was released for the Xbox I, PlayStation 4, PlayStation 5, Xbox Series X/Due south, and Nintendo Switch. In December of the aforementioned year, a port for the PC was released.[7]

The game is ready in the Forgotten Realms campaign setting of Dungeons & Dragons, and the gameplay is based on the rules of Dungeons & Dragons 3rd Edition, which were released in 2000. Information technology is the kickoff video game to implement the real time application of the new rules.[8] It is also the first game in the Baldur's Gate series released on consoles every bit opposed to a PC and/or Mac.

Night Alliance was well received on all four platforms, with the PlayStation 2 version going on to win the Academy of Interactive Arts & Sciences accolade for "Function-Playing Game of the Year" (2001). A sequel, Baldur's Gate: Dark Alliance 2, was released in 2004 for PlayStation 2 and Xbox. A tertiary game was planned, but was cancelled early in development due to legal problems, and the closure of Black Isle Studios later Coaction went bankrupt.[nine] [x] [xi]

Gameplay [edit]

Gameplay in the PlayStation 2 version of Dark Alliance, showing Vahn fighting his way through the Marsh of Chelimber. His health and mana meters are at the top left of the screen. The empty meter between them is his feel meter.

Baldur'due south Gate: Dark Brotherhood is a real-time hack and slash/action function-playing game presented in a 3D perspective, with a rotatable isometric three-quarter summit-down view.[8]

At the outset of the game, character stats are preset, with the actor able to choose from three race/form combinations; a dwarven fighter (Kromlech), a human archer (Vahn) or an elven sorceress (Adrianna).[12] The player can customize their character's stats through gaining experience points from defeating enemies. Every time the character increases in level, points are awarded corresponding to that level; i.eastward. if a character increases to level twelve, the player will gain twelve experience points to spend on the character's spells and feats.[thirteen] For every four levels which the character increases, the player is given one power point to spend on one of the half dozen core attributes (forcefulness, intelligence, wisdom, dexterity, constitution, charisma).[14]

Each of the three characters have their ain unique fighting style and their own specific set of spells and feats. Gameplay strategy is thus different for each character. Equally Kromlech is a fighter, his spells and feats tend to focus on increasing his animate being strength and ability to resist impairment, every bit well every bit granting him powerful abilities to aid in melee combat, such every bit the ability to swing his weapon in a circle or slam it into the ground to damage groups of nearby enemies. Equally Vahn relies on ranged attacks, his spells and feats tend to focus on increasing the ability of his bow and granting him the power to fire special types of arrows, such as exploding arrows, water ice arrows or multiple arrows. As Adrianna is a sorceress, her spells and feats tend to focus on increasing the power of her magic and granting her numerous new spells, such as the ability to shoot ice or fire from her fingers, shoot a ball of lightning or call downward meteors on her enemies.[15]

Gameplay is linear, and each main quest must be completed in sequence before the story can proceed, although at that place are some optional side-quests, which do non have to be completed immediately. Nonetheless, all side-quests must be completed inside the act in which they are assigned. There are relatively few NPCs in the game, with whom only those who are part of a quest or side-quest may exist interacted. Weapons, armor and items are simply available for buy from one location at a time, and become increasingly expensive and more powerful as the game progresses. The HUD features the option to use either a transparent map that covers well-nigh of the screen, or a mini-map, with the player too given the option to plow the map off entirely.[xvi]

The game also features cooperative gameplay with some other player. Both players share the same screen, and are thus limited in how far they can move away from one another. In co-op mode, the role player who makes the kill gets sixty% of the experience, and the other thespian gets 40%. Whichever player collects whatever aureate drops gets 100% of the value, with the other thespian getting goose egg.[fourteen]

The game contains four difficulty levels; "Easy", "Normal", "Difficult" and "Farthermost". Extreme tin merely be unlocked after the player has beaten "The Gauntlet", a special mini-dungeon unlocked once the player completes the game on any difficulty level. The Gauntlet can simply be played with Drizzt Do'Urden.[17] Extreme way takes the class of a New Game Plus, and can simply be played past importing a saved character from another game.[18] One time the player has completed Extreme fashion, Drizzt Practise'Urden becomes available to use in the main game.[19]

GBA version [edit]

The Game Boy Advance version of Dark Alliance features some noticeable gameplay differences from the console versions.[twenty] [21]

Removed features:

  • Grapheme creation is more limited. Only a human being male is playable, although his class can be called from three bachelor (fighter, sorcerer, archer). Later on the completion of the game, a new class, "Elven Fighter", becomes bachelor.
  • Upon completion of the game, players cannot import a graphic symbol to play through the story over again; they must start a new game.
  • The game is strictly single-player; there is no co-operative multiplayer mode.
  • The histrion character cannot jump.
  • Remember potions (which permit the player to teleport dorsum to boondocks to sell wares and then back to where they were in the dungeon) are not available.
  • The feel meter from the console versions was removed.

