And done with Baldur's Gate.
Trigger warning for Benjanun Sriduangkaew: Cacti ahead.
The latter parts made up for the boring start. Pretty funny how Sensuki says he knows the outcome of a battle in Pillars of Eternity within the first few seconds, because that's how it was here; in other words, I'll see virtually no difference between Pillars and BG because Josh is catering to my playstyle.
It's also pretty funny how those amateurs at Bioware figured out nearly 20 years ago what those amateurs at inXile couldn't with Wasteland 2: the quantity of insta-hit high-damage grenades should be extremely limited (in BG's case it's fiery burning oils and explosive potions). Throwing the equivalent of six fireballs at a group at once is extremely funny, but not something that should be done with even semi-regularity.
This is that thing Josh wants to avoid:
To take the quest, you have to sass the quest-giver, even if it doesn't fit your character concept. And offending him cuts it off entirely, leading to a pointless reload (I mentioned on the last page how crazy it is that Minsc attacks you if you talk to him and turn down his quest; this was the era of saving before every conversation).
Thoughts on individual encounters:
I've read that the first wizard gives many newbs a lot of trouble; I killed him in two hits, the first making him panic.
The first fight I enjoyed was with that other mage bounty hunter in Nashkel, the one who can cast mirror image without interruption, casts horror and magic missile, and has those boots that add +5 AC to ranged weapons.
The one in that bandit tent was also good, with horror again and an archer with poison arrows.
Centeol's really only notable because those sword spiders attack a lot per round, making them more likely to get 20s against my nigh-unhittable AC.
Pretty much any encounter with spellcasters in the Cloakwood mines was fun. I particularly liked final-guy with his constant teleporting, protection from normal missiles, and mirror image.
Incidentally, the chance-of-interruption when traveling from Cloakwood to any non-Cloakwood area is way too high. It just forces you to tediously go square by square.
I kited Larze of course. High damage melee attacks that always hit, no thanks.
Those five ogre mages would have really been something if not for stinking cloud. I laughed when I saw that Bioware included arrows of ogre slaying in a store so bad (or caster-less) players could kill them.
The thief ambush with a spellcaster and fire-arrow archers, the party-vs-party fight in the inn where that other party helps you out, and the other party-vs-party fight at the Iron Throne: also fun.
That thing with the invisible stalkers, doom guards, and helmed horrors was probably the first time where I really had to think how to handle it since the layout of that room isn't to your advantage.
At this point I started TotSC content. Some of those mage fights in the maze were all right, the best was the three at the beginning. I lured them around the corner one by one.
I can see why a lot of people hate the lycanthrope island. It's demanding, but not in a fun way. Bioware liked that "innocent-seeming person asks for help but leads you into ambush" thing so much they did it twice. That ship where you immediately have to face a series of demanding fights in small cramped rooms? Ugh. A final boss that can only be hit by a very-limited number of specific weapons? Double ugh. I'm fortunate I didn't sell that bastard sword that does +3 against shapeshifters (and as Josh Sawyer would tell you, it doesn't even do that +3 against shapeshifters, the engine doesn't support it, and Black Isle had to add it themselves to Icewind Dale).
I pursued Bioware's first romance of course. It was all right, I like flirtation with minor/no consummation. Didn't like how the lazy bastard made me pick flowers just to give them back to me.
I completed Durlag's Tower without resting once.
Of course it wouldn't have been possible without the semi-regular use of fireball and lightning wands and the dozens of health potions it drowns you in.
The battle horrors at the entrance have bullshit pumped up stats compared to RAW battle horrors, I checked.
The way that succubus at the top teleports and goes ethereal all the time just made her annoying to fight. I used a
hard counter charge from the greenstone amulet (the only time I used it in fact), and a strength potion on one character to eventually take her down.
I like the environmental storytelling in the tower, but hate it when traps aren't signposted, because even with those thief potions and an Imoen who only had points in find/disable traps, it'd take too long, she'd get hurt from running into one, and I'd reload.
Those three hasted greater doppelgangers are a nasty welcoming committee to the first dungeon level. Likewise the four ghosts at the end who serve as a party-vs-party fight.
I didn't like the bullshit gotcha of those three doppelgangers on the second level who open with stinking cloud and cloudkill (which is pretty much instakill). Reload and run everyone past one of the now-open doors before they go hostile to take them out one-by-one.
On the third level, I killed one greater wyvern normally (with the use of a wand of paralyzation; got it on the second try) and then used the stone statue heroes to take out the other two. I left before they could go hostile.
The chess board was an interesting gimmick. This is where I did my multi-fireball thing.
I killed the demonknight with the use of haste, a strength potion, and tanking the one fireball he managed to let out. Overall, I didn't think it was the best dungeon ever, but it was all right.
It was unpleasant (in a good way) running into enemies who would start off by backstabbing my characters. Damn cultists.
That not-quite-instant-death thing Aec'Letec does is bullshit, so I countered him with bullshit of my own. First I had Coran drink an invisible potion, go down into the basement, and snipe every cultist down out of the view of the mage. Then he hid in shadows and went back up, where I buffed up everyone, sent them down, chunked the mage, used the paralyzation wand on Aec (which worked on the first try) followed by slaughter.
Of course almost everything else on the crit-path would be a breeze after all that expansion pack content. Two more party fights followed by Sarevok. I pulled all his underlings one-by-one until he was the only one left, deal with it.
I don't think any RPG could get away with such an abrupt ending cinematic today. Wow, even the Icewind Dales provided more closure.
I agree with Volourn when it comes to DA:O>BG, however BG does do combat pacing better. Granted, I didn't even come close to trying to do everything, but my killcount at the end was a little over 860, which is significantly lower than any other IE game except Torment. The only area I remember being annoyed by was the time-padding maze at the end (and thank goodness for clairvoyance). Pillars is going to top it no problem, and good riddance to hard counters.