There’s a certain cult-classic RPG series that could have taken a drastically different direction. Baldur’s Gate 3: The Black Hound was envisioned as the start of a brand-new trilogy. Developed by the legendary Black Isle Studios, this title had ambitious plans, featuring a fresh narrative, a complex decision-making system, multiple factions, and much more.
It’s no exaggeration to state that Baldur’s Gate 3 has cemented its legacy in video game history. Beyond being crowned Game of the Year in 2023, Larian Studios’ acclaimed title is already considered one of the best RPGs of all time. Players are still squeezing every drop of content from this Dungeons & Dragons-based adventure, experimenting with its diverse classes, exploring different dialogue options, and delving into the depths of its well-developed characters. However, few are aware that this iconic RPG franchise was on the verge of taking a radically different path with the development of its third installment.
Black Isle Studios Loses the D&D License
Did you know that Black Isle Studios, the developers behind Fallout and Fallout 2, were at the helm of Baldur’s Gate 3‘s development? In 2002, prior to the release of Baldur’s Gate: Dark Alliance 2, this team officially announced what was to be the third installment of the RPG saga. Titled Baldur’s Gate 3: The Black Hound, this game was poised to radically alter many aspects of the D&D universe it was set in. Their plan was to fulfill the dreams of every RPG enthusiast with an epic storyline, numerous choices (with significant consequences), fantastic locations, and much more. Unfortunately, this ambitious project was ultimately abandoned due to a series of setbacks.
Interestingly, The Black Hound‘s plot was not designed to follow the events of Baldur’s Gate II: Shadows of Amn. Black Isle Studios had no intention of bringing back familiar faces from the franchise, such as Jaheira, Minsc, or the beloved Boo. Instead, they planned to showcase heroes from Icewind Dale, another RPG developed by the studio and released in 2000. The company also aimed to make subtle nods and connections to Baldur’s Gate: Dark Alliance 2, though the exact nature of these references was never fully revealed.
The Story That Could Have Been
The adventure was to be set in the Forgotten Realms, specifically in the region of Archendale. The narrative revolved around a spectral black hound, the embodiment of the antagonist May Farrow’s guilt, which became bound to the player-controlled protagonist. This connection granted the main character significant power to influence the guilt of other NPCs. Ultimately, this was intended to impart a lesson about the management of guilt, and how this emotion can’t be defeated, but rather mitigated.
Naturally, a sophisticated decision-making system, a staple of the Baldur’s Gate games, would have governed these interactions. Throughout the adventure, players would have encountered various factions from the Dungeons & Dragons universe (e.g., the Church of Lathander, the Red Wizards of Thay), forging alliances that would lead to drastically different outcomes. In fact, Black Isle Studios was so committed to the concept of player choice and consequence that they considered incorporating systems for karma, reputation, and even changes resulting from abandoning or skipping side quests. The ultimate goal was to create a highly replayable experience, rich in nuance and depth.
Gameplay of Baldur’s Gate 3: The Black Hound
And what were Black Isle Studios’ plans for gameplay? Baldur’s Gate 3: The Black Hound was intended to follow in the footsteps of its predecessors with a real-time combat system featuring an active pause option. However, the creators of the original Fallout also aimed to revolutionize the visual presentation by utilizing the Jefferson Engine, thus creating the first Baldur’s Gate in full 3D. This ambitious visual overhaul was to be complemented by a variety of biomes for players to explore throughout the Forgotten Realms, particularly within the Archendale region.
Regrettably, Baldur’s Gate fans never got to witness the culmination of these ambitious plans. In 2003, Interplay Entertainment (the parent company of Black Isle Studios) lost the rights to develop Dungeons & Dragons games for PC. While Baldur’s Gate: Dark Alliance 2 was unaffected by this issue and was released a year later, Baldur’s Gate 3: The Black Hound was not so fortunate, and the project was ultimately shelved. From that point on, things went from bad to worse for Black Isle Studios. Their next project, Fallout 3 (known internally as Van Buren), was also canceled, and Bethesda eventually took over the franchise, creating the RPG we know today. Due to Interplay Entertainment’s ongoing financial troubles, the developer closed its doors in 2003. Despite a brief resurgence in 2012, when they announced a new project, they vanished once more due to a lack of funding.
Several developers from Black Isle Studios went on to establish Obsidian Entertainment, the studio we know today, currently in the final stages of developing *Avowed*. As for the fate of *Baldur’s Gate*, we can now say that the fans’ long wait has been handsomely rewarded. We don’t know when we’ll hear from the RPG series again, but it’s evident that Larian Studios’ work has not only exceeded expectations but has also forged a new path for the role-playing genre.
Source: 3djuegos