kai2: If I was to play either the
Baldur's Gate or
Icewind Dale series, which would you suggest?
My view (there are the original classic versions of the games, not the Beamdog "enhanced" versions, but I presume these quite well fit into the remakes as well):
Baldur's Gate 1 + expansion: - Generally I was quite bored playing it. There wasn't that much pushing me further in the game, but I did it anyway.
- I recall being annoyed that in this game, at least in the base game, you seemed to be restricted to pretty low level stuff (spells etc.). Apparently the idea was that you get to those higher level stuff in the expansion pack and/or the sequel. It just annoyed me how I constantly had to cast some low level healing spells multiple times because you had nothing better to heal your party.
- I didn't find it that story- and dialogue-heavy. The story was generic blaa blaa blaa something something, the kingdom is running out of iron ore and there is some sinister evil somewhere who is probably behind all this zzzzzzzzzzzzzz...
Overall though, I am glad I played the first game + expansion because you get to know some NPCs and enemies in it that you meet also in the sequel. Playing the sequel without playing the first game feels the same to me as watching the movie Aliens without seeing the first Alien movie, or watching Terminator 2 without first seeing the first Terminator movie. Sure you can do it, but still...
Also, you get to continue BG2 with the same character that you played in the first game, so that is also an incentive to first play the first game.
Baldur's Gate 2 + expansion: - This had much more detailed and heavier story, and also more flexed-out characters than the first game.
- Also this seemed to concentrate more on your party's internal dialogue and interactions between your party members, which were also affected by what you do. So if in the first BG game Minsc was just some lunatic character that said insane and silly things while fighting, in BG2 he actually tells something about his life and has dialogue with you and the other party members, in his insane way. You can also choose to have some romance with some of your party member(s) etc. While I generally prefer combat and stat heavy RPGs which are lighter on "character development" and story, I still enjoyed this in BG2.
- The combat was generally good, but I recall being annoyed by some semi-boss fights where your character or party seemed to die if you had bad luck or had not prepared exactly the right protection spells from those instant death spells.
Icewind Dale + expansion - Lighter on the story than the BG games (especially BG2), and there really isn't any real character interaction e.g. in your party. It is just a generic fantasy party you have generated.
- More concentrated on combat etc. than story.
- I preferred IWD combat to BG combat because there seems to be less of those "instant death" things in combat.
Icewind Dale 2 - Mainly more of the same as the first IWD game. However, unlike in BG + BG2, you can't load your character or party from the first game and continue here, you have to generate a new party (or use a pre-generated party, but to me they didn't seem optimal, so it is better to generate a new party from a scratch.
- I don't recall if I had the same "issue" in the first game, but I find some chapters or locations in IWD2 too "puzzle-like". I am currently in the game in chapter 5, in the Dragon's Eye level 4. I am supposed to keep going back and forth in the level in certain order meeting different characters which babble insane things, and then there is some odd "time travel" aspect in it where you are actually in the earlier time and day when you first met the characters, etc.
I am just not enjoying that "ok try to figure out how to solve this whole god damn level, what triggers what events and in what order you need to talk to different people" gameplay. This is also made worse in this particular level because in order to get to different places, you need to pay quite a lot of money to the ferryman, meaning you better prepare or know where to go next and not needlessly revisit areas or visit them in the wrong order... aaargh!
I just want to search the area and kill monsters, sometimes meeting some big dragon with dramatic dragon music that is harder to kill etc. (IWD games, as well as at least BG2, have lots of that too... I recall BG2 had the best dragon fight in it.)
Anyway, I suggest you play them all (IWD and BG games). If you like any of them, there is a good chance you enjoy the rest as well. IWD is maybe a bit more about combat, and BG (at least BG2) is somewhat more story-heavy and character interaction-heavy.
People whine about the BG + IWD combat system (semi-realtime with autopause), but I actually find it among the best RPG combat systems I've seen, as long as you set the autopause options correctly. It flows better and feels more natural than the long and slow turn-based system, but isn't as chaotic as a true realtime combat system.
These are the autopause options I suggest you set (the default values are something different), these I take from my current Icewind Dale 2 game. That is, the game/combat is always automatically paused to wait for your orders, with the enabled occurrences:
Character Hit: disable
Character Injured: enable (you probably want to initiate a healing spell or drink a healing potion)
Character Death: enable (you probably want to reload a save game anyway, unless you are some hardcore player freak)
Character Attacked: disable
Weapon Unusable: enable (you probably want to change the weapon, e.g. if you ran out of arrows with your bow)
Character's Target Destroyed: enable (you probably want to hand-pick the next target for him/her, instead of them blindly selecting a new target)
End of Round: disable (unless it is a very hard battle where you want to pause as often as possible; in one IWD2 dragon fight, I temporarily enabled this, and even the "character hit")
Enemy Sighted: enable (very good if you use e.g. an invisible rogue as a scout; the game pauses as soon as he/she detects any enemies and you can prepare for combat right after that)
Spell Cast: disable
Trap Detected: enable (so that your party stops as soon as a trap is detected, and you don't just walk into the trap; then your rogue or spellcaster can try to disarm the trap)
Center on Party Member: enable (useful so that you can see by whom the game was autopaused)
Just remember that on top of those settings, you can pause the combat at any point of time manually as well.
Also, related to the above, I think I disabled "Party AI" so that it is me who always tells each party member who to attack and with which weapon/spell, and they don't try to figure it out themselves.