Whee, after three long months I've finally completed Taracco Blood Oranges a second time. My male elf mage received a lot of different dialogue that my female city elf didn't and I had about as much fun as I did the first, though it does tend to drag-on in nearly every section. I'll likely play it again in another three years, exclusively sticking to the critical path and avoiding as much combat as possible. Even with familiarity, it still took me forever:
I shaved about 20 hours from my first playthrough and killed over 200 more things. I forgot about the sixth black vial though. Could have been an even 2840.
Various system shames and thoughts on how they were addressed in the sequel:
Mages and warriors don't get enough incentive to put points into anything other than magic/strength (and enough dex to meet requirements for sword&shield or dual-wielding) whereas rogues have to reach 20 strength to wear the best light armor and sink a bunch of points into cunning and dexterity. Bioware addressed this problem by making only two stats matter for each class. So funny.
Speech as a win button. Removed and good riddance.
As with many RPGs, resources start out as something to consider, then become trivial midway through. The option to win fights with poor tactics simply by slamming down health and mana potions shouldn't exist. For the sequel they gave 'em a 30 second cooldown instead of 5 and closed the exploit that allowed you to ignore the paltry five second cooldown by drinking a different kind of potion. This decision deeply upset a number of posters at the BSN. I say to hell with 'em. They're as bad as people who want degenerate resting.
I completely ignored traps and bombs so no comments there (they seem to be the kind of thing one would only want to use with a no-mage party), but it's terrible how there are some redundant and just plain-bad choices when it comes to poisons like aciding coating, adder's kiss, fleshrot, and soulrot coating (and the lack of transparency in the unmodded version makes this even more annoying). Thankfully streamlined into something sensible in II. It's also nice how they fixed the exploit that allowed you to stack multiple coatings of different poisons.
I don't know what they were thinking with arcane warriors and shapeshifters. With one they thought "Let's give mages the option of being great fighters so they have zero weaknesses!" and with the other they thought "Let's give mages an ability that makes them unable to cast any spells! People like auto-attacking with mages, right?" Good thing those were removed.
Massive hammers like cone of cold, mana clash, and storm of the century that turn decent set-ups into nails. The first was nerfed (but testing on nightmare, I noticed cold-immune enemies still have a chance of getting frozen; whyoware?), the others removed.
Josh Sawyer presents: Project Eternity: A Josh Sawyer Production is going to be a million times better of course. And now I'm free to turn a critical eye to Icewind Dale and it's likely going to eat into time I could be spending playing Shadowrun Returns damnit.