Gets on your nerves quite often. But still, it does help fix the D&D/RPG jones.
OK, that's outta the way, let's see where this game could be better.
Overland map: OK in concept; NOT a substitute for sprawling, wide-open levels -- the D&D CRPG concept seems to have taken steps both forward and backward with the more recent permutations. The Baldur's Gate II engine (Infinity) meant being stuck in isometric-view with fixed-angle fixed-elevation camera, but it allowed for entire, rather large areas to be explored, which is in line with the whole spirit of things, I tend to think. On the other hand, the Aurora engine being used in the NWN games allows for nice 3D graphics with movable (if crappy) camera; but the "rails" are WAY too obvious -- since NWN1's original campaign on through (and including) Mask of the Betrayer, it has become clear that entire campaigns are played out within a relatively limited number of separate, not-that-vast, not-that-adventurous locations.
And, of course, waiting to load a new area every time you take two steps forward is not doing much for immersion.
Now, SoZ supplies a broader, more open experience than the other NWN2 campaigns, due to the overland map being dynamic and being loaded with all kinds of little areas and encounters and discoverable locations. But it has also taken the "individually loaded area" aspect to the next level -- a dubious distinction. Transitioning to and from the overland map -- having to suffer long loads for each and every tiny little contained area -- sucks bigtime. As I said, the overland map is NOT a substitute for wide-open, sprawling levels.
Large, wide-open levels and broad explorable maps -- these are elements they need to implement and refine for the next wave. These things should be top priority if and when they develop the next D&D-based CRPG engine.
The amount of time spent watching load screens is an absolutely disgusting aspect of playing SoZ. Particularly with regards to the random encounters. Having to wait more than several seconds to engage in a random encounter that takes place in a teeny-weeny little cookie-cutter plot of land -- that's just plain hard to forgive, and loading up the overland map afterwards is even more painful of a wait. These random encounters become a nuisance for that reason alone; and furthermore, sometimes you just would rather not waste your time fighting a group of antagonists that are 5 or 10 levels beneath you.
And to top it off, you need to acquire one of the "group benefits" -- the one called "Fearsome Roster" -- if you want to stop some of these low-level virtual gnats from constantly bothering and detaining you as you try to make your way from point A to point B. Sorry, but that seems an excuse to throw just another superfluous "new spin"; THOSE critters should should be looking after their own hide, and should be running for the horizon; my gang's "fearsome" enough with their enhanced weaponry and armor and the cartload of monster trophies they're hoarding. And if I can assess *their* level, at least some of the more intelligent roaming bands should be able to do the same. I shouldn't need a "benefit" to be able to move around without non-threats intruding on my progress.
And again, these encounters are a nuisance largely because load times in SoZ are just too much to deal with.
I don't ever want to see another NWN2-style loading screen again, with the redundant little tidbits of "lore" they throw your way as some kind of unsatisfactory sop. I *get* it, already; Khelgar suffered emotional and physical trauma due to the ending of the original campaign ... and yes OK, there is only ONE "Knight-Captain" in gruff, loyal, honorable Khelgar's estimation -- got anything else to keep me amused while I sit there waiting for the WHOPPING ACRE of land to load so I can face the suicidal 10th-level trolls that insist on fighting my 14th-level party which has access to vicious AoE spells and includes a greataxe-wielding dwarven meat-shield and so forth?
I am not going to go on any longer about this, as the pros and cons of the overland map (with its requisite loading screens) have been thoroughly assessed many times over, long before I came here to put in my two cents.
Now that I vented about all the things that get on my nerves about this game, let me end by asserting that I am continuing to play SoZ with a good amount of enjoyment (and I am a type that will toss aside games rather quickly). Storm of Zehir is not without its redeeming points. In other words: it does NOT suck. While Mask of the Betrayer was CLEARLY the most polished and well-executed of the NWN2 campaigns (although too short and with FAR too few areas), Storm of Zehir has its own separate charm. It is, in a way, old school ... *and that ain't bad*. The idea of giving more freedom is a step in the right direction. But the overland map concept, as utilized, is flawed.
But if they could figure a way to meld these hardcore RPG elements with the open-world aspect of, say, Gothic 1, 2, and 3, then you would have something REALLY amazing.