Showing posts with label Neverwinter Nights. Show all posts
Showing posts with label Neverwinter Nights. Show all posts

Thursday, May 7, 2020

MadCap's Game Reviews - "Neverwinter Nights: Enhanced Edition"

A review of a game on PC that not only is a throwback to a more idyllic time in video game history (at least for my generation), but one that also fits the theme of Sword and Sorcery 2020? Y'know, sometimes I surprise even myself.

But yes, it looks like were traipsing back into the world of Faerun, the Forgotten Realms of Dungeons & Dragons! We've been here before, of course, a few times. Boy, were they fun! Now, we return again and it's just like the last time in that it's good - not that it's the same thing repackaged again with slightly shinier graphics.

CC: @Bethesda Softworks

Thursday, January 2, 2014

MadCap's Game Reviews - "Neverwinter Nights: Hordes of the Underdark"



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This is my favorite DLC pack to Neverwinter Nights.  Period.  It may be one of my favorite stories in gaming as well.  Again, period.  An expansion that has a grand scope, and pretty much ends up like any successful Dungeons & Dragons campaign would.  It’s Hordes of the Underdark, and if you didn’t get from my enthusiasm that I love this game, I’ll reiterated bluntly:  I.  Love.  This.  Game.  I’d even argue that the storyline is better than that of the original Neverwinter Nights, while all the time still being shorter in length (if only just).  Unlike its predecessor, Shadows of Undrentide, Hordes of the Underdark doesn’t have a nice Interlude to break up the tension, and really doesn’t even need it.

The first Chapter begins in the city of Waterdeep, the City of Splendors in the Forgotten Realms setting.  In the Yawning Portal Inn, the barkeep named Durnan (by this time a Lord of Waterdeep) has organized a group of adventurers to journey into Undermountain.  Now, for the uninitiated, Undermountain is the domain of a wizard by the name of Halaster Blackcloak (or was, anyway, as for Fourth Edition, he’s apparently deader than dead).  He built Undermountain and gathered together all sorts of creatures from across the planes of existence to house them in it.  With an assortment of traps, some of which are too terrible to imagine, Halaster created what has become known as the ultimate meat grinder.

It is the Temple of Elemental Evil, Dungeonland, and the Tomb of Horrors are rolled into one…and then multiplied by three.  Sadly, you don’t get to see too much of Undermountain, but the parts that you do see are pretty cool and the assortment of creatures, magics, and traps that can be found there are more than enough to appease you while you seek out the plot.

And the plot is this, Durnan has hired a group of adventurers to journey into Undermountain, promising them the reward of one hundred thousand gold for their trouble.  Undermountain receives would be conquerors to its doorstep every day, but the objective here is more than a little different.  Drow have been attacking Waterdeep from below, and Durnan wants to find out why.  Is Halaster missing? Is he dead? How have the drow managed to navigate their way through the labyrinthine madness up to the surface?  All of these, and more, are answered.

According to in-game lore, you’re the same character that you were in Shadows of Undrentide.  However, like Undrentide, you can import any character into the game, so it’s entirely possible to bring your vanilla Neverwinter character into it.  Though in Undrentide, you could do this to hilarious effect and make the game pretty much an easy run through with a higher level character, Hordes doesn’t quite work that way.  The minimum level to join up is 15, and if your character isn’t there, it levels you up to that point.  Don’t think this will help, though, as Hordes is tough.

This point is no better illustrated at the very beginning, when a drow assassin breaks into your room and steals all of your equipment (though, for some reason, you keep all your gold)…and then proceeds to try and murder you. After killing her, you get the low down on everything from Durnan’s daughter and then are forced to re-equip yourself with spare weapons and armor from the storeroom down the hall before you can get in on the actual plot. Out of all your equipment, all you keep is a book titled “Shadows of Undrentide” and a mysterious artifact called the “Relic of the Reaper”, which serves as the Stone of Recall for the campaign…the first two parts, anyway.

After an attack on the Inn, you follow a bunch of NPCs from vanilla Neverwinter down into Undermountain and find them at certain points having gotten themselves killed and stripped of their equipment.  Don’t bother keeping them along and outfitting them all, though.  Oh, right, you can actually mess around with your henchman’s equipment unlike in the OC.

