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Neverwinter Nights

Box shot

September 27, 2002

Platform: Windows
Developer:
Bioware
Publisher:
Infogrames
Reviewed By: Justin "Laughing Target" Murray

Gameplay: [8] Graphics: [8] Audio: [6] Replay: [10] Overall: [9.3]

Screen shot #1

Neverwinter Nights was probably one of the most anticipated games for me. Offering a revamped visual engine and an awesome quest tool, NWN (as fans call it) has an almost unlimited replay value.

NWN is based on the 3rd edition D&D rule set. This rule set works remarkably well in the game even though there are a large number of setbacks to it. Anyway, on to the meat.

Excellent Visuals

The graphics in NWN are absolutely gorgeous. Player models are well done, nothing spectacular, but well done. Armor and weapons on the characters are also quite well done.

Where the game shines, however, is in landscape graphics. Sporting 64 meg textures to push the upper limit video cards, the world of NWN is rich and beautiful. The streets of Neverwinter itself show off a very medieval feel. From the stone streets to the Tudor designed homes, walking around there feels REAL. Outdoor environments are even more gorgeous. The grass is volumetric and thick in areas, the water effects are pretty, and forests are a sight to behold. The only problem are the cave areas. They are just brown, brown, brown.

3rd Edition D&D Rule Set

The 3rd edition rule set adds in a lot of flavor, but takes out nearly as much, but still leaves a very rich rule set in its place. One change I like is the improved character creation system. You no longer "roll dice" to determine your character. So, you are unable to be screwed by a bad roll nor be able to create a super character by just hitting the re-roll button a ton of times. This really helps in terms of balance. You are also able to pump up a couple of stats during the course of your leveling, so if a stat is a bit low, don't worry too much, you can always improve it later. The new rules also included some improved weapon stats. Dual wielding seems to be more viable than before, and there are a variety of new two-handed staff weapons, like axes and blades. Weapon types were simplified a bit, with specializations for fighter types. No longer do you have to learn how to use a morning star when your main weapon is a mace. They are just lumped into a "basic weapon" skill. Magic seems smoother, and resting no longer requires you to find an empty, special spot. Resting is also "on the fly" as you simply sit down, watch the bar go by, and boom, every spell is ready and you are ready to rumble with your full health. Armor Class handling has been improved. Dexterity still effects your armor class, but wearing armor itself actually reduces the bonus you get from dexterity, which makes sense. So, if you have a 20 dex, you won't enjoy the same bonus wearing a full plate armor, which only allows 1 bonus as opposed to 5. Brings into effect a degree of realism.

On the lesser side, thief skills got shafted. They are much too easy now. It is either an all or nothing system. Say there is a chest that is locked. You no longer seem to have percentages to open it. You either can or can't. The game mostly just checks your skill to the lock level and either says "yes" or "no". Same thing works for traps. You no longer have to turn on the detect trap skill like previous games, and traps are detected automatically. Disarming traps is also like lockpicking. You either succeed or not. I also don't like how skills are handled. Apart from magic and some specials, nearly every class can get any skill. I don't like my warrior being able to get a lockpick skill. He should bash things in. Bashing has been simplified as well. It is no longer a strength check, items merely have health and you attack them like you would a monster. I also don't like the nearly unabated class switching. Say you are a warrior, you can just jump into a wizard whenever, then after that, bounce over to a cleric or thief. It makes no sense to me.

OK Single Player Element

The single player included modules take about 20 hours to complete. While this may seem like along time, the typical Bioware game averaged around 120 hours (Baldur's Gate 2 for example, not including the 80 hour expansion). The story starts out with you in Neverwinter, level one. I was sort of disappointed that I wasn't continuing the chronicles of the Child of Baahl, I got attached to that guy. So, anyway, Lord Nasher, ruler of Neverwinter, has opened up an Adventurer School to help combat a strange plague that began to hit Neverwinter. The town was in shambles and people were needed to protect it and find out what was going on. So you are personally invited, along with others (who weren't invited), to train. All goes wrong and the story begins. The story, while having a ton of the usual BioWare side-quests, was not up to the usual standard. By typical RPG standards, it is still pretty good, but it lacked the engrossing plot and truly unexpected twists (though there was one good one) from the Baldur's Gate series. It was a bit short, again 20 hours, and ended poorly with a "there are more adventures to find" message, indicating you needed to download modules or play online.

Unlimited Replay Potential

This is where NWN gets its meat. BioWare included an absolutely AWESOME module creation program called the Aurora Toolset. It incorporates C++ programming and an easy to use graphical interface to allow budding dungeon masters to create their own masterpieces. While not many good ones have arrived yet, I predict they will start showing soon, this will allow you to continue on some potentially incredible quests, as well as a continuation of the main line directly from BioWare, or I hope so at least.

You are also able to get online and play in multiplayer parties. You can either play the main quest through with your online buddies, or play specially made quests with a live DM running the show as you go along.

Poor Sound

This is really the only big negative. Sounds are rather poor and are basic. Music is sparse and terrible. Monster and death effects are not well done. Weapon and spell effects are annoying and the voice acting is sub-par. I really think BioWare should put out a sound pack with improved sounds.

Misc. Gripe

There are no horses nor can you swim. Too bad, could have added some flavor.

Bottom Line

Neverwinter Nights is a roleplayer's dream. The ability to create any quest at any time about anything and share it with your friends. Multiplayer or single player, it can be done. THIS is the future of online multiplayer, not that massive stuff. Apart from poor sounds, average included modules, and some negatives in the new rules, Neverwinter Nights is a must have for any roleplayer out there.

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Neverwinter Nights Windows review on netjak.com

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