Edit: How about a Planescape-inspired fantasy universe with heavy steampunk influences?
/Edit
We need another steampunk RPG, provided it doesn't hit you over the head with the whole TECHNOLOGY VS. MAGIC aspect. Arcanum is the only steampunk CRPG I remember.
I agree. While Planescape: Torment is all good and well, the reason I liked it wasn't the Planescape setting itself. It was the story, the dialogue and the immersion. I think that it could be pulled off well in almost any setting, and as far as awesome settings go, I'd actually prefer some fantasy steampunk.
Nothing like shooting shards of wyrdstone with a steampowered machinegun, riding a bear.
Well, I don't know. I mean, what else was there to do? In the first game, you discovered that you were a Bhaalspawn and that Sarevok wanted you so that he could get the power. In the second, you already knew you were a Bhaalspawn, but found out that Imoen was your sister and also one, and that Irenicus wanted both of you so he can get the power.
I suppose if Throne of Bhaal was expanded into a third game it might have been good so you have some story epicness of who finally gets to replace him.. but at least as an expansion I think it went over the top a bit.
I found Throne of Bhaal in all it's stand-alone awesomeness to be extremely awesome, well worthy of a complete sequel. This would have required Baldur's Gate to curb itself some, of course, as well as Throne of Bhaal being extended by quite a lot.
But Throne of Bhaal was the natural finishing of the Bhaalspawn saga, and I really couldn't see Baldur's Gate without it. You'd just be a random Bhaalspawn that just saved Suldennesselar(sp?) and sent Irenicus to hell. At the end of Baldur's Gate II, the Bhaalspawn saga was still left unresolved.
Exactly! And it wasn't the only moment too. Even though in the game you could whack stuff left and right, Kelemvor still put you in your place too by telling you you're not anywhere near powerful enough to challenge a deity on his plane. I don't know, it was just a nice change of story where you get to do something unique. Forget dragons, cliched evil wizards.. you get to explore the more exotic and fun parts and places of the setting. The shadow plane, the whole mythos behind Myrkul, Kelemvor, and the Wall That alone gives the story a more epic feel! Evil wizards are easy
Ach! I -somewhat- agree with you, again. It's nice for a change, but all of the last act felt rushed. I don't mind not fighting Kelemvor like some others (the notion of fighting a DnD God on his own plane and remotely expect to win is a ridiculous notion, in my opinion - even if Kelemvor is "only" Fighter 20/Cleric 20/Rogue 5/Divine Champion 5. Every god can still
kill anyone with but a thought) but the ending still left me wanting a lot more. I found it extremely lacking.