Neverwinter Nights 2

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Neverwinter Nights 2
Neverwinter Nights 2 Logo.jpg
Studio United StatesUnited States Obsidian Entertainment
Publisher FranceFrance Atari SA
Senior Developer Ferret Baudoin (Lead Designer)
Joshua E. Sawyer (Lead Designer)
Chris Avellone (Creative Director)
Erstveröffent-
lichung
North AmericaNorth AmericaOctober 31, 2006 November 3, 2006
EuropeEurope
platform Windows , Mac OS
Game engine Eclipse
genre role playing game
Subject Dungeons and Dragons
Game mode Single player , multiplayer ( Internet & LAN )
control Keyboard , mouse
system advantages
preconditions
medium 1 DVD-ROM , download
language multilingual (German, English, Spanish, French, Italian)
Current version 1.23.1765
copy protection SecuROM , serial number
Age rating
USK released from 12
PEGI recommended for ages 12+
information Game leader function was added with patch 1.01, multi-select control from patch 1.05

Neverwinter Nights 2 is a computer role-playing game for Windows and Mac OS . It was announced in August 2004 as the direct successor to BioWare's Neverwinter Nights and was released in the US on October 31, 2006 in Europe. The game was developed by Obsidian Entertainment .

action

Compared to BioWare's predecessor, Obsidian placed greater emphasis on an extensive single-player campaign centered on the player character. The relatively linear plot puts the player back in the region of the city of Niewinter. The small village of Westhafen is being devastated by extraplanar beings from the Githyanki people who are looking for the remains of the so-called silver sword, a powerful weapon of their people. As it turns out, the player character carries such a splinter. He is therefore forced to leave his home village in the direction of Niewinter. The city, which has only just recovered from the effects of the Luscan War (see plot NWN1), is once again covered with war. The background is a mysterious enemy known as the Prince of Shadows, who has been thought to be gone for years. Clarifying the opponent's identity is a key aspect of the game.

Gameplay

The player first creates a main character, whereby he can determine gender, race, occupation, attitude, character values ​​and various abilities. The main character is at the center of the narrative and is automatically always the spokesman in dialogues. Only his abilities determine the options for action in the dialogue. The player can also choose a simple backstory such as bat or sorcerer's apprentice for his character, which affects the behavior of the non-player characters towards the player at the beginning of the game in Westhafen.

The remaining members of the hero group are selected from twelve pre-generated companions that are available during the course of the game. In order to give these companions the appearance of their own personality, interactions between group members were implemented similar to that in Baldur's Gate 2. Companions can participate in conversations and discuss with one another, pre-scripted. This was supplemented by the influencing system known from KotOR 2 and expanded again. You can influence the attitudes of your own party members through action or dialogue, you can gain or lose their trust, make them special friends - and occasionally even start romances or flirts. The system of influence also affected much more far-reaching political constellations in Niewinter.

The player controls a selected character of the group directly via the keyboard, while the remaining group members follow the player character under AI control . The leader of the group can be changed by the player at any time. Since patch 1.05, a multi-select control with selection frames known from strategy games has also been implemented, with which several group members can be given instructions at the same time. In terms of perspective, the player has the choice between a shoulder perspective (preferably with 1-character control) or a freely rotating, tilting and gradually scalable 3D view (preferably with multi-select control)

Like its predecessor or the Infinity games, Neverwinter Nights 2 is more tactical. The combat system is essentially turn-based, but takes place in real time. One round corresponds to a time window of several seconds in which the combat instructions are carried out in accordance with the D&D rules. The player controls the combat action only indirectly via instructions. Commands such as attack, magic or special skills are transmitted via a point & click interface. If necessary, the battle can be frozen at any time by pressing the space bar, for example to give individual characters new instructions. Subsequent commands can also be specified with the aid of a command chain. Alternatively, the player can leave the control of the companion to the computer. If a character loses all of his life points during the fight, he can be revived by the player. Alternatively, they are automatically revived after a successful battle. The game is lost as soon as all characters have lost their life points.

Typically for role-playing games, the player receives experience points by killing opponents or solving tasks. When the given point limits are reached, the skills can be expanded. In Neverwinter Nights 2 , all active and inactive group members receive the same experience points and, unlike in Baldur's Gate, are therefore always at the same level and can therefore be exchanged in a playful way.

development

The peculiarities of the predecessor, e.g. B. the module editor and the server functions have largely been retained and modernized. The graphics engine Electron (including vertex shader , pixel shader and normal mapping ) has been completely redeveloped - with the greatest possible compatibility - and optimized for DirectX 9. Outside areas were no longer put together in a modular fashion from given rectangular tiles, but modeled and painted ( textured ). For reasons of flexibility, the GUI was implemented using the XML standard . The rules of the game were based on the revised version 3.5 of Dungeons & Dragons . The game master client necessary for the support of the Persistent World was only made available afterwards with patch v1.01. Subsequently, smaller functions were also submitted with the patches.

