Neverwinter Nights Review
I promised to do this a while ago, but I never got around to it. I finished up Neverwinter Nights 2 right around Christmas time, so it behooves me to give my opinion of it.
Anyone who's familiar with Neverwinter Nights knows that it's the descendant of Baldur's Gate, a classic Dungeons and Dragons game. It's not the direct sequel. That would have been Baldur's Gate II, a game which used a modified version of Baldur's Gate engine, but which was overall much better designed, with a much more interesting storyline. As the second Baldur's Gate is to the first, so is the second Neverwinter Nights to the first. The original Neverwinter Nights was an opportunity to show off the new 3d engine. Graphically, though, there wasn't much to show off. 3d engines at that time gave you a lot of freedom, but they just didn't look very good. Worse still, the game was lacking. The designers designed the game to be as non-linear as possible, but in practice, that meant that the storyline was weak. Typically, you'd travel to a new area, and be given the command to gather up the four pieces of some artifact or other. You could do so in any order, and then it was on to the next area. A worse fault was the missing party system. You could recruit a single cohort, but you had no control over their actions or their advancement. Nor did they, or any other NPC, have a fully developed personality for you to interact with. The problem was that the game was designed primarily with multiplayer in mind, and as with most such games, the single-player felt tacked-on.
Thankfully, Neverwinter Nights corrects these problems. There's a much stronger storyline, and though this makes the game more linear, you still have some freedom in how you pursue your goals. Rather than a single cohort, as in the original Neverwinter Nights, you can have up to 5 characters in your party (including yourself), and these characters have distinctive personalities and interesting perspectives. The game borrows the influence system from Knights of the Old Republic, where your actions affect what the party characters think of you, and this influences how they behave. It's even possible for characters for whom you haven't built up sufficient influence to betray you. The ability to have a lot of characters in your party also means that there's plenty of interparty interaction, often calling on the player to act as referee, or favor one character over another, thus gaining influence with one while losing it with another. And you ultimately recruit characters representing nearly every base class, most of whom will wait for you at your home base while you're joined by the ones you need. Sometimes I'd go for a well-balanced, dungeon raiding party, while at other times I chose for pure offense. It all depended on what you were facing. Overall, this was one of the most enjoyable aspects of the game. On the downside, while you control your characters' leveling and actions, you can't directly control what classes they take. This means that the prestige classes are only available to the main character.
Prestige classes are character classes which are a little bit more powerful than the regular ones, but which have requirements before you can take them. Some of them combine the most important aspects of two classes (Arcane Trickster, which combines Rogue and Wizard), while others take a character archetype to an extreme (Dwarven Defender, which helps dwarves to stand firm against incredible odds). Most of them are taken from the D&D 3.5 rulebook, but there are some new ones, and some which are strangely missing (there's no mystic thurge, for those who want both arcane and divine spells).
One aspect of the game which I mentioned in another post occurs around the midpoint, where your character is given charge of a ruined keep to repair, restock, and defend. This I considered great fun, as it gave a strategy element to the RPG game. It also gives you a chance to return to places you've visited before and try to recruit people to work at the keep. Trying to come up with the funds to keep it going was a great challenge, but definitely worth it.
Of course, sooner or later, the main plot catches up, and you have to defend your keep against the main enemy. Once that's done, it's time to take your party against the enemy, and the final battle involves just about every party character, for a massive fight.
I enjoyed this game immensely. In fact, I've started playing it again, with a different type of character, since I wanted to play around with some multiclassing, whereas I played straight bard the first time through.
Late to the party as usual
I just found
Corner Alley 13, and
plugged itf on my blog, only to find that the comic has just ended. It's not the first time I've discovered a comic just as it was ending. It was a good run, though, and it looks like there'll be a sequel. For now, go ahead and read the whole thing, and you'll get a complete story.
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- Late to the party as usual
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