Go Back  DVD Talk Forum > Entertainment Discussions > Video Game Talk
Reload this Page >

Neverwinter Nights 2 (PC RPG)

Community
Search
Video Game Talk The Place to talk about and trade Video & PC Games

Neverwinter Nights 2 (PC RPG)

Thread Tools
 
Search this Thread
 
Old 08-13-07 | 04:44 PM
  #1  
Thread Starter
DVD Talk Hall of Fame
 
Joined: Mar 2005
Posts: 9,352
Received 327 Likes on 227 Posts
Neverwinter Nights 2 (PC RPG)

Doesn't seem to be much PC game interest here, but I'll throw this out there anyway

Just finished NWN2 (at least the official campaign). RPGs are my favorite game genre ... the PC kind, not console. With games like Baldur's Gate, Planescape, Fallout and KOTOR being some of my all-time favorites. NWN was OK. The henchmen system was ill-conceived and poorly executed. The toolset made the game seem a little too "prefab" (especially with the tiled maps) and sterile for my taste. The add-ons improved things to some degree. But there was tremendous value with all the free modules you could download, some of them being exceptionally good.

So how can I resist the follow-up to NWN? Well, I resisted for months having heard how horribly buggy and poor-performing NWN2 was. But I recently got a new computer which should have more than enough power, and the price dropped into the $20 range. I was hoping many of the bugs were addressed (the NWN games do have a very nice auto-patch update system).

Performance: For the most part, I think the game was pretty good. It generally ran well, except for some horrible slow-down in a couple of areas (for some reason, a couple of the forest areas gave me trouble). A handful of CTDs. No obvious bugs that I could notice. Save and Load times can be very slow ... turning off any auto-virus scan protection you have going is a must.

Graphics and Sound: An overall upgrade in every area over NWN1, but not comparably impressive to the monstrous system requirements. The "tiled" look is gone, which is very nice. The Bioware games always seem to have great music, and this is no exception.

Gameplay/General: If you've played KOTOR, this will feel familiar. NWN2 takes some of the best parts of KOTOR, and mixes it with the older NWN2 engine. Thank god that stupid henchman system is gone ... you have a fully controllable, recruitable party. Like KOTOR, you have a central "base" where all your recruits hang out, and you can pick and choose who goes with you on each mission. AI can be manually adjusted from "puppet" (you do everything) to letting the characters completely function on their own (though you're probably not going to want to do that, since they'll do stupid stuff like blow all their spells and potions needlessly - fortunately, you can specify when they should use items/spells). The influence/alignment system is interesting, though maybe not implemented perfectly in the OC (official campaign). Creature AI is inconsistent (doesn't it always seems to be). Item creation is an interesting new wrinkle - I didn't mess with it much myself, since the stuff I could buy/find always seemed good enough for me. Lots of hotbars - easy to hotkey all your abilities, though with all the powers, spells, scrolls, items, potions, it was easy to lose track of what everyone could do. The camera control is an issue that annoys people - it really does take getting used to. As it stands, it's far too easy to have the camera go out of whack when you're just trying to move the mouse around.

Gameplay/OC: The OC is HUGE. It takes you from 1st to 20th level. For the most part, it was pretty satisfying. Ultimately, it comes down to the familiar "Find the magic foozle to kill the big bad evil guy threatening the world". But there were some interesting diversions along the way: some mysteries, a trial, alliances, multiple evil groups with different agendas, your own keep, betrayals of allies, and alliances with enemies. The NPCs were well-done, with memorable personalities. Some of them have their own side-quests (though it would've been nice to see all of them have something). There's a railroaded romance ... only 1 choice for male or female players, and pretty hard not to make happen. Influence/alignment has interesting role-playing aspects, though not always making sense. For example (mild spoilers follow),
Spoiler:
I was playing a neutral-good druid/warpriest. At one point, I come across some imprisoned imps (little magical bat-like things) crying for help. They were boxed up, to be used for experimentation by mages. They begged me to let them go. Well, I'm a druid ... friend to animals. I let them go ... seemed like a reasonable role-playing decision. The game hit me with a massive +10 towards Chaotic (if I drifted too far from neutrality, I wouldn't be able to advance as a druid anymore). At another point, I foolishly found myself in a "battle of the bards" to win a magical lute (I wasn't a bard, but what the hell!). Not surprisingly, I was sucking and the other bard was being a real jerk about it. After losing, out of spite, I chose to set him on fire and steal his lute. Pretty nasty, huh? No chaos points, and just 1 evil point.
Dungeon crawls got a little boring after a while, though there was other stuff too. The game was fairly linear, though there were branch points where you could go in different directions (like evil vs good). Resting was a little silly, since you seemingly could rest anywhere and completely heal and recharge spells in just a couple of seconds (though that's likely a programming thing that could be tweaked in modules). With the exception of a couple of battles, it's not very difficult under default settings. Playing under "Core DnD rules" might be a better idea - it makes reasonable adjustments like letting monsters have the same opportunity of attacks you get on them, and the ability to cause friedly-fire damage (like if you shot a fireball into a group of allies fighting monsters).

