Jason_the_Iguana: Things like attack ranges and being able to aim through a doorway... eh, those are pretty minor things. You get them wrong two or three times and then learn to eyeball it. And if you do err on the side of caution and have your fireball miss the enemy, or err on the other side and singe your front-line fighter... well, those kinds of errors are rarely fatal. It's part of what keeps me on my toes in these battles. It's not a frustration, because I know I only have myself to blame if I mess up.
The problem is that the these seemingly minor bugs can and do result in party members getting killed, especially on the standard difficulty. Take BG 2, for instance. Prior to me ragequitting, I tried to help out Nalia with her Troll infestation. By this point I had taken to breaching each door with the group acting like a SWAT team; my strategy had been to put the tank in front of the door, keeping the archer in back and having everyone else hugging the walls and filing in after the tank took the lead (with Yoshimo being second through the door to get a quick backstab). Incidentally, in case it didn't come across in my description, not only was it a generally effective approach, but damned if it wasn't a fun one; sure, it wasn't completely free of AI skullduggery, but I was having so much fun that the annoyance barely registered.
Thing is, I hadn't really been using magic all that much in this plan, and given that we seemed to be running into monsters that could wreck our shit if we weren't careful, I decided to keep Nalia (I had taken her on for RP purposes to assist with navigating the mansion) in back to hurl AoE spells to clear out a room should it turn out to be stocked with nothing but hostiles. I get everyone in position, kicked the door down, and promptly shat my self as I saw the room was full of Umber Hulks. I told Nalia to hurl some pain through the door, and I proceeded to get a few fighters in to hold off the brunt of them. I though it was odd that Nalia hadn't gotten to act in her round yet, but I chalked it up to rolling poor initiative under the hood; that's when I heard her casting a spell, and saw she had worked her way into the room and the front line, where she promptly got hit with an Umber Hulk Stare and was completely defenseless since the fighters (including the PC) who had been counting on her spell softening their targets were fighting for their lives. Game over not long after that.
See, I had learned from my mistakes to keep Nalia insanely close when casting spells, but she was slightly off center, and thought that the best way to get a better angle would be to walk forward until the obstruction disappeared. A minor quirk of the AI on paper, but one that resulted in a squishy character getting taken out of the picture and putting the party in serious trouble.
The same goes for all the times that a mage wandered into combat because the game provided no way of telling if the spell was in range or not, or how I either consistently nuked the party (killing them) or missed the enemy with AoE spells (which I needed to hit, and the failure of hitting anything get the party killed by healthy monsters that had us outnumbered). I could have tried to somehow keep an eye on them at the same time I was trying to make sure the frontliners didn't drop (which would simply mean that I would be that much more likely to miss a frontliner getting significantly hurt), but those are problems that shouldn't have existed in the first place because the source material had already fixed them. If the concept of telling the player whether they were in range or whether they had a clear line of sight to the target were new, I could stomach the game being stuck with something like this, but the base game system which it was based off of already did that.
Jason_the_Iguana: And from the games' critical and popular reception, it seems to me that your position is a minority one. You call it a god-awful combat engine. Legions of others clamour for a return to that engine and are still modding more content for it. Yeah, I think this would be a good point to agree to disagree. What you see simply is not what the rest of us experience.
Again, popularity has nothing to do with whether or not it's actually good gameplay design. Of course, a more cynical person than I could say that it hardly matters that it's good gameplay design if people want to buy it.
Jason_the_Iguana: As for plot and story; yeah, I doubt anyone will contest that "Torment" is on a different level than Baldur's Gate. And I doubt that many people play Icewind Dale for the story at all, though Icewind Dale 2 actually has a lot more going for it than the first title, and may well be better written technically than either of the Baldur's Gates.
I might have to replay it at some point; I'll need to have one of my more twink- oriented friends to help with the actual "build" part of character creation, though, because 6 feat trees to me are like garlic to a vampire.
Jason_the_Iguana: Because what Baldur's Gate does well is world-building. Athkatla is a great setting packed with little and big adventures. You mentioned BG1's urban setting working well, but BG2's is even better. (Though Torment's Sigil has them both beat.) There is a ton of content, tons of little things to discover in every corner. True, most characters aren't developed in any great depth. But they do have personality. Even minor nameless NPCs can have fun interactions. There's a great variety of quests, some straight-forward, some with plenty of twists and turns, most of them fun and well-written.
I question the point about them having personality, but I will concur that the setting did have promise; shame I didn't get farther in to actually experience more of it.
Jason_the_Iguana: And then there are the characters who join your party. None of them have the development of a Dak'kon or a Morte, but they still react to the world and to eachother. There's a reason Bioware went on to build their next dozen games on BG2's character model. People love how the characters in your party banter with eachother and react to the world and your actions. I personally don't care that Edwin has about as much depth as his 2D portrait. His dialogue is hilarious. ("My name is Edwin Odesseiron. You simians may refer to me merely as 'sir' if you prefer a less... syllable-intensive workout.")
Actually, PST did have party banter, to say nothing of certain party members having reactions to the world *cough*Annah*cough*; sadly, due to a bug, it happened very infrequently. I can appreciate having that sort of thing in there, but having it at the exclusion of actual character development really doesn't do the characters (and by extension, the story) any favors; it was nice that some characters in BG2 had arcs, but the way they played out independent of player involvement couple with being unable to talk with the characters about their lives greatly lessened the emotional involvement they could have provided.
Jason_the_Iguana: Back on topic: that combination of fun stories and characters with good combat is why BG2 is my favourite of the IE games. (after Torment) Neither of the Icewind Dales are ever funny, even when they're good.
I can appreciate some parts of the combat in BG 2; being able to move past stationary party members is what made my SWAT tactics actually feasible, after all.