Here's my final takeaway:
Ravenloft: Strahd's Possession
TLDR: Is is still worth playing? No, probably not. 5/10.
RL1 is a somewhat weird game. Running AD&D 2nd Edition on a classic vampire theme (when vampires were still distinguished gentlemen with grey sideburns) is a somewhat novel proposition, and the game tries to make at least some use of this scenario, but - in my opinion - ultimately with little success.
As UC explained earlier, the main protagonist gets some decent disposition, but in the end, the story isn't exactly deep in this one, and I found parts of it often weirdly at odds with other parts. Oft criticised, one strength of the Forgotten Realms setting is that it's a very ordinary medieval fantasy environment in it's root, and this allows it to count on many players already being aware of many setpieces (what's an orc? Is a leather armor or a chainmail better protection? what will a fireball spell do? etc.).
For those players with such beforehand knowledge, FR mostly behaves as they'd expect.
This was one of the things that bothered me a bit with RL1, especially now when I replayed it. Like with a classic fantasy setting, I have certain expectations from a classic vampire story setting, and these expectations are sometimes at odds with how a lot of run-of-the-mill fantasy stuff is still there.
Sometimes it's small things I can't put my finger on, but by and large, I think the first Vampire the Masquerade game did a much better job of intermixing medieval fantasy and vampires. As for tackling more traditional vampire expectations, I find Dreamforge themselves did a better job just a year earlier with Veil of Darkness.
Anyways, as I wrote earlier, it was quite novel in 1994 to fully voice your game, and this naturally put tight limits on the amount of dialogue the game could have - MP3 compression wasn't a thing yet and the game had to fit on a single CD-ROM with 650ish megabytes of capacity.
RL1 sounds a lot more amateurish than it's sequel, but even so, some voice actors do a decent job and none is as cringeworthy as what you might find in a russian game released yesterday on steam.
Totally untypical for AD&D, the specifics of how many HPs you have, what your THAC0 or Armor Class is or what level you are plays a secondary role. Very very faintly foreshadowing Planescape Torment, the game cared less about pushing the typical RPG buttons and more about telling it's story.
Unfortunately, some rather questionable decisions were made in this area. The game loves to annoy it's players, early on it's easy to get killed and a long ways until resurrection is available. Throughout the game, there are many monsters which can easily drain you, which is just a pointless pain in the behind. Restoration means are not usually available and constantly recasting protection spells is nothing but repetive. Things like that don't exactly make the game a joy to play.
Since the story is rather thin to begin with, the game contains tons and tons of filler material, you track and backtrack through dungeon after dungeon, with classical blobber things like hidden buttons, invisible walls, pits and buttons to close them, locks for which you have to find the right keys (or vice versa), constantly fighting enemies which can only be defeated by savescumming, rest-spamming and/or exploiting loopholes - in RL1 this is mostly the Dagger of Returning.
As long as you're willing to engage in these methods, the game is not very hard at all. Unfortunately, this also makes the game a little bit of a chore to play most of the time.
If you were to try to play in a more legit way, I'd imagine it to be even more annoying, as you'd be forced to engage in a lot of repetiveness.
The engine itself doesn't make matters easier - navigating this games blobber-environments in real-time 3D is what UC so fittingly described as "D&D on ice".
You eventually get used to it a little bit, but it remains annoying right through to the end.
Combat is too fast paced for AD&D mechanics to properly work - just imagine playing Baldur's Gate without being able to ever pause. Picking the right spell to cast or refilling the quiver of your back-ranker is usually a liability you can ill afford. So you spam melee attacks and offensive spells until the enemy is dead or somebody from you party dies - reloading an earlier save in the latter case.
While there are some differences between dungeons, ultimately everything kinda blurs together and the game drags on and on until you finally get to kill Strahd in a rather underwhelming finale. In between, you got to lead some conversations (some of which are ok, but none actually good or even great), watch some horrible low poly 3D videos which could still look totally fine if they were handpainted 2D animations (but this was in the early days where every game HAD to have some 3D rendered crap in it) and in the end are kinda glad it's over.