A note about the ending: while the final battle is satisfying (with some interesting turns of events, and a good "big bad" showdown) the end montage/narration is one of the very worst I've ever seen. The narrator doesn't even sound professional - just some guy who drew short straw in the office. But what he tells you is worse. Can you believe this? (MASSIVE spoilers - look at your own risk)
Spoiler:
After this epic campaign, and a massive battle against the Shadow King, what is your reward? The dungeon collapses on you and all your friends, and none of you are ever seen again. WTF?!?! I'm OK with downbeat and/or self-sacrificing endings (Planescape and Fallout are great). But this just fails miserably, and leaves the gamer with such a bad taste in their mouth. And the horrible voice narration doesn't help matters.


I'm not much for playing with the Toolset, but if we get the same improvements and modules we got for NWN1 there should be a lot more gameplay. An official expansion pack is planning for this Fall (supposed to continue with same character, though higher than 20th level gets a little unwieldy). Overall, I'd say if you liked KOTOR and/or NWN1, and have a computer with enough power, there can be CRPG fun to found with NWN2. Though with an expansion coming out, there'll be certainly a new bargain packaging of everything down the road if you can wait.

Last edited by brainee; 01-05-09 at 02:34 PM.
Old 08-13-07 | 05:08 PM
  #2  
nickdawgy's Avatar
DVD Talk Hero
 
Joined: Jan 2003
Posts: 37,392
Received 643 Likes on 486 Posts
From: Southern Cal-ee-for-nee
I loved NWN, but never got around to NWN 2. I am sure I will eventually play it somewhere down the line.
Old 08-13-07 | 05:20 PM
  #3  
Banned
 
Joined: Jan 2006
Posts: 6,584
Likes: 0
Received 0 Likes on 0 Posts
Originally Posted by brainee
The Bioware games always seem to have great music, and this is no exception.

NWN2 was made by Obsidian. Bioware no longer owns a D&D license, so they can not make D&D games anymore.

Anyway, I am a sucker for D&D games, so I did enjoy NWN2, even if it did seem to borrow a little too much from KOTOR. KOTOR did borrow quite a few elements from the first NWN too.

I can't wait for the Mask of the Betrayer expansion since it will allow us to reach epic levels.
Old 08-13-07 | 06:08 PM
  #4  
Senior Member
 
Joined: Jan 2004
Posts: 562
Likes: 0
Received 0 Likes on 0 Posts
I really enjoyed NWN2 and look forward to the expansion.

I found playing in puppet mode was a must, as the AI just isn't very good at controlling your characters. I was playing at 1280x1024, everything maxed out with only point light shadows off (I think that's what it was called) and performance was great.

I played with the hard core rules turned on and limited my resting as the auto-resting you get going between zones was usually more than enough...so that provided some challenge. I've read many posts by people that say the game was easy, then you find out they played on default difficulty (area effect spells don't hit party members) and rested after every battle. I enjoyed the OC, but one thing I didn't like was being forced to have certain NPCs in your party at different times because of the story. Crafting was cool, but a little easy to make yourself overpowered if you made a bunch of items.

The ending narration did sound like they grabbed Bob from accounting to do a few minutes of voice work on his coffee break, so that was disappointing. The final battle itself though, I really enjoyed.
Spoiler:
I didn't see those you had a poor rep with flipping sides coming. I was overjoyed when Sand betrayed me and took great delight in having Qara kill him!!
The expansion is supposed to pick up where the OC ended. Another battle I liked was...
Spoiler:
against the red dragon. I reached it at a time when I hadn't rested in a bit and was low on spells. Since it goes against my playstyle to just rest and go in fully loaded, I was using up consumables(potions, scrolls, wands, etc) like crazy. Took me several tries to beat it, but felt great when I did!
Old 08-13-07 | 06:45 PM
  #5  
Thread Starter
DVD Talk Hall of Fame
 
Joined: Mar 2005
Posts: 9,352
Received 327 Likes on 227 Posts
Originally Posted by Silt
The final battle itself though, I really enjoyed.
Spoiler:
I didn't see those you had a poor rep with flipping sides coming. I was overjoyed when Sand betrayed me and took great delight in having Qara kill him!!
Spoiler:
That was a nice touch. Qara was the only one to turn on me. From what I read, either Qara or Sand will always turn on you ... it depends on which one you had the lower influence with (even if you were doing well with both). Qara was pretty useless in that last fight though ... she just stood around, and I had Khelgar pummel her to death in a couple of seconds. I'm glad Neeshka stuck by me Even though I took the Greycloak route to get to Blacklake, I indulged her looting/robbing and always tried to sound supportive to her. I think I only lost points with her when joining the Greycloaks and buying the portrait for Shandra.