New features:

  • The town of Baldur's Gate is much more interactive, and players are able to talk to NPCs, enter houses, and utilise weapons (to break barrels, etc.).
  • The town is split into two sections: North and Due south. The southern region cannot be entered at the beginning of the game.
  • There are various new side-quests.
  • The ability to salve the game is present at all times through the break menu, and in-game save points are less frequent, unremarkably appearing before act bosses.

Plot [edit]

Setting [edit]

The game takes place in the Sword Coast and the Western Heartlands, areas in the Faerûn continent of the Forgotten Realms. Each act of the game takes place in a different region: Act I takes place in the city of Baldur's Gate itself; Act II in the Sunset Mountains; and Act 3 in the Marsh of Chelimber.

Story [edit]

The game begins with Vahn, Adrianna and Kromlech arriving in Baldur's Gate, whereupon they are attacked by a group of thieves led by Karne (Michael Bell). The city watch save the trio and take them to the Elfsong Tavern to recover. There, the bartender, Alyth Elendara (Jennifer Hale), tasks them to clear the tavern's cellar of rats. In the cellar, they discover the thieves are using the tavern's sewer entrance to infiltrate the city. When Elfsong Tavern employee Ethon follows them into the sewers and disappears, they rescue him from thieves, and he directs them to the nearby crypts, where ane of the thieves was headed. There, they encounter Fayed (Cam Clarke), a priest of Illmater, who requests their assist in stopping the "Orb of the Undead", which has filled the crypts with zombies and skeletons. They destroy the orb and notice the thieves, collectively known equally Xantam's Society, placed it there. Ethon introduces them to Jherek (John Rhys-Davies), a fellow member of the Harpers, a group dedicated to protecting the realms from evil. Impressed with the trio, he invites them to join the Harpers and destroy Xantham'due south Gild. They concur, and Jherek shows them the guild's entrance in the sewers.

Afterwards navigating a gauntlet of traps they face and kill Karne, and then observe the guild master, the beholder Xantam (Tony Jay). They fight and kill him, and Jherek asks them to enter a portal which Xantam was guarding. The portal transports them to the Sunset Mountains, whereupon they head to a dwarf mining village, which is oppressed past drow elves. They light a bespeak fire atop a nearby mountain, calling for assistance from neighboring dwarven clans, and enter the mines to rout the drow. Afterwards killing the drow priestess, they rescue a dwarven Harper, who tells them of another portal in the mountains. He likewise tells them that troops and monsters are planning to utilize the portals to move from the mountains into Baldur'south Gate, attacking the urban center from within. The adventurers head to the portal, which is guarded past the ice dragon Ciraxis. They slay him and laissez passer through the portal into the Marsh of Chelimber.

At that place they meet Sleyvas (Kevin Michael Richardson), ane of the native lizardfolk. He tells them of the nearby "Onyx Tower", and of its inhabitant, Eldrith the Betrayer (Vanessa Marshall), who has sworn vengeance against Baldur's Gate. He reveals that his kin, led by the lizard Sess'sth, are serving Eldrith. The trio fight through hordes of lizardfolk, kill Sess'sth, and cripple the cadger army. Sleyvas leads them to the Onyx Tower, which they enter by taking a detour through the Elemental Plane of Water. Inside the belfry, they witness Eldrith's preparations for war and fight their way upwards, through legions of Eldrith's soldiers.

