Wow it only took me a month to complete. Here we go. Over one thousand words about Icewind Dale.
This was made without a lead designer, and it shows through its inconsistent quality and writing styles. The writing highlights are definitely Avellone's (e.g. the Seer and Wylfdene/Icasaracht) but especially Sawyer's. Josh wrote
nearly all the unique item descriptions and
Lonesome Road and
Pale Justice in particular have That Josh Feel. He has his funny side as well:
Simply brilliant, brilliantly simple.
As for content itself, the prologue and chapter one are rather uninteresting. Josh tried so hard with those imbued wights and post-expansion call-for-help scripts but those hordes and hordes of undead just aren't interesting, brief snips of writing aside. It's particularly annoying how the end of Kresselack's Tomb involves backtracking outside to a cave then backtracking back through the tomb again only to get told nothing (but at least you get some items out the deal, right?), followed by backtracking back to the exit.
The second floor of the tomb also starts with an undetectable, unavoidable trap which is just bullshit. I'm sure Josh has learned not to undermine my character's skills for railroading.
I've gone into chapter 2
here. To summarize: loads of trash but every level has something interesting. I like how Josh cut down on degenerate looting by having most enemies drop gold if they drop anything at all, as well as foreshadowing the trolls on the second floor by having the shamans on the first drop flaming oils.
Chapter 3's another bore (albeit a beautiful one) where you're fighting more undead, including shadows of orcs and elves. A good number of them spawn right on top of you. The final fight is a bust despite its haste and aoe-damage casting mages, partly because of the layout of the map, and partly because two hasted fighters are nothing to get worried about. Lesi's definitely a background-art-whore for thinking the towers are so amazing (and/or maybe she just really likes killing elf ghosts).
Nothing noteworthy about chapter 4 except a nice fight where you have to deal with two stoneskinned spellswords, two mirror imaged mages, archers protected by a chokepoint, and two phase spiders who pop in behind you. A shame you can make the fight easier by exploiting the fog of war since Josh Sawyer was the only developer who went the extra mile to intelligently place call-for-help scripts into his non-HoW IWD areas. After that you have to face
even more undead and one of the easiest Liches on record (whose weakness is explained by a botched ritual). I'm guessing playtester experiences were involved in its nerfing.
Chapter 5 manages to be less interesting than the previous by offering nothing of value. The ice temple definitely could have benefited from call-for-help scripts, but this would be tricky because the mobs are grouped close together enough that you could very well end up having to fight the entire floor at once (like certain Storm of Zehir dungeons). A particularly strange thing about this chapter is how most of this boring combat is completely optional: you can avoid everything in the temple's main floor just by not visiting it again after you free the slaves (if you choose to free them at all), and you can coerce the frost giant leader into handing over his badge without a fight. Of course since this is a combat game I had to kill them all for their loot and xp (plus they're evil and deserve death).
Josh Sawyer delivers again in chapter 6. More interesting fights (particularly the tower archers, fake-out teleporting Malavon with his golems and umber hulks, and the idol in Undead Hell) and an actual ~moral dilemma~ with Marketh; you can choose to kill the abusive creep to avenge his victims and/or to get his stuff or spare his life so you can free a Drow with a bad case of battered person syndrome. I imagine most people choose to get the stuff and care little about the emotional problems of virtual people but it should be obvious which way I went.
Josh didn't design frozen Easthaven (though he did help tune Belhifet) but I liked how it's a short victory lap instead of a meat grinder like most endgames tend to be. I'm not fond of the Pomab fight though; without using an aoe instant death spell like cloudkill or the appropriately-named death spell it would be an irritating slog. Belhifet himself is pretty easy (even when he has two additional demons post-HoW; I'm sure he's challenging to bad players though), but he's just gatekeeping a cinematic so it doesn't matter. It's nice how the start of that fight trolls pre-buffers.
Heart of Winter content starts off with a surprising amount of talking and receiving ridiculous amounts of xp for choosing non-critical path dialogue options. The latter's Chris Avellone for ya. Sawyer comes to the rescue yet again with an immediate punch to the face at Burial Isle with aggresively fast wights and shamans. The addition of drowned dead and wailing virgins make the isle the best area when it comes to non-boss fights (and Josh agrees that it's the most difficult area in IWD while acknowledging he could still do better: "while it is much more difficult than the rest of HoW (barring icasaracht), that's not saying much.").
Unfortunately, Gloomfrost is a return to trivial mobs. To make matters worse, it's one big linear narrow corridor. The ice sentry golems in the second part of the cave are appropriately tough, but it just keeps spamming nothing but over and over again. There's only one interesting gimmick in the entire thing: teleporting into and out of a pit to loot an item. Fortunately, after you deal with the nonsense here and at the barbarian camp you get a nice rival adventuring party to fight outside the inn.
Icasaracht's island is more of the same, but with the novelty of cold-spell casting undead and
The Great LaRouche Toad-Frog Massacre near the end. Icky Thump herself isn't particularly special; control the crowd, then tank and spank.
With Trials of the Luremaster, Steve Bokkes and John Deiley finally deliver content on par with Josh Sawyer's. It's unfortunate how it took an add-on to an expansion for them to finally catch-up. Much like Dragon's Eye, there's still a lot of trash (and some pc-teleporting nuisances), but unlike their previous areas they have interesting scenarios such as another adventuring party (this time with a genie), a flanking beholder, a room full of flanking harpies (some who love casting scorcher), flanking minotaurs, and a room full of jackals, greater jackals, two shamans, and two magic missile-casting stone nuisances. Though it wasn't difficult, I also enjoyed a room full of mummies where the undead in an adjacent room rush in; since my cleric's level was skyhigh, turn undead made them all explode into chunks. A satisfying button-awesome moment. I can see why 1eyedking hates this hodge podge of different ideas and creatures with no rhyme or reason; fortunately I don't care about ~verisimilar~ creature ecologies as long as the content's enjoyable enough.
The luremaster fight is also the most difficult boss in the game since you're dealing with a rival undead adventuring party plus a teleporting bastard. I ended up losing two to his chain lightning (my first and only casualties during this run); I had two resurrections lined up right after of course.
As for final thoughts, I wish the
Sawyer-Finegan Balance Pack had actually come to be because damn, haste is definitely overpowered. I didn't use it much because I didn't want to have too much resting degeneracy but when I did it was super-effective. I also wish short bows weren't so neglected; aside from generic +1s there's only one unique short bow and it's buried all the way in TotL and comes with a -2 constitution penalty. It's a strange oversight since all the other weapons were covered decently enough after the expansion.
It's also so funny how HoW gave the bard some absurdly great abilities to compensate for how awful it is as a class. So it may be awful, but it can also permafreeze most living creatures at level 9 and give your entire party AC and damage resistance bonuses plus
regenerating health (goodbye degenerate resting!) at level 11.
It was mediocre overall; definitely undeserving of a place in the top ten. Not counting the expansion, when it comes to content it's slightly better than Dragon Age 2, and counting the expansion, Dragon Age: Origins actually has a much better filler:fun ratio (now that was surprising). Buncha background-art-whores and AD&D/Black Isle fanboys here.
Going to end this with my MVPs. Social Justice Warrior was in the lead up until chapter 5 when Patriarchy Smasher's axe grand mastery finally pushed her ahead (apparently the game thinks a magical throwing axe is a bow with arrows). So many dead men.