But I liked the flow of the final battle ... from Garius and your betrayers ... to the Shadow King ... to the little shadow kings ... to the giant Shadow King. The comments by Sand ("Oh My" when dozens of shadow kings started pouring out the statues) and Grobnar were pretty funny. It was a fun epic fight worthy of finishing a campaign.


Originally Posted by Silt
Another battle I liked was...
Spoiler:
against the red dragon. I reached it at a time when I hadn't rested in a bit and was low on spells. Since it goes against my playstyle to just rest and go in fully loaded, I was using up consumables(potions, scrolls, wands, etc) like crazy. Took me several tries to beat it, but felt great when I did!
That was a hard one. The toughest fights for me were
Spoiler:
the final Garius/King of Shadows, the red dragon, Sydney Natalie, the 2 black dragons, and the 3 reavers before the final room (it took me a couple of reloads to realize that pounding at them while casting the name spell wasn't working, because when pounded low enough they released a discharge that healed them and disrupted the spell - I had to avoid doing them big damage until the name scroll got read).

But the red dragon was a really tough one. I could justify reloading spells before that fight though. My party double-crossed the giants and sided with the dragon ... that was easy enough. Then the dragon got an attitude and decided to keep all the treasure, and let us live out of mercy. We went went off, rested, prepped, and came back buffed up to take all the treasure the next day! I had to reload a couple of times, but oddly the time I killed the dragon it took only 1 round. I couldn't believe it and had to go back and check the log to see what happened. In the 1st round my druid got off a Drown spell (575 pts of damage), the Gith hit it with Harm, Ammon Jerro hit with an Eldritch Blast, and that was that Needless to say, the dragon was pretty unlucky with saving throws that round.
Old 08-13-07 | 10:31 PM
  #6  
Senior Member
 
Joined: Jan 2005
Posts: 384
Likes: 0
Received 0 Likes on 0 Posts
From: Sacremende (by way of the worst place on Earth: cincinnati, ky)
Is it possible to import a character from Baldur's Gate 2?
Old 08-13-07 | 10:35 PM
  #7  
Banned
 
Joined: Jan 2006
Posts: 6,584
Likes: 0
Received 0 Likes on 0 Posts
Originally Posted by wetsprockets
Is it possible to import a character from Baldur's Gate 2?
No. Bioware originally planned to allow you to do that in the original NWN, but they took it out. I think the conversion of 2nd edition rules (BG2) to 3rd edition rules (NWN) was too complex or something.
Old 12-10-07 | 06:13 PM
  #8  
Thread Starter
DVD Talk Hall of Fame
 
Joined: Mar 2005
Posts: 9,352
Received 327 Likes on 227 Posts
Just finished the expansion "Mask of the Betrayer". I notice this and the original NWN2 being discounted in many stores, so it might be a decent time to give it a try if you were on the fence.

General gameplay and graphics ... I'm told there were general improvements across the board, though I'd be hard-pressed to point out anything I noticed. Aside from the increased module-building tools, coverage of "epic" (20-30) levels, and the "spirit meter".

I've always been iffy on epic levels for D&D, even from my days as a PNP player. For me, the sweet spot of levels with this system has been 6-12. Not so weak you can get obliterated from an ill-placed Fireball, strong enough you start to get some swagger, but not so strong you're gods (and only god-like monsters could oppose you). It's hard enough managing a single epic character, but with a whole party of them I get overwhelmed with keeping track of everyones abilities. Though you do get diminishing returns with higher levels, even with the epic feats. I played a druid, and their epic feats looked good on paper, but sucked in practice (dragon form didn't really seem any better than my normal form, and my animal companions never seemed that much better than a level 9 summon spell).

The spirit meter has been a source of some controversy. It puts a timer on your game play (spirit energy decreasing over time, and as it runs out you get weaker until you die). And really hampers some alignments - chaotic/neutral and/or evil alignments get the short end since the best ways to decrease your spirit "craving" involves lawful and good alignment shifts. My neutral good druid came really close to losing my "druidity" by a shift to lawful good. At least until I found a bug that let me repeatedly lie in a conversation pushing my alignment to the very chaotic end of neutral. All in all, it wasn't that big a deal for me though. Spirits were usually plentiful, and it was easy to keep your spirit energy high as long as you took care to use your spirit attacks for a killing blow.

