|
This is the battle - here and now. It is not the anticipated battle
between Oblivion
and Gothic
3 for superiority in the seemingly endless battle between the
Elder Scrolls and Gothic series. No, it is a much more basic battle
for the RPG genre - and it is between Oblivion and Neverwinter Nights
2. It isn't about whether or not they are good games - both are
excellent - but what they mean to the genre, and what they say about
the future of the genre.
But
let's start talking about Neverwinter Nights 2 by talking about
the original Neverwinter
Nights. That game was amazingly successful, despite being in
a position that suggests disappointment - it followed on the heels
of the beloved Baldur's
Gate series, was the subject of much pre-release hype, and promised
to break new ground in several new areas at once. Yet after four
years, two expansions and six premium modules, the game is still
enormously popular as a single player and multiplayer experience,
as well as maintaining myriad persistent worlds and fan modules.
The toolkit has been used to create modules so large and deep (such
as the recent Darkness Over Daggerford) that they rival full RPGs
released by commercial studios. Yet the original campaign released
with the game shows up regularly on 'most disappointing' lists for
hardcore gamers, many of whom put in several hours a week playing
the game in modules and multiplayer sessions. For them the original
content created by Bioware was more of a demo of some possibilities
than an interesting story worthy of carrying the game. Indeed, through
the years the original game has been in continuous development,
with tremendous amounts of community support. That is the legacy
that Neverwinter Nights 2 inherits.
Neverwinter
Nights 2 looks to make advances in all of the same areas as the
original - strong single player content, solid multiplayer experience,
excellent toolkit and support for all aspects of the user community.
It is very successful as a game and as a sequel. As a game it is
solid and fun, delivering dozens of hours of interesting and challenging
role-playing. The role of a sequel is to feel at once new and familiar,
fresh and accessible. Neverwinter Nights 2 does an excellent job
of bringing new things to an existing and well-established genre
- you get the same action-packed turn-based combat, interesting
story and characters as before, but the roles of the party members
are much greater than before. Indeed, for the first time since Baldur's
Gate 2 you feel like you are really leading a party of disparate
individuals requiring your attention and adding to your experience.
One
significant difference from the original game is the use of the
updated AD&D 3.5 rule set. The changes here are not on the scale
of those made between the version 2.0 and 3.0 rule sets - which
was reflected in many of the character and class differences between
Baldur's Gate 2 and the original Neverwinter Nights. Changes to
the rule system this time are largely about balancing the characters.
For example, people who played a Sorcerer in Neverwinter Nights
could change all of their spell choices every level, and also casting
haste spells would allow them to cast extra spells per round. Now
they can only change spells occasionally, and haste doesn't impact
spell casting. Indeed, haste has been significantly limited - you
can no longer have items that are permanently hasted, similar to
items that cast a permanent light source; instead items allow you
to cast the haste spell multiple times a day, similar to other enchanted
items.
The
next difference is in the graphics and performance. There is a clear
progression in the look of recent Bioware and Obsidian games from
Knights
of the Old Republic to KOTOR
2: The Sith Lords, and now from Neverwinter Nights to Neverwinter
Nights 2. Each game looks better than the last, but the performance
suffers greatly. It isn't just the absolute performance either -
it's the relative performance, or the way a game looks compared
to how it runs on a computer that meets the recommended specifications.
The original Neverwinter Nights looked and performed very well even
on systems just passing the minimum system requirements. The sequel,
however, is a pig. It is certainly better looking that the original
- or even the more recent KOTOR 2: The Sith Lords, and the details
and environments are nicely done. But even on systems exceeding
the recommended system requirements, the performance is not very
good, with frequent drops in frame rate. It is possible to get solid
performance by tweaking your settings and figuring out your system
bottlenecks and getting good performance, but for too many this
game is just frustrating in terms of performance.
Playing
NN2 is very similar to the original in terms of character creation,
advancement and progression through the story. You create a character
based on all of the usual D&D characteristics - gender, race, class,
skills & feats, and so on. You can modify the appearance of your
character, but if you are looking to spend thirty minutes making
your character's chin look like your favourite TV character then
you should just return to Oblivion now. Once you are ready to explore,
the game begins. You start off as a simple villager in training
with one of several local residents, depending on which class you
selected during character creation, and proceed through a Harvest
Fair section that also serves as a tutorial. From there the action
immediately picks up and you need to put your new skills into practice.
