Posted November 29, 2015
It was alright. Kind of ludicrous actually. I mean, if I was a player and the game was the DM, I would have probably left the group early because the story is ridiculous, absolutely generic fantasy tropes everywhere, and INSANELY monster populated areas that are ridiculous in their variety -- which you COULD argue about a certain spoiler near the end having to "explain why all these creatures are all together" but I find it extremely lazy in storytelling and kind of artificial in difficulty. The expansions are worse with this, ESPECIALLY ToL, with it's ridiculous amounts of enemies for no explainable reason.
My favorite/most hated part of the game is when you talk to someone and the game gives you SEVERAL options for non-combat avenues and then immediately goes LOL NOPE JUST KIDDING YOU'RE FIGHTING MY ARMY NOW. It's like, why even bother? Why even bother having dialogue at all? It just feels like the developers were like, "Let's try to fit as much of the Monster Manual into a game as we POSSIBLY can, and then call it Icewind Dale because that's a popular book series and we'll make loads of cash!"
Don't get me wrong, I loved the Severed Hand; everything about that place and it's characters was really striking and interesting. And the puzzles were interesting and I have actually written a few of them down as ideas for my own personal tabletop campaigns. But this game ended up becoming a challenge of patience at the end instead of just a challenge, and that's coming from someone who raged hardcore near the end of Baldur's Gate 1 in that spiral maze with the Kobolds who shot fire arrows. That part sucked but it was still pretty neat. It's just BG1 wasn't trying really hard to have Dynasty-Warriors-like enemy combat strategy.
My favorite/most hated part of the game is when you talk to someone and the game gives you SEVERAL options for non-combat avenues and then immediately goes LOL NOPE JUST KIDDING YOU'RE FIGHTING MY ARMY NOW. It's like, why even bother? Why even bother having dialogue at all? It just feels like the developers were like, "Let's try to fit as much of the Monster Manual into a game as we POSSIBLY can, and then call it Icewind Dale because that's a popular book series and we'll make loads of cash!"
Don't get me wrong, I loved the Severed Hand; everything about that place and it's characters was really striking and interesting. And the puzzles were interesting and I have actually written a few of them down as ideas for my own personal tabletop campaigns. But this game ended up becoming a challenge of patience at the end instead of just a challenge, and that's coming from someone who raged hardcore near the end of Baldur's Gate 1 in that spiral maze with the Kobolds who shot fire arrows. That part sucked but it was still pretty neat. It's just BG1 wasn't trying really hard to have Dynasty-Warriors-like enemy combat strategy.
Post edited November 29, 2015 by valkin15