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REVIEW OF SHADOWS OF UNDRENTIDE

Introduction

Introduction

Neverwinter Nights proved to be one of the best CRPG’s of all time.  Perhaps even the best, as its Aurora Toolset allows custom modules gives virtually unlimited play.  So what happens when the first expansion for it comes out?  Does Shadows of Undrentide (SoU from here on out) live up to the first installment of this CRPG product?  A slightly disappointed yes.

 

Solo

One of the biggest parts of SoU is the solo player module; it might also be the part I have the largest issues with.  The plot is based around the adventures of a Harper’s students to solve a mystery around a handful of artifacts and the powers that want them.  It is definitely a paint-by-numbers old school adventure with very few surprises, but getting there is half the fun. The combat was, mostly, easy with very few challenges for my bard/fighter/arcane archer character and cleric/thief sidekick.  The puzzles were a combination of time fillers and challenging.

The NPC’s available in the solo game are upgraded in some ways from the original game.  You can control their inventory and what classes they can advance in (a choice of two for each of the three).  Sadly the training controls seem to be forgotten at times, especially if you switch in and out NPC’s.  So thus my dwarven Thief/Cleric was a little more Thief oriented than I wanted at points in the game.  As well the options for your follower were very limited and I spent 99% of the adventure with the Cleric/Thief as a compromise between needed skills, healing and some fighting.  I stuggled with the Barbarian/Sorceror and never bothered with the Bard as that was my PC. 

For treasure I was very disappointed in SoU.   Weapons that would have been interesting never cropped up in the game.  Cool armor never surfaced until the last couple hours of game play, so my magic bag was stuffed with armor I thought I might want to sell off…

I enjoyed the solo adventure, but was not impressed by it.  The adventure takes the PC up to about 13-14th level, tops, which is frustrating if you like pushing that twentieth barrier and all the cool things it entails.

 

Character Stuff

A fair number of new features for the player in regards to character development.  These focused on spells, skills, feats and prestige classes.  Most of the spells are fun and handy, if the hard road of spell casters is the one you take. 

There are three new skills in SoU.  First is appraise, which basically lets you get better deals with vendors in the game.  This will be cool once SoU is applied to the new modules and persistent worlds; otherwise it is only useful in the solo campaign of SoU.  The second new skill is craft traps, which I have found traps are sort of an interesting but entirely unnecessary part of the Neverwinter Nights.  The last skill is a boon to monks, bard and rogues, tumbling.  Tumbling gives a extra point to AC for every 5 ranks and like in the pen and paper game allows easier movement in combat.

Added feats in SoU are a mixed bag, most I would say have very limited use.  One I did like VERY much was the circle kick feat for the monk, as it basically gives an extra attack upon a successful attack in melee.

Lastly is the biggest add on in SoU, the prestige classes.  As in the pen and paper D&D3e you either think they are cool or not.  Also they do require planning, so sometimes some compromises have to be made for your vision of a character.  I have played the Arcane Archer and Shadowdancer extensively and found them to be reasonably fun.  The Blackguard is a good choice for the evil fighter types, it offers a bunch of nasty options.  The Harper Scout and Assassin are too compromised to give much of any benefit to a player.  Assassins offer little than what a rogue would get as they progressed.  The Harper Scout really is a stripped down bard, which is a compromise class to begin with. 

In SoU I thought there were a couple things missing.  One is I thought was missing in SoU was a good magic oriented prestige class.  The martial and rogue-like classes were covered well, but if you wanted to play a magic class the only new things available were a few new familiars (though the pseudodragon is very cool).  Secondly I would have liked to have seen more racial options for characters.  The standard Player’s Handbook races (Human, Elf, Half-Elf, Dwarf, Gnome, Halfling and Half Orc) get very old after so much play.  It would have been cool to see Drow, Tieflings, Asimar or elven sub-races as character choices.

 

Nuts and Bolts

As seen in the solo module for SoU is the three new tile sets for NWN.  They are lush and I think it will be exciting to see them in use for new hand crafted modules.  Unfortunately the sets are not something a player can get all that excited about until the modules start rolling out.  A designer/programmer might feel otherwise, as they have more direct usefulness to them.

 

Summary

Shadows of Undrentide is a good add-on, but hardly the best thing to come out of Bioware.  It adds just enough to reinvigorate my play of Neverwinter Nights, but not anything to get overly excited about.

 

 

 

 


PRODUCT SUMMARY

Name: Shadows of Undrentide
Publisher: Bioware
Line: Neverwinter Nights
Author: Bioware
Category: Computer Game

Cost: 29.99
Pages: N/A
Year: 2003

View [ Printable Review ]


REVIEW SUMMARY

Capsule Review
Wes Johnson
July 9, 2003

Style: 3 (Average)
Substance: 3 (Average)

Sahdows of Undrentide is a good add on for a great CRPG, but nothing more.

Wes Johnson has written 109 reviews (including 36 computer game reviews), with average style of 3.75 and average substance of 3.67. The reviewer's previous review was of Zombies!!!.

This review has been read 2030 times.


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