The first two big dungeons do a disservice to the game, they are 100% barren and essentially act as padding between you and the corresponding boss. NPCs are mostly the classic saint-or-evil stereotypes you find on hundred of video games. The story is relatively simple and not told in an interesting way. Here you start your adventure with six silent and functional playable characters that answer swiftly to your clicks and whose attributes and skills you can customize from the ground up. Gone are the interesting companions with backstories and desires that join your party along the way. In spite of visual and combat similarities, this beast is much different to BG than I first thought. Sadly, the game in lacks where it counts. It involves six-second rounds concealed behind an appearance of real time combat with the option to pause combat whenever you need (and you'll need it) and jargon terms like THACO, AC, save roll and so on. The combat system is just like Baldur's Gate. Icewind Dale shares the same Black Isle's Infinity Engine that powers other great DnD RPGs such as Planescape Torment (PST) or Baldur's Gate (BG) saga. The original one, not Beamdog's Enhanced Edition. I'm reviewing here Icewind Dale (IWD), it's expansion Heart of Winter (HoW), and the expansion of the expansion, Trials of Luremaster (ToLM) I'm reviewing here Icewind Dale (IWD), it's expansion Heart of Winter (HoW), and the expansion of the expansion, Trials of Luremaster (ToLM) in one blow.
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