As a model for the single player campaign, the NWN2 developers oriented themselves more closely to BioWare's Baldur's Gate series (BG), in particular to its second part. In contrast to the first part, the player exercises with AI support or, if desired, full manual control over a group of four heroes. He gives the group members direct instructions and determines their equipment. The controls were initially similar to those of Knights of the Old Republic , in which only one character could be controlled at a time. With patch 1.05.912 in April 2007 a multiselect control like in Baldur's Gate was delivered on a test basis, which was revised again with the first extension Mask of the Betrayer .

The development was financed , among other things, with the help of the German investment company BVT Unternehmensgruppe through their closed-end Games Fund II .

reception

Neverwinter Nights 2 received mostly positive, but lower ratings than its predecessor (game ratings: 82.58% / Metacritic: 84 out of 100 / critfy: 84 out of 100).

The entertaining and varied plot, the group interaction, the profound character system and the German setting were praised. On the other hand, the group control, the inadequate companion AI, the camera operation, the large number of loading bars and a sometimes not very lively world were criticized.

The more restrictive copy protection in comparison to Part 1 did not only meet with approval from fans and customers. Dealing with the toolset had become more complicated, but above all more time-consuming, due to the new options. Product maintenance was also heavily criticized. Numerous patches did appear, but they often had to be withdrawn and revised shortly after the release due to problems. There is also no direct update to the latest version; all patches have to be downloaded and installed one after the other. The update process also often caused problems during the patching process that corrupted game files and made it impossible to continue patching without reinstalling. Subsequent expansions brought little improvement on this point.

The game took first place in the game sales charts when it went on sale in the USA and was also one of the ten best-selling games in Germany.

Mask of the Betrayer (expansion)

Neverwinter Nights 2: Mask of the Betrayer
NWN2 Mask of the Betrayer Logo.png
Studio United StatesUnited States Obsidian Entertainment
Publisher FranceFrance Atari SA
Senior Developer Kevin Saunders (Lead Designer)
George Ziets (Creative Lead)
Tony Evans
Chris Avellone
Erstveröffent-
lichung
September 27, 2007
platform Windows
Game engine Eclipse
genre role playing game
Subject Dungeons and Dragons
Game mode Single player , multiplayer ( Internet & LAN )
control Keyboard , mouse
system advantages
preconditions
Deviating from the main program:
medium 1 DVD-ROM , download
language multilingual (German, English, Spanish, French, Italian)
Current version 1.23.1765
copy protection SecuROM , serial number
Age rating
USK released from 12
PEGI recommended for ages 12+

The first official expansion was published under the title Neverwinter Nights 2: Mask of the Betrayer (no German title, translated: The mask of the traitor ) at the end of 2007.

action

Mask of the Betrayer is a strongly action-driven expansion with numerous dialogues and possible variations when playing through. It continues the story of the main character from the base game. After the final battle, the latter reached the distant Rashemen through a teleporter in the lair of the Prince of Shadows. He discovers that the silver splinter in his chest has been removed by strangers and that he is instead suffering from a mysterious curse that forces him to devour the souls of other beings. In his search for the originators of this curse, he travels from the city of Mulsantir to the land of Rashemen, populated by ghosts and witches, and the neighboring magical kingdom of Thay. He is also investigating the traces of a long-ago rebellion by the high priest Akachi (the so-called traitor's crusade ) against his own god Myrkul, the god of death who has since died.

Characters

role English speaker German speaker description
Safiya Julianne Grossman Companion. A red magician from Thay who rescues the player character from the tomb at the beginning of the game.
Okku Darryl Kurylo Companion. An old bear god who fights the player character at the beginning, but offers his allegiance after his defeat.
Gannayev of dreams (Gann) Crispin Freeman Companion. A so-called Vettelbrut and ghost shaman who can read the dreams of other living beings.
Kaelyn the dove Cat O'Connor Companion. A semi-Celestial cleric of the god Ilmater.
One of many - - Companion. A malicious conglomerate of thousands of souls that can form different identities.
Akachi, the Faceless Man Antagonist , former high priest of Myrkul in Mulsantir. Ringleader of the rebellion against his own god, who was punished with the curse of the spirit eater.