The game is turn-based, but you can play it almost entirely as an
action RPG if you choose. You can click the ground to move to a
location, or use the 'WASD' keys to walk around in third person
mode. You attack simply by clicking on a hostile target, or you
can select a special skill or spell to use on an enemy. You have
an action queue that displays four items at a time, but that can
stack commands up to eighteen deep. This is very useful late in
the game when you need to make sure one of your party is carrying
out a particular task while you control characters engaged in combat.
The
party system has changed considerably from the original game - and
entirely for the good. Well, perhaps there is one downside - if
you are a spellcaster then you will find that your familiar is much
more ornamental than your previous true companion. That is not a
major loss though, especially since you get a party of characters
instead of the henchmen from Neverwinter Nights. This means that
they all are fully developed characters with needs and wants that
you must work with - in the original game there was a side quest
to get at your henchman's history in order to gain special powerful
items. Some of the characters you meet up with are fairly ordinary
archetypes, but there are several very interesting characters that
definitely spice up things on your travels. And similar to some
of the better party based RPGs, your companions don't always agree
with you - and aren't afraid to say something! The influence system
shown in KOTOR 2 is used to great effect here, as your standing
with certain characters impacts quests, obtaining items and even
the end of the game! There are some issues with the dialogue with
party members though - outside of triggered time when you can have
certain discussions, they have little to say, but that won't stop
them from repeating the same conversation over and again.
The
story is very good overall, but is nothing surprising or particularly
innovative - there is no 'Revan moment' here. But that doesn't make
the story a failure - in fact, it allows breadth in other areas.
As mentioned before, the characters in your party are interesting,
with distinct personalities and histories that add to the experience.
Also, there are a number of major elements of the game that are
more about expanding gameplay than adding to the story (I'll not
spoil it here, but suffice it to say one of these also features
in the 'Darkness Over Daggerford' module for NN). There are romantic
options for male and female characters, but evidently only heterosexual
choices (sorry Juhani lovers). The romance is only slightly different
from the typical quest-oriented romance found in most RPGs, as it
is your actions and decisions that decide what will happen.
Although
many people complain about the system requirements and performance,
a more divisive issue is the sound. More specifically, they complain
about the reuse of audio assets from the original game. The soundtrack
is once again varied and stirring, with sweeping themes appropriate
to each situation and location. While the music and voices are new
and very well done, the sounds of spellcasting and other effects
are identical to those from the original game. Does this matter?
It depends on your view of what should be in a new game and also
your opinion of the original Neverwinter Nights. If you loved the
original then this won't be an issue - unless you feel strongly
that a sequel should not have anything carried directly from its
predecessor. In my opinion the sound works very well throughout
the game and I welcomed the familiar themes.
The
gameplay is very linear - both in terms of the story progression
and the area layout. There are a few puzzles that suggest non-linearity,
but for the overwhelming majority of the time all you need to do
is talk to a few people and move to different areas and you will
get through the main quest in forty to sixty hours. Is this good
or bad? That really depends on how you play the game and your personal
preference. Personally I prefer more actual non-linearity, but who
just wants to play the main quest anyway? The greater joy in role-playing
games comes from exploring every nook and cranny, every last possible
side quest available to test your character. Since Neverwinter Nights
2 is alignment and class-based, each character can have a significantly
different game experience - not everyone is going to want to walk
in the footsteps of a Paladin as I did on my first time through,
but trying different combinations of class and alignment allows
you to experience a greater depth out of the game.
My
personal preference is towards single player gaming over multiplayer.
So after completing the game for the first time I immediately looked
for some user-made modules to download. There are already a few,
and while they are certainly not of the size and scope of much of
the work that has recently been done on the original Neverwinter
Nights, they look and play perfectly - and give me great hopes for
excellent modules coming out soon.
Of
course, much of the life expectancy of a game is due to multiplayer.
