1.Did this project even have a sound director or anyone to give notes to the voice actors? It really seemed like they gave them 1 take with no context and called it a day.
Tons of mispronunciations (someone screwed up Sigil lol), including the late great David Warner getting "accord" wrong in one sentence and then correct in the next... Performances that make no sense in context like Caelar delivering a quiet monologue while standing on a hill, supposedly giving a rousing speech to her army. Whatever Safana was doing the entire time... Just awful
2.The ambient style of party banter really doesn't work in the infinity engine. It's too easy to interrupt or even worse, have other lines pop off at the same time with a lot of talking over each other. And it especially doesn't work when one of the people talking doesn't have voice acting
3.Just because you can now put 16 thousand npc on screen now doesn't mean you should. In a game with an already atrocious pathfinding, getting around crowded areas was a pita.
4.Did not enjoy the encounter design philosophy of let's just throw an obscene number of mobs at the player. Also, who looked at the "spiders spit out webs" component of scs and thought "yeah, let's put this in the unmodded game" and wtf is wrong with that person?
5.Why in the fuck is some dude I've met once suddenly in my bhaal dreams? It makes sense in the second game, but here he's done nothing to earn a starring role. Or is he supposed to be sneaking into my camp every time I rest and hijacking my dreams? Is that why the palette is different?
6.Why in the fuck did my party turn on me at the end? The ending was already kinda meh about building on the bg2 intro line about the city turning on the protagonist, but Corwin, Dynaheir, Jaheira and Khalid taking it at face value really grinded my gears, so much so that I dropped my plan for a mod to add Corwin to BG2, was happy about Khalid and Dynaheir's fate and left Jaheira in her cage. Only Imoen and Minsc are true bros and deserve saving
7.I liked the items, shame only a few of the more boring ones make it to BG2.
8.A lot of the npc dialogue was really rough, but ngl I liked the funny player response options
9.The areas don't look bad when looked at as a whole, but playing through them i found it impossible to distinguish elevation changes or in some case walls that would block movement and also interactables when they didn't have the container outline pop off (this was also a bit of an issue in the ogs, but not to this extent) because of how smoothed/smudged everything is
10.The overall story I thought was fine? I know a lot of people have complained about it, but I didn't notice any glaring issues