The first thing you need to know about Icewind Dale: Enhanced Edition is that it's Icewind Dale. Beamdog's update of Black Isle's 2000 classic Dungeons and Dragons high fantasy adventure is still as deep and tricky as it ever was. This version is a patched up and polished joint package of Icewind Dale and both of its expansions, Heart of Winter and Trials of the Luremaster. If that means something to you, odds are you've already decided whether or not to buy it. If it doesn't (or if it does but you're still unsure), then read on.
Icewind Dale is based on 2nd edition Dungeons and Dragons, and if you've played any of the other infinity engine games, you know exactly what to expect mechanics wise. This time, however, you'll be building your own party from scratch. While veterans have a good idea of where to go, you absolutely can gimp your party during character creation and wind up headbutting your way through a playthrough that is more difficulty than it needed to be, so if you're a complete novice I'd recommend you look for a guide on the internet. A little hand holding might have been nice here, and it feels like a missed opportunity by beamdog, but its still no great object.
The main game, Icewind Dale (as opposed to its two expansions) is more fast paced than your average swords and sorcery campaign, and you'll do relatively little carousing with the villagers or solving problems with tools other than axes and fireballs. Battles feel very large, and you'll often breathe a sigh of relief when one floor of a dungeon turns out to contain friendly faces (something the game does fairly often owing to its long dungeon crawls). The game also basically throws you to the wolves, and early on you might find yourself doing a little bit of rope-a-dope by luring one or two enemies at a time - that's bad enough, but it feels as if the developers intended it, which is worse. There are relatively few sidequests to boot, and Kuldahar, the town that serves as a hub of sorts, feels a little too small at times. Still, the story whisks along and actually manages to get pretty interesting at times, and although your characters will be more or less mute for the duration of the game, the voice acting from the game's NPCs ranges from good to excellent.
Overall, the game runs pretty nicely. It's a testament to both how good the original game looked and how nicely Beamdog has cleaned it up that it is still pretty aesthetically pleasing today, and it ran natively on my laptop's bizarro universe 1366x768 monitor. I never experienced a crash to desktop and experienced only one bug that required a reload (to an autosave taken about 60 seconds prior to the bug) during my entire 32 hour playthrough. By the standards of high concept fantasy games, this just about represents a mirror sheen. My one complaint is that fire effects (which are literally low resolution sprites) would often cause the framerate to inexplicably collapse, and more than any other Infinity Engine game, the beautiful painted backgrounds in Icewind Dale often do a lousy job of differentiating between places your characters can go and territory that is unpathable like deep chasms or walls.
The expansion, Heart of Winter, was criticized at launch for feeling too short (leading to the subsequent release of the downloadable Trials of the Luremaster, which is included here), but after reflecting on my playthrough I disagree pretty strongly here. Instead, the expansion has two entirely different problems that made it feel too long!
The first of these two issues is that by the time you wrap up Icewind Dale you're dealing with a seriously powerful party of adventures using some major endgame equipment. Save for a few items that actually get upgraded by doing certain (insubstantial) questlines, by the end of both expansions I'd replaced almost none of the equipment that my party was using at the end of Icewind Dale. While the game isn't meant to be a loot treadmill, it's a real bummer everytime you identify a new shield only to think "ah, well I'll be selling this." The only area where I felt any improvement was in my spellcasters, and by that time managing so many spells becomes so difficult that its effectively impossible, so I just relied on my big high level bangers every fight.
Additionally, while the battles in Icewind Dale sometimes felt a little exhausting, by the time you're through Heart of Winter and Trials of the Luremaster, you might well be bored of fighting, and since that's basically 100% of what you'll be doing, that will put a damper on your enjoyment. On Core difficulty (the default difficulty, which can really be quite tricky) all battles devolved into the same slog of sending my fighters to hack away at enemies while I used my casters to cast as many area of effect spells as possible. The contrast here between the expansions and the base game could not be stronger, as in Icewind Dale you constantly have access to new and interesting options as your characters get more powerful. You probably wont spend more than a cumulative 12 hours on the two expansions, but they feel like a really long 12 hours, and not always in a good way.
Fans of Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition should take note that there is no extra game content whatsoever, nor any mini-expansions equivalent to the Trials of the Black Pits, so once you've finished Heart of Winter, you're done. Still, even though the base game is much better than its expansions, and it feels like Beamdog went a little light on the feature inclusion, I thoroughly enjoyed my time with Icewind Dale: Enchanced Edition, even if it ran a little longer than it maybe should have. The game is a ton of value for money to boot (at a paltry $20USD), so if you're feeling like a rollicking good time in the wind blasted north of Faerun, then you owe it to yourself to give IWD a go.