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Neverwinter Nights | ||
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Neverwinter Nights
Playtest Review by Wes Johnson on 23/09/02
Style: 4 (Classy and well done) Substance: 5 (Excellent!) The first computer role playing game to challenge all that is good about pen and paper gaming. Product: Neverwinter Nights Author: Bioware Category: CRPG Company/Publisher: Infogrames Line: Cost: 49.99 Page count: n/a Year published: 2002 ISBN: SKU: Comp copy?: no Playtest Review by Wes Johnson on 23/09/02 Genre tags: Fantasy Other |
Preface
Ah you RPG purists had better look out, there is finally a
computer role playing game that rivals the pen and paper experience. Flippant commentaries aside, Neverwinter
Nights is a solid CRPG that deeply resembles third edition D&D in
mechanics and role playing.
Diversity
The charm of Neverwinter Nights is ultimately the
diversity of modules that can be loaded into the game. Bioware did a good job of presenting a
toolset to create modules but the user community went one step further: they have used it. There are over a thousand modules available
for the game. Some modules are good,
many are average and more than a few are bad.
The scope of some modules is perhaps an hour or two of play through a
short plot, others might take a very long time to
finish.
The modules available reflect the gaming community and the
diversity therein. More importantly it
makes Neverwinter Nights a CRPG that can be replayed any number of
times. Bioware has also done a solid job
of releasing internally created modules for public use.
Mechanics
Neverwinter Nights uses a slight variant of the
D&D Third Edition rules, but most of the changes are minor. Only the classes in the player’s handbook are
represented, which feels limiting, but with multi-classing virtually any sort
of character type is achievable.
The interface for playing is very different than the
Bioware Infinity engine. There are a
number of programmable quick slots that are presented as buttons and hotkeys to
access. This is very nice in multiplayer
mode where pausing is not an option, but also during the course of play since
you do not need to dive into the menus to perform an action such as casting
spells, sneaking, picking locks, etc.
To select actions or get information the interface is
designed in a radial format. Clicking on
an object will bring up a circle of icons representing what can be done to it,
such as looking at the description of an NPC.
The selection is layered, so after clicking on magic there is a submenu
for class being cast from, then level, then spell.
From a game play perspective there are some good additions
to Neverwinter Nights that play better than the pen and paper version of
D&D. The first is loosing familiars
is not such a painful process as they are treated like summoned creatures. Along with this is that you can change your
familiar every level you gain in the class that garners that feat. So if you wanted the pixie for its rogue
skills rather than the badger for its fighting skills that is no problem. Lastly is the sorcerer is much more playable,
as spells can be changed every level (it is still a better
multiplayer/multi-classed option than a solo one as a wizard has a better
diversity of spells).
The feats available in Neverwinter Nights are
disappointing. There should have been
more as it seems like there is sameness to feats selected for characters. Since prestige classes are not available, it
would have been nice to feature some feats that better encouraged multi-classing
(such as being able to lower arcane spell failure while wearing armor, for
example). It might have been interesting
to have additional feats available to characters based on their culture and
race as well.
Death is less of an issue, as characters do get
automatically resurrected, but they do pay a price in gold and experience
points. This is okay, from a CRPG
perspective it almost needs to be a part of the game.
One thing lacking in the core mechanics of Neverwinter
Nights is the absence of prestige classes.
It might have been an interesting choice to have a select number of
prestige classes available to players based on their primary class. It would give an additional layer to the solo
campaign or multiplayer gaming.
From a game play aspect an item that is lacking is secret
doors, there is no functionality for that within the game. This is a big step backward from the old
Bioware games.
Solo Campaigning
Unlike the other recent D&D CRPG’s of late, Neverwinter
Nights is not a party based game.
This may not be to everyone’s taste, but once you get used to this
dynamic it becomes comfortable. Your PC
may have a follower and perhaps a familiar or animal companion if their class
offers that feat. For most of the game
your followers may be hired at will, since sometimes it is good to have Linu the Cleric but other times it might be better to have Dalen the barbarian.
Each follower has optional subplots to go through, which adds a nice
depth to your interactions with them.