Storyline was the most impressive thing. Planescape is still the standard, but this has an imaginative multi-layered story and interesting characters. Like Planescape, it's less of a generic "get the magic foozle and kill the big bad" story, and more of a life-threatening investigation which confronts your character with some difficult moral choices. There aren't many new joinable NPCs (5 by my count), but all have their own stories that advance as you take them through the game. A bit of an oversight is not having a single rogue NPC. Yeah, there's a mage with a familiar that can do basic rogue stuff, but he really sucks at it and I had lots of traps blow up in my face. Plot-wise, it picks up from the horrible NWN2 OC ending, redeeming it somewhat. Still
Spoiler:
I would've liked to have given a better idea of what happened to all your old companions. You know for sure about Khelgar, Bishop, and Ammon Jerro. But the only way to learn more is by doing a quest for Ammon Jerro that involves you stealing souls to give to a devil. Which my good-aligned druid had a problem justifying. Even then, the game cruelly has your love interest squished by rocks, presumably to encourage you to persue a new love interest.
There's another set of romances, but aren't particularly appealing or have much depth to them (well, at least romancing the female, which is the only option I got for my male character ).

Difficulty level is kind of the same - on the easy side under default settings. Most battles I could just charge into and win with minimal damage. There were a couple that seemed insanely difficult at first, but could be made easy once you figured out the proper tactics. For example
Spoiler:
lower level of Death's Head Vault just kicked my ass at first. Especially that room where you're surrounded by Monk Vampires. I died and died until I realized that standing and fighting was never going to work. A mass haste spell, a quick dash down a hallway, and vamps followed us in groups or 1 and 2. Easy victory (if a bit cheesy)
Enchanting may be a bit overpowered here - I was easily able to outfit everyone with armor and weapons +7 to +10 with regeneration and up to 50 points of element damage per hit.

Looks like the mod community is still wrapping their heads around NWN2, but the ability to control a full-party is a huge advantage over NWN1.
Old 12-10-07 | 08:53 PM
  #9  
Banned
 
Joined: Jan 2006
Posts: 6,584
Likes: 0
Received 0 Likes on 0 Posts
Originally Posted by brainee
Influence/alignment has interesting role-playing aspects, though not always making sense. For example (mild spoilers follow),
Spoiler:
I was playing a neutral-good druid/warpriest. At one point, I come across some imprisoned imps (little magical bat-like things) crying for help. They were boxed up, to be used for experimentation by mages. They begged me to let them go. Well, I'm a druid ... friend to animals. I let them go ... seemed like a reasonable role-playing decision. The game hit me with a massive +10 towards Chaotic (if I drifted too far from neutrality, I wouldn't be able to advance as a druid anymore).

Okay... going into D&D nerd mode:

Spoiler:
Getting chaotic points for releasing the imps does make sense. Imps are not animals, so a good druid would not help them. Imps are demons. Imps are evil. They are mischief makers, so by releasing them, they are going to fly all around Neverwinter causing chaos. That is why you get chaotic points for releasing them.


[/end nerd mode]


Originally Posted by brainee
I've always been iffy on epic levels for D&D, even from my days as a PNP player. For me, the sweet spot of levels with this system has been 6-12. Not so weak you can get obliterated from an ill-placed Fireball, strong enough you start to get some swagger, but not so strong you're gods (and only god-like monsters could oppose you).

Yeah I am the same way. That is the one thing I didn't like about the expansion to the otherwise excellent Baldur's Gate 2. Dragons actually became a common enemy in the expansion because dragons and high-level demons are basically the only thing that could pose a threat to you. Even then, they have to "cheat" to be a serious threat, like that one dragon who can turn invisible and fully heal himself at will. When a dragon has to cheat to beat you, you know you are too powerful...
Old 12-10-07 | 11:28 PM
  #10  
Thread Starter
DVD Talk Hall of Fame
 
Joined: Mar 2005
Posts: 9,352
Received 327 Likes on 227 Posts
Originally Posted by taffer
Okay... going into D&D nerd mode:

Spoiler:
Getting chaotic points for releasing the imps does make sense. Imps are not animals, so a good druid would not help them. Imps are demons. Imps are evil. They are mischief makers, so by releasing them, they are going to fly all around Neverwinter causing chaos. That is why you get chaotic points for releasing them.
Equally nerdy response spoilerized:

Spoiler:
I'm not arguing against getting ANY chaotic points. But the +10 took me by surprise. Everything else in the game up until that point only changed the alignment by a point or two. I mean, just a short while earlier I set a bard on fire and stole his lute, and only moved 1 point towards evil.