At the penultimate level of the tower they meet the ghost of Keledon (Dwight Schultz), first helm of the company of the Westering Sun. He explains that Eldrith once served Baldur's Gate every bit its greatest full general, fighting a crusade against the Black Horde. Later on defending the metropolis, she defied orders and led her army in pursuit of the retreating Horde. Trapping them in a ravine, they proved stronger than she had anticipated, and she asked the city for re-enforcements, which never came. Eldrith survived, just her army was defeated, and, furious, she rallied her remaining soldiers to attack Baldur's Gate, but was once more defeated. The urban center'southward soldiers pursued her and her men to the Marshes of Chelimber, and killed them all. Nevertheless, Eldrith's rage was such that she returned to life, creating the Onyx Belfry, which gave her access to the portals. Seeking revenge, she orchestrated the attacks confronting Baldur'south Gate, and created a dark alliance betwixt Xantam'south lodge, the drow, and Sess'sth's tribes.

Keleon explains that if the trio defeat Eldrith, the Tower will be destroyed, and the ghosts within will exist freed. Notwithstanding, every bit they cannot exit the tower, information technology will probable pb to their own deaths. They find Eldrith on the roof of the Belfry guarding some other portal. She reiterates her plans for the destruction of Baldur's Gate. They fight and defeat her, and as she dies, she repents her actions. With the tower aging, the heroes enter the portal, not knowing where it leads.

Information technology is revealed that Sleyvas manipulated the heroes to defeat Eldrith for his unidentified master. He tells his master that the heroes accept died within the tower and Eldrith is no longer an obstacle. As such, they can now proceed with their plans. Meanwhile, the trio emerge in an unknown forest, and are surrounded by nighttime creatures.

Evolution [edit]

Dark Brotherhood was offset revealed on Nov seven, 2000, when Interplay confirmed to IGN that a PlayStation 2 game based on Baldur's Gate II had entered production, following the counterfoil of the Sega Dreamcast port of the original Baldur'southward Gate. Piffling was known at this time other than the fact that Interplay would publish, and BioWare, developers of the original Baldur's Gate, would not develop the game. Instead, the game was to be developed by Snowblind Studios.[22] [23] The game was officially confirmed on February 15, 2001. Black Isle Studios' division director Feargus Urquhart stated:

We recognize the tremendous demand for a Baldur'due south Gate game on PlayStation 2. Nosotros're totally committed to making Baldur'southward Gate: Dark Alliance a completely original experience that both console gamers and RPG fans will bask.[24]

Ryan Geithman, manager of Snowblind, added:

We are developing the game from the ground upwardly to take total advantage of the sophisticated PlayStation ii technology. Our goal is to button the hardware to its limits thus creating stunning environmental furnishings and highly detailed characters never before seen on the console.[24]

On April 17, Interplay confirmed that if the game was successful, a sequel would enter development immediately.[25]

The game was starting time shown at E3 in May 2001, where it gained critical acclaim, with IGN writing "it almost instantly became one of the well-nigh wanted games for PlayStation 2 owners beyond the country. The game'south graphics are as good equally anything else on the arrangement. Information technology's every bit simple every bit that. The lighting, shadows, textures, models, water effects, and reflections are all amazing to look at and are a testament to the power of PlayStation ii and the skills of the developers over at Snowblind Studios".[26]

The game utilized a new game engine; the Nighttime Alliance Engine, which was built specifically for Night Brotherhood, and would continue to become the foundation for other games on the PlayStation 2, such equally Fallout: Brotherhood of Steel [27] and The Bard'due south Tale.[28] Graphically, the Dark Alliance engine is a major improvement over the engine used by the original PC Baldur's Gate games, the Infinity Engine. Infinity was only able to render 2D sprite characters and static environments. The Night Alliance engine, on the other manus, made use of the PlayStation two's advanced GPU, assuasive for such improvements equally dynamic lighting, real-time shadowing and 3D models of characters and environments. IGN wrote of the E3 presentation, that "none of the problems that are commonly associated with PlayStation 2 games, such equally low-res textures, flickering, or aliasing problems, are to be found hither. It's hard to think of a game that pulls off the much-fabled anti-aliasing also every bit this game does. Dark Alliance uses a technique similar to what a large number of Dreamcast games did to pull off their clean expect: they just render the scene at a much higher resolution, anti-alias it, then drop it downward to a more than acceptable resolution for TVs. The consequence is a beautifully anti-aliased game".[29]