From todays point of view, the game just does not have a lot going for it, even if somebody was to remaster it, there'd be a great deal of work to do to even produce a reasonably good game. It's possible, but would require many, many changes.
At least you get to import your characters to RL2 - you lose everything in their inventory, but keep level, experience and everything equipped on person.
Ravenloft: Stone Prophet
TLDR: Is is still worth playing? Kinda. If you're into egyptian themed stuff and aren't too critical of it's weaknesses. 6-7/10.
In a strange twist of fate, RL2 puts the very same characters that just got trapped into a vampire counts little fiefdom into a undead pharaohs desert kingdom, once again surrounded by an impassable barrier. Guess Sonny & Cher's "I got you babe" should've been in the intro.
In terms of how the world feels, there's a steep contrast between RL1 and RL2, and coming from RL1 it feels kinda strange early on, one more reason to just skip the first game. Controls and gameplay have been changed a little, the 3D engine is a little less wonky and combat mechanics have been tweaked to make things a little less frantic.
Thematically, it's a whole new ballgame, and I really liked the egyptian theme, but disregarding the intro video tying it all together, the game doesn't feel like a continuation of the same characters stories at all.
The graphics are improved and don't look quite so grainy, speech quality is a few notches better, and the game clearly tried to learn at least a little from the mistakes of the previous title. For example, I don't think there's any enemy herein that will drain levels from you. The Dagger of Returning has been nerfed and thus you'll actually engage in combat more often, or make heavy use of your mage. In case you brought one, because there's none to be found in RL2 as an NPC and the game is much, much harder without one. The designers can't quite let the habit of annoying their players die and included many enemies which will poison you (earlier in the game) or have post-death attacks that will hit you after their demise (lategame). Luckily, the game is very generous with healing items, including the ointments that cure poison.
The game puts up commendable effort to make itself finishable to any kind of character, though I imagine it's version of an ironman mode would be to go in without a cleric that can create water. One of the games innovations is a thirst mechanic - having a cleric with the aformentioned spell makes it a non-issue, but otherwise you'd be forced to carry around enough water to survive your hours of resting. Even if there's tons of water lying around in most places, this would prove to be quite a logistical challenge.
The story is much more fleshed out than that of RL1, but you're expected to put it's pieces together by reading scrolls scattered through the world and following the odd conversation (this is still a 1 CD game and all conversations are still fully voiced, so there are not many more than in the first game).
If you fail to do that, you might feel a bit lost - like what UC described - but otherwise it's one further step towards a PS:T'ish game.
The game makes good use of it's scenario in other ways as well, bringing in unique characters (amongst your NPC choices are a Wemic - think lion-man -, a Sand Troll, a undead Paladin and a werecreature), unique items (Khopesh swords, special egyptian themed magic items, helmets, armors and shields) and levels (temple, sphinx, obelisk, oasis ... the game has got you covered). In some areas, the game was clearly running up on engine limitations - for example a proper journaly would have been much more reasonable instead of collecting pages of paper which clog up your inventory - but some commendable effort was expended.
The game makes some interesting design decisions, being quite a bit more "open world" than it's predecessor - you can visit many locations in whatever order you please, however in the end, chosing the wrong order will require frequent backtracking to retrieve important items from different dungeons. If you didn't read all scrolls and stuff closely or were unable to catch some of the clues, it's sometimes not clear where you have to head next. You can also get into at least one hopeless battle, though the teleportation system means you can escape from whatever predicament you maneuver yourself into.
In the end, however, as the prequel, there are too many samey filler dungeons filled to the brim with pointless busywork, which is the main fact that you'll likely be glad when it's over in the end. I sure was.
Mostly by virtue of Stone Prophet, it's been a fun trip down memory lane, but not one anybody should feel compelled to undertake.