Anyway, I didn't realize my actions would throw the whole city into chaos. Just a few imps in a crate ... what harm could they do? I figured they'd take off and try to get as far from the magic academy as possible. Also, Neeshka was sounding sympathic towards the imps and I was trying to score some points with her ... something about that tail just got to me Sucks that she wasn't a romantic option. Though I guess the tree-hugger stalker elf makes more story-sense for my character.

Oh well, I chalk that incident up to a temporary lapse in wisdom for my druid. Though I was to appreciate the chaotic points later on, since I was forced into more and more lawful acts.



Originally Posted by taffer
Yeah I am the same way. That is the one thing I didn't like about the expansion to the otherwise excellent Baldur's Gate 2. Dragons actually became a common enemy in the expansion because dragons and high-level demons are basically the only thing that could pose a threat to you. Even then, they have to "cheat" to be a serious threat, like that one dragon who can turn invisible and fully heal himself at will. When a dragon has to cheat to beat you, you know you are too powerful...
BG2 ... great game, but those were some sick battles. I like how you're investigating the Drow city and you'd run into an empty house except for a couple of servants. They'd give you some lip and you figure what harm can a couple of servants cause. *Time Stop*, *Imprisonment*, *Gate*, *Horrid Wilting*, *Super-Duper Protection Against Everything* Holy Crap! Everyone in that city is a 20th level magic-user MINIMUM! With that kind of firepower, it's a wonder the Drow hadn't conquered all of Amn. Maybe its just because they don't like the sunlight.
Old 12-11-07 | 04:11 AM
  #11  
Banned
 
Joined: Jan 2006
Posts: 6,584
Likes: 0
Received 0 Likes on 0 Posts
Originally Posted by brainee
Equally nerdy response spoilerized:

Spoiler:
I'm not arguing against getting ANY chaotic points. But the +10 took me by surprise. Everything else in the game up until that point only changed the alignment by a point or two. I mean, just a short while earlier I set a bard on fire and stole his lute, and only moved 1 point towards evil.

Anyway, I didn't realize my actions would throw the whole city into chaos. Just a few imps in a crate ... what harm could they do? I figured they'd take off and try to get as far from the magic academy as possible. Also, Neeshka was sounding sympathic towards the imps and I was trying to score some points with her ... something about that tail just got to me Sucks that she wasn't a romantic option. Though I guess the tree-hugger stalker elf makes more story-sense for my character.

Oh well, I chalk that incident up to a temporary lapse in wisdom for my druid. Though I was to appreciate the chaotic points later on, since I was forced into more and more lawful acts.

Spoiler:
It makes sense that Neeshka would want to help the imps since she is a demon too. A tiefling is a half-demon. I agree that she was hot though. I think I had more positive influence points with her than anyone else. I was doing stuff that went against my alignment just to please her.

That brings up another gripe I have about the game. Every other D&D game lets you pick who joins your party, but in NWN2 every companion is forced upon you. It makes no sense role-playing-wise. I played as a lawful good cleric my first time through. In a real role-playing game, there is no way a lawful good character would have let Neeshka or Bishop (the evil ranger) join the party.

Regarding the bard, yeah I loved that scene. I wanted to set him on fire too, but my lawful good cleric resisted the urge. I wish there was a way to get Grobnar to play against him. I love that little gnome bard.




BG2 ... great game, but those were some sick battles. I like how you're investigating the Drow city and you'd run into an empty house except for a couple of servants. They'd give you some lip and you figure what harm can a couple of servants cause. *Time Stop*, *Imprisonment*, *Gate*, *Horrid Wilting*, *Super-Duper Protection Against Everything* Holy Crap! Everyone in that city is a 20th level magic-user MINIMUM! With that kind of firepower, it's a wonder the Drow hadn't conquered all of Amn. Maybe its just because they don't like the sunlight.

Yeah it always cracks me up how in Throne of Bhaal basically everyone you meet is epic level. Even shopkeepers are selling +3 or better weapons like candy. In real D&D, +3 or better equipment is very very rare, and you definitely won't find them being sold in some random shop. Towards the end of the game, Elminster even makes a comment about how he would not want to take you on in a one-on-one battle, and Elminster is one of the most powerful people in the entire Forgotten Realms universe.

Last edited by taffer; 12-11-07 at 04:14 AM.
Old 12-11-07 | 07:18 AM
  #12  
Thread Starter
DVD Talk Hall of Fame
 
Joined: Mar 2005
Posts: 9,352
Received 327 Likes on 227 Posts
Originally Posted by taffer
Spoiler:
That brings up another gripe I have about the game. Every other D&D game lets you pick who joins your party, but in NWN2 every companion is forced upon you. It makes no sense role-playing-wise. I played as a lawful good cleric my first time through. In a real role-playing game, there is no way a lawful good character would have let Neeshka or Bishop (the evil ranger) join the party.

