Neverwinter Nights 2: Mask of the Betrayer Reviews

It's been quiet for nearly a whole week, and now two reviews pop up, both pretty enthused. We'll start with GameZone who gives it an 8.3.
Because the game is strategic in nature (and a role-playing exercise as well), you can utilize the space bar/pause button to stop things, change around inventory items (like healing potions) between your characters, set up your spells to cast for all party members and then resume the game and have it all unleashed. Does that spoil the immersion? Not really. The AI is good in this game, but you will accomplish much more, and more easily, if you do a little hands-on with your characters.

Mask of the Betrayer is not a starting point for D&D novices, or even those new to the NWN experience. If you don't have a clue what you are doing, this game will eat you alive. It is better to work through the NWN 2 original campaign before moving on to Mask of the Betrayer. Yes, that sounds like a lot of work, but when you run into a game that is thoughtful in one regard, and immersive in another, you tend to want to savor the experience.
RPGCodex is unabashedly and atypically very enthusiastic about this game, naming it a "masterpiece" and "one of those rare games that people will remember for a long time" and even "so good even the Codex likes it!"
Quests, choices, consequences...

That's where the game starts to shine so brightly that you completely forget about any flaws the game has and get lost in a well crafted gameworld. It's like a dream come true a non-linear game loaded with well-written dialogues, interesting quests, more choices than you can handle, and enough consequences and to make the game highly replayable. It's hard to imagine a better feature list.

I can't stress it enough. The choices are everywhere. There are plenty of consequences. What you did may even cost party members their lives. Many characters respond to and recognize your choices, commenting on what you did and affecting your gameplay. I couldn't believe how many opportunities to do things differently the game offers. Here is an example:

So, I was told that I have this curse. Well, that kinda sucks, but oh well... Then some kid shows up and says that it's a gift. Well, well, well, isn't that interesting. The motherfuckers lied to me about the curse thing. My buddy Okku the bear-god and I go to visit that place where the kid is from. Nice touch, I'm thinking. Instead of going with a one-dimensional (you are cursed, sucks to be you!) approach, you are given an alternative opinion and path. Anyway, these, uh, "people" are kinda evil. They want to eat me and pass the gift on to someone more worthy. Well, not exactly what I expected, but I guess these days you can't expect meaningful choices and truly different options.

Then I replay the game with a different character. I devour Okku's spirit and decide to visit my old evil pals. This time the conversation is completely different. Turns out they approve of my choice to end Okku's existence and see it as a sign of awesome in a very evil way - things to come, so they won't eat me and will even teach me a new power that my predecessors had. After I bring them some people to eat. Even here I was given a choice. I could send them a sweet girl or give "I know a good shortcut" tip to a merchant and his family. Then I was given a choice to use the new power on my new friends. Then I was given an option to spare or kill their kids, which isn't something you see in games often these days.