I'm playing Neverwinter Nights. Some thoughts:
* Everyone's hair is a jelly blob wobbling on top of their head. It was also a bit jarring at first that no one's face animates as they're talking, but everyone constantly sort of wiggles their head, maybe trying to dislodge the blob. But you get used to it (i.e. learn to keep the camera zoomed out). Oh, and their fidget animations can come off as really strange in the middle of a grave conversation before you realize it's not scripted.
* Whoever voiced Aribeth should be shot and quartered. She somehow manages to sound pompous, whiny and shrill one after the other so you just can't help thinking she must be utterly insane and everyone else is mad for looking up to her.
* Dialogue is overall a bit flat, with lots of characters having the exact same dialogue structure and often giving the exact same information with minor variations. In true Bioware style, important nodes typically come with the options:<blockquote>1. Yes, of course I will gladly and humbly serve, without asking for pay, because that is what I do, I live to serve, and do random good stuff, out of goodness and being good.
2. You dare to give me a quest, bitch? Choke on this spiked gauntlet, because that's what I do, I kill kids and kittens, and then I rape them, IN THE BUTT, haha.
3. I might be interested but I'll need to know what the pay is. I don't care whether you're telling me to save the world or run off on an irresponsible and random jaunt, I'm a bit of a bastard like that even though the incidental treasure will probably be worth some 15,000 gp and NO 150 GP IS TOO LITTLE I WANT 300. HEY DON'T YOU RECOGNIZE NEUTRALITY WHEN YOU SEE IT.</blockquote>* I like the ways you can customize your character and the D&D system is implemented in greater detail than in Icewind Dale II. This is pretty much what I had hoped for in Divine Divinity, which had lots of options but only a few viable paths.
* Combat is a bit off though - for instance, you can invoke an attack of opportunity just by clicking to attack an enemy and walking up to it. And it's pretty much impossible to use movement effectively in combat since you can never tell what's adjacent to what or if a move that would have worked in turn-based with a clearly defined grid will give you any advantage at all.