For role-playing games this often consists of playing single player
campaigns cooperatively rather than using computer controlled characters.
Other times, players create custom campaigns especially for group
exploration and combat, with one person playing an active 'dungeon
master' similar to pencil-and-paper role-playing games. Still other
times, 'persistent world' servers allow players to join and leave
as time allows, maintaining records of all player activity and world
states. Neverwinter Nights excelled at these, and the sequel looks
to deliver similarly. The limited co-op I played ran excellently
with no signs of lag or other problems. There are some persistent
world servers starting up already, albeit with limited content -
within a few months the entire mod community should be thriving.
By
now it should be clear that Neverwinter Nights 2 is a game that
I really enjoyed, but also one that I have some niggling concerns
about. My biggest concern is that the performance and system requirements
will turn potential players - and module developers - away from
the game, and it won't have the reach and long life of its predecessor.
I also wish that the developers had made the game feel more open,
and the story more intriguing, but these are small concerns. I heartily
recommend getting this game to anyone with a beefy enough system
to run it - it will reward you with dozens of hours of gameplay
and tremendous replayability through the single player campaign,
as well as through online multiplayer and user-created modules.
It is the type of game that you will still have on your system three
years from now, with extra modules and content piled all over the
place. I am further heartened by the obvious commitment Obsidian
has already shown through their extensive patches to date - each
one significantly reduces the bugs and problems while also improving
performance and taking user suggestions into account.
At
the beginning of this review I spoke of a battle - between this
game and Oblivion. While I greatly enjoyed Oblivion, I have always
felt that the design decisions and changes from earlier games made
it more like a console action game and less like a PC RPG. Specifically,
the lack of choice and consequence throughout the game removed the
feeling of playing a 'role' and taking part in a living world being
threatened by denizens of evil. That isn't really a shot at the
game - it is designed in a way that you could simultaneously be
the guild leader in the 'Cheese Lovers Guild' and 'Cheese Haters
Guild'. For fans of traditional role playing games it is a significant
concern - again, not so much because of Oblivion, since many of
us who have concerns about it have put in well over 100 hours and
feel we got our money's worth and more. The concern is that given
the popularity and influence of the game, every new game bearing
the RPG moniker is instantly compared to Oblivion, with similarities
being regarded as positives - even when they are elements that were
criticized widely in reviews.
Why
is this a concern and what does it have to do with Neverwinter Nights
2? It is a concern because there are very few 'traditional' role-playing
games made anymore - most are action RPGs, hack-and-slash adventures
that look like Diablo or Oblivion, with simple quests spoon-fed
to players and explicit map systems making completion as simple
as killing everything between point A and B. Neverwinter Nights
2 can play like an action RPG in some ways - a characteristic that
brought the original game simultaneous praise and criticism - but
underneath the hood there is a fully implemented turn-based party
system RPG that shares much with games like Baldur's Gate 2. These
games ask you to actually play a role - to be good or evil, lawful
or chaotic - in other words, they expect you to become a person
within the game world and assume a full set of moral and behavioural
characteristics that you will strive to maintain throughout the
game - even if it means skipping quests, losing experience and being
unable to make use of a particularly cool bit of 'phat lewt'. Your
Paladin won't likely find himself in the brothel, while your rogue
will find herself losing bits of conversation in distraction at
the nice watch on the jacket pocket of the local innkeep. I personally
hope that both types of games can continue to be made - but reality
tells me otherwise. In the real world, a game that sells tons of
copies by appealing to action gamers, FPS fans and RPG fans alike
on both PC and console platforms will definitely turn on more light
bulbs in the minds of publishers than a relatively strong selling
PC-only game with little appeal outside of traditional RPG fans.
I see the success of Oblivion translating into fewer games like
this gem, and placing more onus on independent developers like Jeff
Vogel at SpiderWeb Software to carry the ball for fans of traditional
role-playing games. I hope I'm wrong and that in a few years time
I will be playing sequels to Oblivion, Gothic and Neverwinter Nights
again in the same year. Until then, I need to get back to toasting
some Githyanki with fireballs from my female Sorcerer named Trislyn
- wish her luck!
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
|