It's obvious why this is happening – if Act 1 is showing you what this game can be, Act 2 is setting up the stakes ahead of Act 3. I'm literally racing to get away from Moonrise Towers, and I can feel how much of the game I'm missing in the process. Those moments – coupled with some classic fantasy storytelling – are just about enough to redeem Act 2, but I'm still a little disappointed. And it all culminates in a complex boss fight and a potentially agonizing decision I stumbled from that dungeon almost on my knees both physically and emotionally, pushed to the limits of what Baldur's Gate 3 has to offer. Its visual design is so clear and effective that it made me feel deja vu for an entire generation of CRPGs that I'd never played. It's a lengthy, intricate gauntlet that tests all your skills if you want to get the most out of it combat, puzzle-solving, speechcraft, treasure-hunting, skill-checks – you'll need to succeed at all of them if you want to get the most out of this particular dungeon. Again, I won't go into spoiler territory, but it seamlessly ties the main quest together with the stories of two of the game's origin characters. There's also a truly excellent dungeon, easily one of the best in the game. Those hideous siblings (and their brother) collectively offer some of the most interesting enemy mechanics and cutscene options I've seen in the game so far, and have certainly vindicated my claim that your first Baldur's Gate 3 playthrough should be a bard for their ability to be talked around rather than confronted head-on. As much as I'm keen to put Moonrise Towers behind me, it does have some redeeming features.
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