


The aspect I am unsure of is whether they will nail the feel, aesthetic and auditory qualities of Baldur's gate. *Portrait art was so crucial in grounding the games characters. They need to employ an artist that will depict characters rich with suggestion and curiosities. The original games could use simulated elements *The interface should avoid modern overtones such as floating text boxes. grounded elements that gave the interface a sense of presence. It should'nt be trimmed down, but that the interface should feel tangible. I guess given the flesh tearing Mind Flayer on display, organic elements might also work. Never underestimate the satisfaction of a click of mouse or press of a button. Just you open up Baldur's Gate 1 and click the menu buttons. The feeling of pressing a stone button has such character. Please ignore any aesthetic "Improvements" Beamdog/Overhaul did for the re-release. Those were like George Lucas painting cheesy CG over Star Wars.

*If the series did one thing well it was distilling entire characters into memorable catch phrases. Even if your characters are fully voiced, lean into their battle cries to help set your characters personalities apart. All the portraits should look in the same style, all the armor should look like it belongs in the same world. Make a decision on how grounded the game will be and stick to it. The original game was very grounded in a traditional medieval landscape. The sequel had a little more exotic influence, but it was all LORE centered. If I were to imagine what this could look like, I would say a very grounded world that punctuates exotic elements. The characters of the world are likely used to a very traditional medieval fantasy life, but the adventure can be in discovering with new eyes the magic and exotic elements of the world that should not just be taken for granted strewn about the world.

A world like Planescape is more suited to taking for granted exotic oddities like ^^ Floating cities.
