バルダーズ・ゲート3

バルダーズ・ゲート3

レビュー
Baldur’s Gate 3 is a story-rich, party-based RPG set in the universe of Dungeons & Dragons, where your choices shape a tale of fellowship and betrayal, survival and sacrifice, and the lure of absolute power.
96%Steam レビュー76万 件のレビュー96Metacritic/10096OpenCritic/100
発売日: Aug 3, 2023
RPG · Character Customization · Choices Matter · Turn-Based Combat · Story Rich
ストアの価格情報を読み込み中

制作スタッフ

Swen Vincke
ディレクター
Swen Vincke
Belgian video game designer, programmer and director
代表作博德之门3
音楽
Borislav Slavov
開発
Larian Studios
販売
Larian Studios
声の出演
尼尔·纽伯恩 · Amelia Tyler
9.5
総合スコア
外部評価96%Steam レビュー76万 件のレビュー96Metacritic/10096OpenCritic/100
グラフィック
7
サウンド
9
ゲーム性
9.5
ストーリー
10
ボリューム
9.5

“A CRPG that turns tabletop dice and consequence into cinema polished enough to win acting awards, resetting what the genre can be”

編集部の総評

Fold every dimension together and the most remarkable thing about Baldur's Gate 3 is that it proved a point most people thought impossible: the most hardcore systems can be built into the most mainstream experience.

It arrived at the ceiling

It walked on at the top of the industry. It was the highest-rated game of its year, its aggregate score briefly the historic ceiling for PC games, sitting among the best-reviewed titles ever recorded. It swept Game of the Year at that year's awards, scooping Best Narrative, Best Community Support and Best Multiplayer along the way, then took Best Game, Music and Narrative at the following year's BAFTAs.

Those honours carry weight precisely because they span unlike yardsticks — Game of the Year is an industry-wide verdict, Best Narrative is craft, Best Community Support is operational reputation, the players' vote is plain public affection. A game sweeping prizes that different in kind on one night did not win on a single strength; it hit the top across narrative, performance, gameplay, operations and community at once.

Stack year-end glory, an academy award and the highest aggregate together and "all-time great" stops being fan sentiment and turns into a coordinate you can look up. What makes that coordinate stick is that none of it was bought with marketing or a launch-week surge; the reputation kept climbing through the patches, long after the awards dust settled, which is the surest sign a game earned its place rather than spiking and fading.

Who it is for, and who should walk past

So who is it actually for? If you are the kind of narrative-first player who wants choices that genuinely rewrite the story and is willing to spend real feeling on a handful of invented companions, this is an experience you will struggle to find a second of in a decade — go in without a second thought. It will spend seventy-odd hours building a relationship with you and then pay it back in your own decisions, and the satisfaction of "I wrote this story with my own hands" is something few games can hand over.

Flip it around and the picture reverses. If you only want instant gratification, find turn-based combat too slow, and have no patience for long dialogue and a steady drip of ability checks, its high tempo threshold may simply push you off — and that has to be said plainly up front. This is not a game for quick fragments of time, dipping in and out; it asks you to sit down, sink in, and treat yourself as one more player at the table. If your gaming time is heavily fragmented, the frequent saves and unhurried dialogue pacing may keep you from ever settling into it.

The version to buy, and the trick nobody can copy

There is nothing to agonise over on versions: the current build already folds in everything from Patch 8 — cross-play, photo mode, twelve new subclasses — so newcomers step straight into the most complete, most stable state, with no reason to wait. The base game is the whole game; there is no season pass dangling the real ending behind a paywall, no tiered edition gating the good companions. Whatever the storefront is charging on any given week, you are buying the finished thing, and the years of free patches mean it has only grown more generous since launch rather than quietly thinner.

In the end, the thing nobody can copy is this: it took the tabletop's make-or-break die and its endlessly rewritable choices and built them into a cinematic experience polished enough to win acting awards for a supporting cast, then dropped the threshold on that hardcore rule set low enough for anyone to walk in. Its most direct rival is the isometric, D&D-descended Pillars of Eternity 2 — but that game has no full voice work, nothing approaching this level of staging, and never made the hardcore this welcoming. That is the whole answer to why Baldur's Gate 3 reset the ceiling for this generation of role-playing games.

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