Regarding the bard, yeah I loved that scene. I wanted to set him on fire too, but my lawful good cleric resisted the urge. I wish there was a way to get Grobnar to play against him. I love that little gnome bard.
Spoiler:
I don't know about anyone being forced on you. You met Neeshka while rescuing her from some attackers. That's sounds pretty lawful and good to me. Let's say you're an open-minded type who doesn't judge a book by its cover - why not let Neeshka tag along and get to know her. Just because she has horns and a tail doesn't make her evil. Actually, she's kind of your classic rogue alignment-wise. I think LG characters can adventure with a rogue as long as they're not evil, recognizing the value of their skills.

Bishop's another story, but aside from that one mission where you use his scouting knowledge you can just leave him parked at the Inn. I know I did. Same goes for Ammon Jerro.

Grobnar really let me down in that battle of bards. I went back and got him into my party just to help me in that encounter, and he doesn't do jack. And I know a place he can shove his Wendershaven

In addition to Neeshka, Khelgar was my favorite character (I think I always had those two in my party). I had pretty good influence with him, though lost a little since he was a little too lawful for me. The guy was such a freakin' tank, especially after becoming a monk. His fighting animation just cracked me up ... this short, round, robed, bald, bearded ball of fury bouncing around fists and feet flying. He'd sometimes be so tiny compared to the monster he was fighting, but the damage he'd unleash each round was unreal. At time, I felt he could practically solo the game.


So Taffer, have you played MotB yet?
Old 12-11-07 | 09:57 AM
  #13  
Banned
 
Joined: Jan 2006
Posts: 6,584
Likes: 0
Received 0 Likes on 0 Posts
Originally Posted by brainee
Spoiler:
I don't know about anyone being forced on you. You met Neeshka while rescuing her from some attackers. That's sounds pretty lawful and good to me. Let's say you're an open-minded type who doesn't judge a book by its cover - why not let Neeshka tag along and get to know her. Just because she has horns and a tail doesn't make her evil. Actually, she's kind of your classic rogue alignment-wise. I think LG characters can adventure with a rogue as long as they're not evil, recognizing the value of their skills.

Bishop's another story, but aside from that one mission where you use his scouting knowledge you can just leave him parked at the Inn. I know I did. Same goes for Ammon Jerro.

Grobnar really let me down in that battle of bards. I went back and got him into my party just to help me in that encounter, and he doesn't do jack. And I know a place he can shove his Wendershaven

In addition to Neeshka, Khelgar was my favorite character (I think I always had those two in my party). I had pretty good influence with him, though lost a little since he was a little too lawful for me. The guy was such a freakin' tank, especially after becoming a monk. His fighting animation just cracked me up ... this short, round, robed, bald, bearded ball of fury bouncing around fists and feet flying. He'd sometimes be so tiny compared to the monster he was fighting, but the damage he'd unleash each round was unreal. At time, I felt he could practically solo the game.


So Taffer, have you played MotB yet?
Spoiler:
What I mean by the companions being forced on you is that you have no choice but to take them. For instance, in Baldur's Gate or pretty much any other D&D RPG, if you tell a character you don't want them, then they leave and you never see them again. In NWN2, you have no choice. A few of the characters you can say no to them, but they join anyway.

As has been said before, NWN2 uses the KOTOR engine and borrows much (too much IMO) from it. Companions were forced on you in KOTOR, and it has carried over to NWN.

I have no problem with a rogue in a good party. The way I play a good-aligned rogue only loots dungeons, disabling locks and traps in dungeons as necessary. My good rogue never pickpockets people or steals from people's houses or shops.

I agree that a lawful good character would save Neeshka from her attackers as that would be the lawful good thing to do regardless of her heritage, but afterwards I would not let her tag along. A person with demonic blood is not exactly trustworthy. She is in the same boat as Drizzt. Everyone distrusts Drizzt since he is drow, and all drow are evil. Neeshka may be one of the few non-evil tieflings just like Drizzt is one of the few non-evil drow, but most people are not going to want her around long enough to find out. I think a lawful good character would save her from a lynch mob, but would not want her to hang around afterwards.

I agree that Khelgar is awesome. He is one character I always keep in my party. I never bothered to make him a monk since his dexterity and wisdom are very low. I give him a two-handed axe, and he goes to town chopping down everything in sight.


I have not played MotB yet. I am going to upgrade my PC first, or at least get some more RAM. The original NWN2 campaign had hellishly long load times on my PC, and by the end of the game, it was seriously testing my patience to the limits. Everytime the game had to load, it felt like I was re-installing Windows. No way could I suffer through that again.