But, as I say, no real need to do that.  The only companion that can come with you after Chapter One, and indeed through all three chapters, is Deekin Scalesinger.  A quick little aside here, Deekin is just kind of awesome.  He’s a kobold bard who later becomes part dragon, and if he’s upgraded right can be a wheeling, dealing, spell casting tank to put more sorcerers to absolute shame.  And did I mention he’s part dragon? Because that, again, is awesome.  Sure, he’s rather naïve and sometimes can be rather grating, but I’d rather travel with him than literally anyone in the OC.  Ever since his first appearance in Undrentide (he becomes a companion in that game during the Interlude), that little kobold has found some bizarre way to pluck on the strings…of my heart.

And, again, he’s a half dragon.  Rule of three.

The end of Chapter One sees the revelation of what happened to Halaster, as well as the introduction of the supposed main villain of the piece, a drow priestess calling herself the “Valsharess”. Apparently she has big plans to raze all of Faerun from the Underdark, and Halaster decides that it would be best for you to head down there.  With a nice geas put on you to make you behave, he teleports you and the dark elf Nathyrra (a romance option for male characters in the module), as well as Deekin if you have him with you, to the Underdark.

Chapter Two sees the player getting involved with Nathyrra and her fellow followers of Eilistraee, a goddess of good drow, and their plan to take on the Valsharess and stop her before her plans go any further.  This requires the player to go around to either destroy the Valsharess’s non-drow forces, including mind flayers, the undead, and beholders.  There are also some side quests involving an underground city of flying elves and an island where a deep dwarf wizard made a bunch of golems that have since become sentient.  All of these can grant the player potential allies, or make the fight less difficult later on.  After a successful battle that routes the Valsharess’s force, she captures the player and attempts to bring them over to her side.  It is then, however, that the player is shown that there is a power behind the throne.
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"ARE YOU NOT ENTERTAINED?!"

The archdevil, Mephistopheles, has been bound by the Valsharess to serve her with his nigh infinite power.  However, when she commands him to kill the player, he is able to break free and allows the player to kill her before taking back the Relic of the Reaper – which apparently was a part of him the whole time, and thus why the player couldn’t be killed – and then banishes the player to Cania, the Eighth of the Nine Hells.

Chapter Three involves the player searching through the bowels of Cania to find a way to return back to Faerun.  The Reaper, the mysterious not explained creature that rules the realm where the player returned to upon using the Relic, points the player in the direction of finding out his “True Name”, which will allow him to break the bonds that Mephistopheles has set upon him and allow the player to return home.  A True Name being the name that, once spoken, will put a person completely under the control of the person who spoke it.   

Oh, yes, we’re playing with some heavy artillery here.

In fact, the entire third chapter is an endurance round.  There is no safe haven to escape through, no call back, and no mercy.  But if you survive the journey, jump through the hoops, and reach the Knower of Names, you will be well on your way to becoming a Badass out of Hell.  The Knower of Names knows the True Names of every being that exists, and will give you the name in exchange for sacrifices of gold.  So, top tip, start hording gold early…or use the console to give you more, whatever works.  This is actually an interesting feature, as it allows you to not only learn the Reaper’s True Name, but various others.  Your own, those of your companions, and even…the one that belongs to Mephistopheles.  Of course, to do that, you’ll have to pay to learn the name of the Knower, due to her allegiance to the archdevil.  But once that’s done, you can pay the fee and basically get the insta-kill button for the final fight.  I’m really going to recommend that you do get it because of the final fight.

But you return to the Reaper’s room and use his name, and he opens a door for you to return to Faerun, ending up in the city of Waterdeep where you first started. By this time, Mephistopheles has already conquered the legions in the Underdark, Undermountain, and marched with an undead army all the way up into the city where he plans to begin his glorious reign.  He attempts to taunt the player, which is when they can use the True Name to either kill him outright, send him back to Cania and bind him there for all eternity, or force him to rule under you as you make a ploy to take over the world.

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...he's a man of wealth and taste...
However, Bioware took out the option to make Mephistopheles your chamber maid for all eternity, which would be hilarious.