On November ii, Interplay announced the game had been finalized and was ready for manufacture, with a release date set for Nov 12.[30] The game entered the manufacturing stage on November 5.[31] On November viii, IGN gave a full preview, again praising the graphics, and writing: "This game is running on a rock-solid 3D engine with completely rotatable dungeons, bright blitheness for nigh every interactive element (of which there are many), and first-rate lighting effects of all different kinds [...] In the beginning, simple refined touches are impressive, amid the generally abrupt atmosphere of the game (while there is no visible aliasing, the graphics aren't heavily filtered, either). Even when all y'all have to fight are rats, and all you lot have to fight with is a dagger, y'all can admire how barrels come apart when y'all smash them, in realistically shaded pieces and a puff of grit, or all the dissimilar limbs yous can bloodily excise from your foes".[29] The game was shipped past Black Island Studios on December 3.[32] [33]

Ports [edit]

With the success of the PlayStation version, the Xbox port, besides developed past Snowblind,[34] was announced by Coaction on May 17, 2002,[35] [36] with a demo released on May 31.[37] The game was finalized on September 25.[38] The GameCube version was officially announced on September 19, 2002,[39] [40] to be ported by High Voltage Software.[41] The game was finalized on October 28.[42] The Game Boy Advance port was announced past DSI Games on November eight, 2001.[43] However, little more was heard of the title until Jan 15, 2004, when a rumor circulated that the game was finished, and was set up to be published by Ubisoft.[44] This proved inaccurate, with Destination Software ultimately publishing the title, which had been ported by Magic Pockets.[20]

Believing the game could also exist a success on the PC, Interplay'due south Feargus Urquhart and David Perry contacted Polish developers CD Projekt. Equally Poland was known for only developing PC games, Urquhart and Perry believed Projekt would exist the perfect team to port Dark Alliance to PC. Sebastian Zieliński, developer of Mortyr 2093-1944, which Interplay had published, was placed in charge of the project, with Adam Badowski, a film storyboard artist, hired as designer. A PlayStation 2 development kit was smuggled from Interplay'due south offices in London to Poland, and work on the port began. Merely almost immediately, Interplay cancelled development.[45]

A reissue of Dark Alliance for PlayStation four, PlayStation v, Xbox One, Xbox Serial X and Series South was released on May 7, 2021,[46] with a Nintendo Switch version releasing a few days afterward,[47] as well as futurity plans for a personal reckoner and mobile version afterwards that year.[46] The reissue supports some addition updates such as 4k resolution support on the newer consoles but is otherwise not a remaster or remake of the original game.[48]

A PC port was eventually published on Steam and GOG.com on Dec 17, 2021.[seven]

Reception [edit]

Baldur's Gate: Night Alliance was well received on all four platforms. Metacritic records all versions every bit receiving "mostly favorable reviews", with the PlayStation 2 version holding an aggregate score of 87 out of 100, based on twenty-ix reviews;[61] the Xbox version 83 out of 100, based on twenty-five reviews,[62] the GameCube version 79 out of 100, based on ten reviews,[60] and the Game Male child Advance version 76 out of 100, based on seventeen reviews.[59]

IGN reviewed all four versions of the game. David Smith scored the PlayStation 2 version 9.4 out of x, giving it an "Editor's Award" and calling the Dark Alliance engine "ane of the all-time 3D engines withal devised". He dismissed criticisms of the game as a "Diablo clone", arguing the gameplay is much deeper than such a comparing suggests. His only criticisms were some anticlimactic boss fights and repetitive music. He ended: "There is honestly not a great deal to mutter nigh here [...] Snowblind has put together one of the best engines on PS2 and 1 of the best hacks in the business organization, certainly the best a console has ever seen".[54] Kaiser Hwang scored the Xbox version eight.5 out of x. He praised the graphics, but wrote: "What hurts this game's score is the fact that it is almost exactly the same game that was released last year, not that that'due south a bad thing. The game is a fine example of exceptional game-making. But an actress level or character, or really whatever added extras would've been great".[viii] Fran Mirabella Iii scored the GameCube version 7.5 out of 10, calling it "a downgrade from the PS2 version". He criticized the "bafflingly destroyed frame rate" and commented: "When it was released on the PS2 a year ago, few could believe what Snowblind had pulled off on Sony'south stubborn console. A year afterward, and quite magically, High Voltage couldn't become the engine running smoothly on GameCube".[53] Craig Harris scored the Game Male child Accelerate version viii out of 10, arguing that "even though it'due south missing a few key elements from the original blueprint information technology'south based upon, Baldur'southward Gate: Dark Alliance works out very well in portable form".[20]