Last edited by taffer; 12-11-07 at 10:06 AM.
Old 12-12-07 | 11:44 AM
  #14  
Thread Starter
DVD Talk Hall of Fame
 
Joined: Mar 2005
Posts: 9,352
Received 327 Likes on 227 Posts
Originally Posted by taffer
What I mean by the companions being forced on you is that you have no choice but to take them. For instance, in Baldur's Gate or pretty much any other D&D RPG, if you tell a character you don't want them, then they leave and you never see them again. In NWN2, you have no choice. A few of the characters you can say no to them, but they join anyway.

As has been said before, NWN2 uses the KOTOR engine and borrows much (too much IMO) from it. Companions were forced on you in KOTOR, and it has carried over to NWN.
Agreed that a better option would've been to reject NPCs. Even though my playing style is to accept everyone I meet anyway, and just have them on ice in case I need them later. NWN2 (like KOTOR) has some quests that seem to require the presence of a particular NPC - and planned end-game cinematics and events that count on certain NPCs still being around. Sure it would've been better for the designers to make the game flexible enough to handle any roster ... but I guess they just didn't bother.

Originally Posted by taffer
Spoiler:
I agree that a lawful good character would save Neeshka from her attackers as that would be the lawful good thing to do regardless of her heritage, but afterwards I would not let her tag along. A person with demonic blood is not exactly trustworthy. She is in the same boat as Drizzt. Everyone distrusts Drizzt since he is drow, and all drow are evil. Neeshka may be one of the few non-evil tieflings just like Drizzt is one of the few non-evil drow, but most people are not going to want her around long enough to find out. I think a lawful good character would save her from a lynch mob, but would not want her to hang around afterwards.
Spoiler:
I think that the chivalrous (ie LG) thing to do is rescue Neeshka and at the least see her safely to a city (Neverwinter). I don't think pre-judging someone based on their heritage is Lawful Good ... more like Lawful Ignorant. And Drizzt is a good example ... most of the people are prejudiced and ignorant about him. But I'd consider most of his adventuring party (with the exception of the halfling thief) to be Lawful Good. If you're playing a Lawful Good character with high wisdom, I'd think they'd have enough insight to realize that having demonic (or drow) blood isn't the end-all to determine if someone is evil or not.

And Neeshka doesn't turn out to be evil (she was officially neutral - with chaotic I think). Yeah, she'll drop some suggestions about thievery but she'll tow the party line (albeit with influence drops) if you shoot her suggestions down. Although it sounds like your LG cleric must've gone along with some of these things if you wanted to maximize your influence with her. Nothing like bending your morals at the prospect of getting some tail (so to speak)!


Originally Posted by taffer
I have not played MotB yet. I am going to upgrade my PC first, or at least get some more RAM. The original NWN2 campaign had hellishly long load times on my PC, and by the end of the game, it was seriously testing my patience to the limits. Everytime the game had to load, it felt like I was re-installing Windows. No way could I suffer through that again.
Supposedly one of the "under the cover" improvements of the expansion is that game performance is streamlined and enhanced. I didn't notice it myself since I had a new machine and NWN2 ran fine for me anyway. But some people who had borderline performance report big improvements.

I hope you did carefully check to make sure there were no active file scanning protocols (like most Virus protection programs). Like I said in the 1st post ... that was essential for me. But even with that, some Loads and Saves can still be a little slow.

It looks like the modding community is starting to pick up for NWN2. I think many waited until the expansion before working in earnest. Way too much work for me to do my own, but I appreciate the community efforts.
Old 01-05-09 | 03:42 PM
  #15  
Thread Starter
DVD Talk Hall of Fame
 
Joined: Mar 2005
Posts: 9,352
Received 327 Likes on 227 Posts
Re: Neverwinter Nights 2 (PC RPG)

The second expansion for NWN2 recently came out (Storm of Zehir). And being the hopeless AD&D fanboy I am, I bought and played it.

It's a pretty sizable expansion - more playing time than many stand-alone games. What's new (aside from new components for mod creation)? Supposedly the game is less of a resource hog and runs easier on more systems. A couple of new classes and races - none of which seemed earth-shattering. Item creation and enchantment is simplified. In gameplay, there are a couple of new things that are touted.

1. Wilderness travelling. When moving from place to place on the big map, instead of just clicking and being insta-transported (with game travel-time ticked off) you now have to manually maneuver your party everywhere. While walking around, you can stumble upon secret locations and have random monster encounters. A lot of the "useless" skills get a workout with wilderness travel: survival, spot, listen, track, move silently.

