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  • For anyone who hasn't used the Baldur's Gate engine before, the number of in-game options can seem daunting, but they become manageable after a short time. The game is paced wonderfully in the beginning, allowing players time to familiarize themselves with some of the more basic functions like fighting and conversing. Some of the more advanced interfaces, like spell-casting, are less intuitive, but the convenient "pause" feature can alleviate a lot of frustration. The AI and pathfinding have also been improved over Baldur's Gate, although I still noticed minor problems. Trying to chase down a fleeing foe is a dubious experience at best, as I found my character continually catching up to the wounded enemy, pausing to swing, and then stopping because the enemy had continued to run away. For every head-scratching move a PC made, however, there were saving graces. After directing Morte to help me out in a melee, he flew right past my target and stopped in a doorway. This seemed pointless until, a second later, my foe bolted for the exit, only to be headed off and, er, butted to death by my companion.

    The in-game graphics are great, showcasing the stunning diversity of the Planescape world. Maddening spires cast shadows over dirty streets populated by menacing thugs, arrogant demons and beckoning harlots. Although there are a number of diverse locations, they all share a common dark and claustrophobic theme, keeping in character with the setting but making the game a bit boring to look at for too long. That, coupled with the fact that 90% of the population of Sigil seems to be palette-swapped thugs and hookers, makes the game feel more limited than it is. The somewhat grainy nature of the cut-scenes also detracts from an otherwise beautifully rendered game.





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