The fight against this guy, for those who want to fight him, is hard even if you’re a high level character, Mephistopheles is far from a push over.  After all, he is essentially the second in command of the Hells, being right there under Asmodeus – who is apparently a greater deity now in Forgotten Realms…good for him, I guess? – And it shows so much.  Best strategy here? Try not to die.  I know that seems rather obvious, but really there’s nothing here.  Just have every Heal potion you can get your hands on and just tank him, because that’s really the only strategy.  And even then, you’re guaranteed to die at least a few times by virtue of it being an archdevil.

So, in conclusion, this is an epic game with an epic scale.  It’s all really good, really enjoyable and has a conclusion that is so wondrously high that I have yet to see it done so well.  From a meek adventurer to a damn near Physical God, the journey is wondrous and the stakes are through the roof. And with a satisfying conclusion to boot.  What’s not to love?

Thursday, December 26, 2013

MadCap's Game Reviews - "Neverwinter Nights: Shadows of Undrentide"



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Shadows of Undrentide is the first of the two major expansions of Neverwinter Nights.  However, don’t expect a lot of Neverwinter or nights, as Shadows of Undertide begins in the snowy village of Hilltop in the Silver Marches, around the same time that the Wailing Death is afflicting Neverwinter.  Unlike escaped prisoners, zombies, a wizard, and pirates, the player character must contend with a kobold tribe, a gnoll tribe, and a white dragon.  And that’s just the first act.

A player character can be created, as in vanilla Neverwinter or imported from another save game.  With how the enemies are set up, the campaign seems like one that should be started at first level or so.  This, of course, means that you can transport your character over from Neverwinter if you’ve beaten the campaign and completely break the game…at least until act two.  Undrentide is technically split into three sections – Chapter One, an Interlude, and then Chapter Two.  The first chapter involves an attack on the player’s home – a school for adventurers run by Drogan Droganson, the most badass dwarven wizard ever…who gets immediately poisoned by kobolds and later drops an entire temple down on himself.  Spoiler alert.  

Thus, with the master knocked out, the player is charged with recovering artifacts that were stolen by the kobolds, which lead into the main quest as a whole as well as several side quests around the village of Hilltop.  These include such interesting asides as trying to convince the village to allow a Red Wizard of Thay to set up shop in town, clearing giant spiders out of an elven crypt, and saving a duergar’s daughter from a giant attempting to mate with her, as well as several others.  The main plot also allows the player a glimpse at the main Big Bad, as well as hinting at things to come.

The Interlude is just that, an interlude.  The player ends up joining up with a Halfling caravan heading into the Anauroch desert in order to get a crystal identified.  Until the last settlement reached in the section, the main plot is hardly even addressed.  It provides a few neat side adventures that help break up the main plot and keep it from being too monotonous.  I think this was something that the vanilla game sorely missed.  By the same token, however, there was a real sense of weight and the threat of something that could end the world, something that isn’t really achieved here until Chapter Three.

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"Get up on the hydra's back!!!"
Chapter Three sees you being awoken from stone – oh, yes, there’s a Medusa Sorceress who ends up being the Big Bad of the game, spoiler alert – to be enslaved to a desert merchant for a time until you can find the Medusa and stop her from using a magical series of mirrors to raise the sunken city of Undrentide and take over the world.

From a gameplay standpoint, Undrentide plays exactly the same way that its vanilla form does.  However, it does add some new prestige classes to the game in the form of Arcane Archer, Assassin, Blackguard, Harper Scout, and Shadowdancer classes.  Again, all following the Third Edition ruleset for Dungeons & Dragons…more or less.  There’s also fifty new spells for the magically inclined.

In full summation, it has a fairly good storyline and a couple of new goodies to play with depending on how hard you look.  It’s not as long as its parent game nor really as in depth, but it’s definitely enjoyable and worth the time invested.  And worth it especially due to the fact that, according the in-universe canon, the player character from Undrentide is the one that will face off against…the Hordes of the Underdark

Shadows of Undrentide is now available from Bioware and Atari for PC.