GameSpot likewise reviewed all four versions. Gerald Villoria scored the PlayStation 2 version 8.8 out of 10, praising the differences between the fighting styles of the three characters, the controls, the range of enemies and weaponry, and the lip syncing. He concluded: "Y'all can really appreciate all the work that went into making certain that all of the niggling things came together then nicely".[xvi] Greg Kasavin scored the Xbox version eight.v out of 10, calling it "one of the finest action RPGs ever made" and lauding it as "a perfect port".[50] Kasavin scored the GameCube version 7.6 out of 10, finding like faults to IGN's Mirabella. He called it "technically deficient" and argued "the visuals [...] just don't measure up, mostly because it suffers from frame rate issues that are nonexistent in the PS2 version (or the new Xbox version)". He concluded "the game just wasn't optimized for the organization".[49] Frank Provo scored the Game Boy Accelerate version 8 out of 10, praising the enemy AI, the sound and the graphics. He concluded: "If you lot're looking for a hack-and-slash game on the go, this is the one to get".[21]

GameSpy reviewed the Xbox and GameCube versions. Raymond Padilla scored the Xbox version 4 out of v: "With the Xbox, the developers had a significantly more than powerful tool to retell the story of Night Brotherhood. Unfortunately, they didn't have reward of information technology. There are minor visual and audible enhancements in this version. They're very slight and I'm sure many gamers wouldn't notice the differences". He criticized the lack of Xbox Live compatibility or any kind of downloadable content, arguing "the just improvements are superficial". Even so, he too wrote: "Compared to competing titles, this is one of the best games bachelor for the Xbox [...] I wholeheartedly recommend Baldur'south Gate: Dark Brotherhood for the Xbox. It's not serving up annihilation new, but it's however a k adventure".[52] Christian Nutt scored the GameCube version 3.5 out of 5, calling it "a wonderfully entertaining game that doesn't quite live upwardly to the technical quality of the PS2 original or its Xbox incarnation". He wrote "the graphics have taken a subtle but damaging hit" and criticized "the game's frame charge per unit, which is passable if slightly sluggish most of the fourth dimension, only chunks upwardly quite perceptibly when you lot rotate the dungeon". He praised the gameplay, only wrote "for a gamer with a choice betwixt platforms, the GameCube version is the i to avert".[51]

In the mainstream press, Victor Godinez of The Dallas Morning News chosen the game "a blast to play".[64] Billy O'Keefe, of the Knight Ridder Tribune wrote Dark Alliance is "all about action", opining that a pure RPG would not piece of work on a panel, and the additional action elements in Night Alliance improved playability.[65] John Breeden Ii of The Washington Post praised "the smaller number of more straightforward quests".[66] Bob Low of the Daily Tape chosen the graphics "flawless".[67] Godinez also lauded the graphics, calling them "breathtaking".[64] Breeden agreed, saying that "the graphics on the PS2 version are eons ahead of the PC series".[66] Low's one complaint was that the game was too short.[68] Breeden echoed this sentiment, arguing that players used to the longer PC games in the series might observe Dark Alliance besides brief.[66]

IGN ranked Baldur's Gate: Dark Alliance No. 7 on their list of "The Height 11 Dungeons & Dragons Games of All Time" in 2014.[69]

Sales and awards [edit]

The game was a commercial success, selling over i million units across PlayStation 2, Xbox and GameCube.[70] Information technology won the 2001 Academy of Interactive Arts & Sciences award for "Role-Playing Game of the Yr", defeating the hot-favorite, Last Fantasy X.[63] Information technology was nominated for GameSpot 'south annual "Best In-Game H2o" and "All-time Office-Playing Game" prizes among console games, which went respectively to Wave Race: Blue Tempest and Final Fantasy X.[71] The 2002 GameCube version was a runner-upwardly for GameSpot 's annual "All-time Music on GameCube" and "Best Role-Playing Game on GameCube" awards, while the Xbox port claimed nominations for "Best Music on Xbox", "Best Audio on Xbox" and "Best Role-Playing Game on Xbox".[72] It was after listed at No. 66 in IGN's "Peak 100 PlayStation 2 Games".[73]

References [edit]

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Source: https://en.wikipedia.org/wiki/Baldur%27s_Gate:_Dark_Alliance