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    Jan 10th, 2007 at 21:19:51     -    Neverwinter Nights 2 (PC)

    [Part II]

    Innovation
    In a word, none. The system is based completely on the existing d20 roleplay system adapted (that is restricted) to the parameters of the game world. The story is a tale as old as time -- only you can bring the magical ring to Rivendel for the elves to scrye its true nature! -- err, bring the silver shard to Neverwinter so that a wizard can scrye its true nature...

    Design Elements
    The game fits tidily within the 2 1/2d niche, possessing pretty 3d environments and characters but limiting interactions to a 2d plane. the characters can't even jump - that always makes me sad - but, at least thus far, no terrain has been dynamic enough to incite the desire.
    The d20 system is the industry standard for tabletop roleplay (unfortunately, as it is a rather poor system) and the basis of the game engine. For the mechanical issues (usually issues that empower the character), the system works well for the conflict resolution ingame, and is simple and repetitive enough, operating in the background, to allow the story to progress without inconveniencing the player.
    Far more forgiving than its digital predecessors, a "game over" is only suffered when all members of the party have been reduced to 0 hit points. After a conflict, any downed characters are automatically restored to 1 hit point and candidates for the plentiful healing magic, potions, and bandages. Even with a party death, the only penalty is to pick up from that last time the game was saved - which can be at any time. Thus the process of saving as the enemy is spotted or just before a conversation to ensure the best result is encouraged. For myself, I try not to reload unless killed completely to try and progress the story for story's sake rather than achieving the best loot.


    Level Design
    As noted, the game is 2 1/2d, and both dungeons and wilderness seem distressingly linear jaunts of ensuring you've killed everything in one room and its offshoots before moving on and ensuring everything is dead in an area before leaving the zone -- because, as everyone knows, if you can kill it, you'll get xp for doing so~ and even more xp if you talk to it first.
    For the linear nature of the design, the aesthetics are pretty and varied and that aspect, at least, is no letdown within the genre. This seems like a good moment to point out that the game has a level editor to make your own adventures although I have not yet played with it. I think I'll make a point to review that aspect for the second post.

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    Jan 10th, 2007 at 21:18:54     -    Neverwinter Nights 2 (PC)

    [Part I]

    Characters
    Protagonist: In homage to its predecessors (Neverwinter Nights and Baldur's Gate) and, more importantly, the Dungeons & Dragons tabletop roleplaying game, character creation encompasses a dutiful selection of races including the seven core races from the roleplaying game (Human, Dwarf, Elf, Gnome, Halfling, Half-elf, Half-orc) as well as several subraces (such as Dark Elf and Wood Elf) and two "outsider" races gifted with demon or angelic blood.
    In addition to race (and gender), numerous options are available to customize the avatar further to better emerse the player in the game including skin and voice, hair colour, and hairstyle. (I must say none of the voices was particularly appealing for the impending barrage of acknowledgements each time the character is ordered to perform an attack or other action.) For my initial character, I was able to make a human appearing rather similar to myself.
    The eleven classes from the core roleplaying are all options at character creation to fulfill any of the archetypal fantasy roles and all are very accurate representations of the tabletop counterpart within the confines of a closed system. In addition, a twelfth class is represented from the expansive supplementary books of the system adding an extra "caster" class to the mix. I selected this new class, Warlock, as my class of choice, hoping for the same powerful options it allows in the tabletop (including unlimited ranged magical attacks).
    Characters are defined by six attributes (Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma) and the next step of character creation is to distribute points amongst these on a sliding scale. For my purposes, high Charisma for spellcasting, and equal emphasis each to Dexterity (to hit with ranged attacks and decrease how often I am hit), Constitution (to increase how much damage can be suffered before dying), and Intelligence (to increase the amount of magical items I can use). I find it interesting that a "standard" character for Dungeons & Dragons recieves 25 points to distribute in the roleplaying game while Neverwinter grants 32 points for a considerably more powerful character.
    After selecting my skills from those available to the class (emphasis to Bluff for lying to enemies and avoiding combat, Use Magic Device for lying to magical items, and Concentration and Spellcraft to aid im magic), and a selecting a feat (a specialist ability), the game dropped me in the middle of a nice cutscene introducing a distant foster-father and a nice basic delivery quest.
    I feel I should take a moment to mention that I took the long route of character creation as I am well-familiar with the Dungeons & Dragons system and its options. For the less savvy or those that might be intimidated, simply selecting a race and a class is a perfectly viable option, allowing the game to automatically assign skills and feats characteristic of the choices - a nice alternative.
    As the game progressed, I was given the option at each level up (triggered by accruing an ever-increasing threshold of experience points gathered by communication, combat, and questing) to advance as a Warlock or dabble in one of the many other classes. As a purist, I've stuck with the class and have advanced to level 8 as a Warlock (out of a maximum level 20).
    True to the tabletop, the game is based around a party of adventurers rather than purely on a single character, however it is only this first protagonist that is so customizable. As additional members sign on over the course of the game, each is locked within advancement of a single class and with a set personality that works to advance the underlying plot.

    Story
    The story begins with an optional tutorial introducing the player to the mechanics of conversation, basic questing, magic, melee and ranged combat, stealth, and trickery (lockpicking and pickpocketing) through a series of competitions in the town's annual faire. After the tutorial completes, the town is handily ransacked and you are informed that only you have the power to deliver an ancient artifact hidden near the town to the city and game namesake, Neverwinter. I have yet to reach the city for the number of sidequests and obstacles en route (including a barricaded fort and angry lizardmen that have been sinking boats along the only viable route to the city -- quite inconvenient).

    Gameplay
    Gameplay is smooth overall, allowing the game to be paused at any time to issue commands to each of the members of your adventuring group (with a nice artificial intelligence that allows them to operate fairly effectively even without guidance). Only the druid (who should be fulfilling the role of a healer seems to forego the use of anything useful and favor a rather nasty habit of transforming into a badger at inopportune times (thus being unable to heal what with the lack of opposable thumbs).
    Most of the game is as simple as hover the mouse until you find something you can interact with and a relevant icon will tell you exactly how to interact (loot, disarm trap, pick lock, talk, etc.). Occasionally you can hold the mouse to reveal extra options (such as attempting to pocket the trap for future use). Most actions are tested based on your skills and attributes using the "d20" system - that is, the game finds a random number between 1 and 20 and adds your bonuses. If the total equals or exceeds a required threshold, you are successful - if not, try again. This system holds true to combat as well, rolling the same odds against the target's armour value.
    Play incudes interactions in the city quest hubs allowing a number of options in conversation with the townsfolk that affect what quests you will recieve and the potential rewards of those quests. In many cases options exist to refuse a quest outright, or fail to recieve it by insulting the townsfolk and sewing the seeds the discord. I've discovered that getting caught robbing them also seems to sew malintent.
    These quests (or just general exploration) yield a number of "dungeon-crawls" and wilderness travel, which provide an acceptable variety in the play experience - albeit the restriction to stay on the marked paths is somewhat saddening in light of the completely open-ended basis of the game.
    While no specific aspect of play is particularly innovative outside of the precursor d20 system, the hours do slink away while playing and that next quest that's just over the next ridge calls in typical rpg fashion.

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