...
To clarify my thoughts a bit on what I think went wrong.
It's not the mechanical changes. I haven't played enough to have an informed opinion about them.
It's not the aesthetics. Those are much improved.
It's the way the UI changes interrupt the flow of the game and seize control from you, the player.
Planescape: Torment (and the other IE games) don't treat you like an idiot. They turn you loose and let you poke around, and sometimes update your journal. You're the one who has to figure it out. The UI also stays out of your way. It's there when you need it but, other than the occasional animated cutscene, it doesn't shove its dick in your face.
With T:ToN, it's exactly the opposite. The UI is continuously interrupting you -- with a 500 ms animation when it folds out when you start a dialog, when it centres the camera on something when you're interacting with something, when it blocks inputs and pans around whenever something Important happens. It's also continuously and actively directing your attention to whatever it is the game designer thinks you ought to be paying attention. Like, if your interaction changes something about the environment, it's not enough just to show what changed: instead it behaves like a mini-cutscene, refusing your inputs and panning to whatever it is that changed. I'm no longer playing the game, the game is playing me.
I know this is awesome if you're a complete retard and need to be led by the nose through the thing, instead of liking it when you need to figure things out, but that's
not what PS:T is about. There were strong indications of this mindset already earlier -- the extremely infodumpy start, the way there was a breadcrumb trail to Matkina that might as well have been signposted in neon, and so on. They toned it down in the second beta, which made me really optimistic that they actually
got it, but now they've doubled down and written that mindset right into the core gameplay.
That is evil and wrong and they have ruined a promising game with it.