Travelling across the big map doesn't take as long as you might think. This was kind of fun at first (and it's nice to discover secret encounters). And it got old when you're trying to get from point a to point b and keep getting in random fights. Unfortunately, all of your "travel" skills come from whatever character you designate as leader. So unless you have one guy who's strong in everything, you'll suffer in some way (either by missing the hidden locations, moving slow, or not being able to spot and avoid the random monsters). Which means unless you want lots of headaches, you need a ranger in the party (or a druid or rogue with specially pumped up skills).

2. Trading. The story involves your party working for a merchant. While some of your tasks are the familiar "kill that monster" or "find that magic foozle" or "be my errand boy and deliver this to someone", other duties involve setting up trading networks. You visit towns, negotiate with leaders, build trading posts, set up trading caravans, upgrade trade caravans.

This isn't as big a deal as some people have made it out to be. You don't have to put much time into being a trader. And as long as you're exploring, you might as well find all the cities and set up trading routes with them. If anything, I was a bit disappointed that there wasn't more depth in this mini-game. There's not really any thinking needed - visit the towns, spend the money, and help out the occasional caravan that gets waylaid. I found it's good strategy to pump money into trading as much as possible, relying on stuff you find to outfit your party. When trading routes are maxed, they never get waylaid and pull in obscene amounts of money. Then you can massively power up your party with purchases in the last third of the game, when you need it the most.

How was the game? Well, if you liked the other NWN2 games you'll certainly get some enjoyment. The developers were going for an "Icewind Dale" feel - where you create your own party, with more hack-and-slash. There are still NPC's you can recruit, but you can only take along 2 at a time (with 4 of your self-created characters). As opposed to the other NWN2 games, the NPC's really don't do much (aside from being robots for you to direct). Which is disappointing - one of the things I like most about CRPG's are the character interactions. The story is pretty decent, with the "big bads" being the Yuan-Ti (snake people). There are some twists and turns, though the big one was painfully obvious (beware massive plot spoiler):
Spoiler:
Of course the merchants hiring you were undercover Yaun-Ti ... could their names be any more snake-like?
Difficulty level is kind of average ... I think it makes a huge difference depending on what order you do things in, and how many side quests you've done before the end. Individual fights (with the exception of one side tower near the end of the game) aren't particularly memorable. There's a massively disappointing dragon fight (they were extrememly wimpy), and even the final boss fight didn't have much to it (beware massive final fight spoilers).
Spoiler:
I was shocked that I beat it with no reloads and minimal planning. I just did standard pre-fight buffs (haste, greater invis, stoneskin, bulls strength, cats grace), send my party rushing in to attack the 2 big threats (Zehir avatar and Yuan-Ti head priest), and held a Sorceress back to keep unleashing that Greater Isaac's Missle spell. A couple of party members went down from some insta-kill spell (could've probably prevented it with another buff), but before I ran out of spells Zehir dropped dead and the Yuan-Ti was down in the red. Then it was just mop-off (after quickly realizing those puny acolytes had to be killed pronto). Though I heard some people complaining about how hard that fight was. So maybe I got lucky. And I think having a high level sorceress with the right spell was key to unleashing most of the damage.


If you liked NWN2, you'll want this eventually. If this really did fix many of the performance issues of NWN2, then this could be the time to jump in and give the game a shot. Or maybe waited for the inevitable "Deluxe" edition that will include the original game plus the expansions. I still don't get a lot of the hate for NWN2. Most of it seems to be because NWN2 isn't what other games are (super-duper 3D graphics, reflex action-dependent combat, open-ended exploration). I think NWN has come a long way since the start - when you had that awful henchman system and the blocky tile-sets. The mod creation is what really sets it apart (and was one of the main goals of the game in the first place). Though the modding community for NWN2 still seems kind of small, especially compared to NWN at about the same timepoint (18 months after release). I don't know if it's because the modding is harder, or the game just isn't as popular. Hopefully some modders were just waiting for the second expansion (I think there was some frustration with NWN when new expansions meant many mods had to be redone).

Last edited by brainee; 01-05-09 at 03:45 PM.
Old 06-07-13 | 09:05 PM
  #16  
DVD Talk Legend
 
Joined: May 2007
Posts: 12,298
Received 81 Likes on 70 Posts
Re: Neverwinter Nights 2 (PC RPG)

Gonna be a busy weekend!

<iframe width="560" height="315" src="http://www.youtube.com/embed/9m6m0ia8COo" frameborder="0" allowfullscreen></iframe>

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



Archive - Advertising - Cookie Policy - Privacy Statement - Terms of Service -

Copyright © 2026 MH Sub I, LLC dba Internet Brands. All rights reserved. Use of this site indicates your consent to the Terms of Use.