Thursday, December 19, 2013

MadCap's Game Reviews - "Neverwinter Nights"



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Hey, remember that running joke about me reviewing the sequels to games before reviewing the actual games?  Looks like the prophecy has come true once again with Neverwinter Nights.  It’s a single player RPG made by the guys who do the single player RPG justice, namely Bioware.  Published by Atari, it runs off of the Third Edition rule set for Dungeons & Dragons, that gave us such disgraceful things as a positive Armor Class and the removal of THACO, and having more than one spell for a first level wizard (when you can tell I’m being ironic, let me know).  Needless to say, however, this game is really good in almost every way.  Its few flaws can be pretty much just pointed out to how video games work in general as opposed to how playing an actual game of Dungeons & Dragons works.

But first, the plot.  It’s a simple enough affair for vanilla Neverwinter, the player character is one of several students at a school for adventurers set up by Lord Nasher of Neverwinter and headed by his close advisor, paladin Aribeth de Tylmarande.  However, just before the player is due to graduate and be pressed into the service of Neverwinter, the Academy is attacked and four creatures that were needed to combat a cure plaguing Neverwinter are freed and escape into the city.  And thus, the player is tasked with recovering the creatures and helping to create the cure.

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Aribeth:  Unforgivable traitor or broken soul? You decide.
Not, you know, Aribeth.  Aribeth, who is a paladin and quests to go out, slay beasts, and cure the good people of Neverwinter are bread and butter to.  Aribeth, who in fact doesn’t really do anything until she becomes evil at the end of Act Two.

Spoiler alert.
Nevertheless, it is up to you barbarian/bard/cleric/druid/fighter/monk/paladin/ranger/rogue/sorcerer/wizard to go out, set right what once went wrong, and hope that the next leap will be the leap home.  Those are your options for character classes, around the same from Neverwinter Nights 2, as well as the prestige classes from its successor and a few others (though, if I’m not mistaken the Purple Knight of Cormyr class got folded into the Neverwinter Nine class for 2).  You also get a choice of race, with the selection being far less than that of the second, with no real subraces available for play.  Of course, this is fine due to it being the predecessor.  Also, by the time you play for long enough, you’re going to be covered from head to toe in gear that will obscure you from view anyway.

Combat, like the sequel, is pretty uninvolving unless you’re a spellcasting class.  Click on enemies until they die, be it melee or ranged. Just one click and your character will (usually) just attack the chosen opponent until they die, which brings up a sort of problem I have with this as a Dungeons & Dragons game.  Not that I expect it to be exactly like the pen and paper game, but there’s a weird disconnect between my player character making an attack and the computer automatically rolling the dice for me to see if it hits.  As a veteran D&D player, I really do think that something is lost in the translation to a computer game.

My own stigmas with it all aside, the game is really good.  The main campaign picks up pretty strongly in the Second Act…oh, did I not mention that?  The main campaign is split up into four acts.  The first act comprised of the bit I mentioned before in seeking the cure for the Wailing Death plaguing Neverwinter.  Acts Two through Four are seeking out who is really responsible for it…and dealing with the consequences.  It does bring together a betrayal, the rise of an ancient enemy, and a war that would have long reaching consequences for the whole of the Sword Coast…or at least for Neverwinter and its rival city Luskan that would continue on into Neverwinter Nights 2.
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The final fight with Morag is a pain in the ass even if you're prepared...
If you allow yourself to get involved and invested in the storyline, there really is a lot of reward to it.  There’s hours’ worth of side quests that help flesh out the world to some degree.  Or, if you’re not the RPGing type (then why are you playing this game?), use them to munchkin out those last few experience points and get to the next level.

Yes, Neverwinter Nights is a definite classic and a must have for anyone who’s a fan of Dungeons & Dragons, Forgotten Realms, or just PC gaming in general.  It even got a few expansions added to it, the two biggest of them I’m going to go over in resplendent detail.  So, get your travelling boots ready, because next week we’re heading from the snows of the Silver Marches to the sun and sand of the deserts of Anauroch to stand in the Shadows of Undrentide.

Neverwinter Nights is now available for Windows, Linux, and Mac OS from Bioware and Atari.