From Unevent:
I've seen a lot of people saying "Oh, I loved D:OS2 so I'm sure I'll love this!" Some of them have played the original BG games, some of them haven't.
I haven't seen anyone who didn't care for OS2 for whatever reason saying "Well, I didn't personally like OS2 but I love Baldur's Gate and I'm sure this game is going to be incredible!" The best I've seen is "well, so far it looks a lot like OS2 but a lot could change by the time the game's released so I'm not going to say it's not for me yet."
And that to me says that you've kind of failed to make a Baldur's Gate game.
Well I have an unusual take I guess, since I entirely avoided Divinity games on purpose. I checked the 1st one on release in case it would be what I seek and do not find, and then forgot all about it; without berating their merits, I just don't feel like spending time on these games. So when I saw the Baldur's Gate III video, it was actually an original game with an original engine to me. I thought it was very genuine about respecting D&D lore, and seemed to fit quite well to the 5th edition mechanics according to the limited knowledge of them that I have. (I'm a 2nd edition person but don't mind updating to 5th if there's an incentive.)
I also read afterwards that when D:OS2 was in early access, it had all the icons and appearances of the first game, like BG3 with D:OS2 currently. That's a development trick to get a first playable version faster to increment on. But I guess that means they are indeed using the same base tech, even though they said they had to improve a lot, which should mean that in the end, there should be quite a few similarities regardless ?
Not having played Divinity, I can't say I care either way beyond the turn-based annoyance, and my interest is on the world, on thought provoking stories that aren't a blockbuster's recipe a thousand times reused, on the emotional intensity, immersion, atmosphere, realism and depth of characters and events, tasteful humour that fits the tone, etc., the list goes on. All of this requires maximal coherence or it quickly falls apart as far as I'm concerned. Wanking the player won't do. Targeting a 15yo audience rather than adults can't do. Planescape Torment level of fascination will do.
The good news is that according to the following quote and others, they're at least trying, so I'm sympathetic towards Larian. It's beyond difficult to implement an intent faithfully, though, I can only hope they'll succeed:
"What we didn't want is to have mind flayers become just a thing that you kill," he says. "We're treating them as something very eldritch, very otherworldly... Part of that means going through the history of them and seeing what makes them tick and what they want. The way that they communicate with people in the lore is often to seduce and cajole. They kind of figure out what makes you tick and they play on it. They gaslight people. But at the same time, they don't really understand us in the same way we don't understand them. If someone's writing a mind flayer and making it a little too communicable, it's like, 'make it stranger, and think of it as almost machine-like. It's a device that's kind of inside you and reading you.' It's hard to get exactly right."
Larian is treating other creatures you encounter in similar ways, too. The goal, Smith says, is to give every character in the world more depth than just a stat sheet, race, and class. That even goes for the monsters. Most of them will have something to say, even if you're probably going to end up fighting them.
Smith gives an example: "Our goblins have a lot to say. They're not just these mobs that you kill for experience. They can be [sometimes], but so can the humans or the tieflings. We're finding these aspects, which are all taken directly from the lore. You read about goblins in Volo's Guide, there's a culture there we can explore and do some interesting things with."
Finally, gameplay is also very important but I'll leave it to them. I would just hope that dialogue can be more than dialogue and verge into the realm of a roleplay feature, like Planescape Torment's was. So far it seems to have potential, but answers sound limited to one-liners, and not many of them either. I guess cutting down on text is a sacrifice to be made to reach a larger audience...