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
Reviews, fiction, commentary, and speculation from the one and only MadCapMunchkin!
Showing posts with label Neverwinter Nights. Show all posts
Showing posts with label Neverwinter Nights. Show all posts
Thursday, May 7, 2020
Thursday, January 2, 2014
MadCap's Game Reviews - "Neverwinter Nights: Hordes of the Underdark"
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.
| "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.
| ...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"
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.
| "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"
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.
| 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.
| 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.
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