Read other "overwhelmingly positive" reviews first if you wish. I list below several visible flaws which I found to be immersion breaking to a great degree when added up, especially considering a game budget of this calibre. That is, if you care about D&D/FR lore... I indeed do since this game carries the BG3 and D&D titles, so please bear that in mind. The same issues below had been pointed out by some other reviewers in the past. This is based on >150hr starting after patch 8, and having played the preceding games BG1+2+TB. 1. D&D/FR lore was not taken seriously enough in-game, in particular in the written text from books/items. It's a great departure from the preceding games. Modern games may have wonderful graphics/SFX take center stage, but the need to build lore seriously in-game shouldn't have been abandoned. The history and lore presented in-game don't lend weight to the seriousness of the situation in-game (ie. tone and mood of the story), and so Minsc feels like a jest encapsulated in a greater joke instead of the comedic relief as originally intended in the preceding games. 2. With "evil gods are coming!" as a plot driver, the acts of "overwhelming evil" presented in cutscenes were surprisingly few. The impact just wasn't there for me. Outside of combat, the manifestation of this was basically repeating placeholder art representing the aftermath of carnage. Back then during BG1-2 this was understandable due to time or perhaps budget constraints with making more 2D assets and FMVs, but surely not so today. In BG3 it was only in a limited set of conditions where there was a satisfactory realtime display of ill-intent, chaos, and gore (ie. in certain end game scenes, one specific side quest path, one origin path). Perhaps years of playing Biohazard/RE1-8 has dulled my senses but this seems to be a missed opportunity to: A) build suspense throughout the game instead of only in specific path outcomes, and B) to elicit a number of meaningful player responses when combined with point #1 & 3. 3. Evil NPCs and playable races (PR) with evil tendencies are massively visible everywhere in the game (eg. drow, tiefling, duergar); celestials and related PR are almost wholly missing. While demon/devilspawns should be greater in number, the ratio here is still mindboggling. There're only two NPCs in the entire game who can be categorized as celestials related and there're zero as PR. I think it's a missed opportunity to illustrate fear/dread stemming from the rigidity, ruthlessness, and psychopathic mindset of "overwhelming goodness". The preceding games did examine this aspect to a greater extent. 4. Tieflings are supposed to be demon/devilspawn with evil inclinations in FR lore, viewed by most with suspicion and/or loathing. That general vibe never showed up in game. Why would anyone have the idea of saving all those tieflings without using them for an evil end? 5. From Act2 onwards, the number of female NPCs who are tied to quests grew and grew until they all sounded annoyingly the same. Even the end boss ended up this way. The end boss should've sounded overwhelmingly... alien, being what it is. But by the gods did it ever fall farthest from that. Plus: it didn't sound overwhelmingly dominating or commanding either. The notable male NPCs all had good VA & character throughout the game. What happened here?? 6. Minor point in comparison to the above: near end game cinematics/SFX and music dropped off in quality as if they teleported in from a lesser game.