When solo campaigning character design is very critical and
can become tricky. There are many
reasons to multi-class to a rogue, since they get plenty of skill points and
generally 2-3 levels is all you need to tackle most traps and locks, the
backstabbing is a very good thing also.
Even with a follower the game tends to encourage well rounded characters
rather than specialists. The multiplayer
game corrects this by having multiple PC’s, so a party that had a fighter,
cleric, rogue and wizard would be more self-sufficient and allow great
specialization.
The plot of the single player campaign is solid and provides
a variety of things to do. Mostly it is
oriented towards going off a fighting an assortment of bad guys, getting an
item or information and reporting back.
But there are also some pleasant surprises involved in quests, such as
acting as a defense counselor/investigator in a criminal trial. There are some very predictable elements in
the plot, but it is also very challenging and enjoyable none the less.
With
the integration of D&D3e rules into the game, there are a number of ways a
character will be able to interact. They
might be able to persuade an NPC to give a better reward, offer more
information, or might have a limited number of things that they can respond
with in a conversation. This is mostly
an extension of what Bioware did with their previous game engine.
Group Campaigns
The multiplayer features for Neverwinter Nights are
an equal component to the game and not a slightly buggy and ineffective option
as presented in Bioware’s other games. From
the perspective of the program, a single player game is just a local
multiplayer game with one player. Thus
all modules can be played with one or more players.
Multiplayer games run well over the internet and do not
suffer lag as other games (such as Dungeon Siege) do. There is an option for a dungeon master to
run a game, but most modules are scripted well enough that those duties can be
handled by the hosting computer.
Character models have a number of options for how they look
(thin, fat, dark, light, blonde, redhead, etc).
There are gestures that can be selected and there
is also internal chatting in the game is also an option. Neither works very smoothly as typing and
selecting options off the menus are slower than spoken language. The best solution is to conference call via
the internet or telephone. The text in
the game can get lost in the shuffle. While
players are not likely at the same place it physically it allows them to convey
themselves as if it were a traditional D&D game. Some examples of this might be: “Hey I am
going to scout the ruins off to the north,” “Five goblins are coming!,” or “Don’t go near that chest its trapp….ow.”
Neverwinter Nights represents the best CRPG to date
for real role playing and interaction that is not in the massive multiplayer
genre. As well with the diversity of
modules available a group of Neverwinter Nights players can explore worlds that
are only limited by the number of modules they wish to play.
Technical
Neverwinter Nights is a lush game. The graphics are well represented and
detailed. The only knock is some of the
equipment could have been better drawn, especially the helms which look
oversized and odd (even circlets are presented as helms which is even more odd
looking). The character models are well
done and can be tweaked to match virtually and PC description. The environmental graphics are well done, but
there is a lack of diversity in the environmental options that lead to a
noticeable sameness of graphics regardless of who is writing a module.
From a system requirements perspective, Neverwinter
Nights is flexible enough to handle a great range of systems. Although to enjoy the graphics features a
higher end system is in order.
There are some stability problems in Neverwinter Nights,
but nothing that is a significant detriment.
Particularly in multi-player games it seems to crash at least once in a
2-4 hour session. So long as games and
characters are saved it is not a big deal.
Also the quick save can become corrupted, which means that a save game
to bookmark periodically is nice. Also
in the third party modules, sometimes the designer might have some quirks in
their design that can have unexpected results.
This is more a reflection on the third party than the game itself.
To counter act stability issues, Neverwinter Nights has a
good updating technology. Updates are
frequent (about every 7-10 days) and are done via one or two clicks after
starting the program. Having broadband
the size and frequency of the updates is not much of an issue, but for anyone
with a dial-up this might not be as convenient.
Synopsis
Neverwinter
Nights represents a CRPG that is a
peer to the pen and paper version of third edition D&D. It features virtually every basic mechanic,
feel and character option found in the three core rulebooks. It does lack a diversity of feats and has no
prestige classes, which would have been very good options to include. This game represents a real role playing
experience within the context of a CRPG, which also has an analog in pen and
paper gaming (D&D3e rules in the Forgotten Realms setting).
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