Gameplay

The game principle corresponds to that of the main program. Compared to the main game, Mask of the Betrayer relies on puzzles in addition to the numerous battles. Six new (sub) races, two new basic classes, five additional prestige classes and a new confidante expanded the possibilities for character development. For this purpose, the level limit has been raised to level 30, which corresponds to the so-called epic levels of the D&D rules and includes special epic talents.

The most important new game mechanic is the so-called ghost hunger, which is directly related to the story. As a so-called spirit eater, the main character is forced to consume souls and thus fill up his spirit energy, which is symbolized by a bar. When the spirit energy drops to zero, the game is over. In addition to mind energy, there is a second value called mind hunger. Similar to drug addiction, this describes the dependence on the consumption of souls. The more souls the pawn consumes, the faster the hunger reappears. The player has the choice whether his character should suppress their hunger as much as possible or live it out at will. The hunger for the spirit is also linked to the character's attitude and can change this in the course of the game.

As another new game mechanic, the expansion introduces a new crafting system compared to its predecessor. It is now based on so-called ghost essences, which the player receives from defeated opponents. They can be used to magically upgrade items. The locking system has also been revised.

Other new content:

  • New creature models
  • New textures and tile sets

development

In the summer of 2006, before Neverwinter Nights 2 was released , designers Kevin Saunders and George Ziets and programmer Richard Taylor were commissioned to design an extension. However, full-time development did not begin before the main program was completed, but only from December 2006. The story arc and the scenario were already fixed at this point, so that the first clues to the locations of the expansion could already be found in the loading screens of the main game. The main responsibility for the project, which was titled NX1, was Kevin Saunders, who served as lead designer and producer. The action plan, on the other hand, was primarily developed by George Ziets, who headed the project as the so-called creative lead.

Ziets chose Rashemen as the setting because he was tired of the recurring scenario of the sword coast and the fantasy shaped by the European Middle Ages. In order to find approaches for new creative ideas, he therefore looked for a new location within the Forgotten Realms. Rashemen's culture is made up of a mixture of animism , Slavic and Japanese cultural influences. Since the development time was very short and the main game had suffered noticeably from overambitious objectives, the specifications for the expansion were kept low and the game principle was retained without major changes. In addition, the team benefited from the development tools already completed in the main program. The goals of the development were, among other things, to further improve the program quality of the still buggy main game and to add interesting new content for module builders and fan projects.

The focus was on the narration of a dense storyline with a personal reference to the character of the player. Ziets viewed epic world-saving narratives as too cliché. Such an approach leads to the creation of unrealistic characters and opponents. He also doubted that the player could identify emotionally with such an impersonal assignment. Therefore, he tried to draw up a personal narrative line against the background of disruptive events in order to combine these two narrative principles. One focus was on credible motivations for all characters. While the player character tries to ensure his survival, his paths cross with the goals of other interest groups. How he evaluates these interests and deals with them is completely up to the player. In order to be able to guarantee the non-linearity of the game, Ziets worked with a few culmination points at which the player obtained important information about the plot and made momentous decisions, while the procedure was otherwise largely open to the player. Because of the low budget, the variations were limited to the course of the dialogues, which were dependent on previous decisions by the player, while the events and encounters in the course of the game remained the same for all solutions. For the solution to evil-minded characters, it was also important to Ziets to offer more options than the usual restriction to extreme violent solutions. The same should apply to the adversaries.

technology

The camera options have been technically revised and reduced to two options (shoulder perspective or free camera). For the free camera, a group control with selection frames similar to that in strategy games or in Baldur's Gate has been added.

reception

Rating mirror
publication Rating
Gamecaptain 82%
GameStar 82%
Games world 84%
Gamona 80%
GBase 8.0 of 10
Krawall.de 81%
PC action 84%
PC Games 83%
1UP B +
Eurogamer.net 7 out of 10
Game Informer 9 of 10
GameSpot 8.0 of 10
IGN 8.5 out of 10
Meta-ratings
GameRankings 81.87%
Metacritic 82 out of 100
Critify 82 out of 100

Mask of the Betrayer received mostly positive ratings (game rankings: 81.87% / Metacritic: 82 out of 100 / critfy: 82 out of 100).

In the GameStar , Christian Schmidt criticized the fact that the expansion, like the main game, suffered from technical problems that made the main program unplayable during installation. In addition, the expansion is "just as unbalanced, error-prone and uncomfortable to use as the original - and just as brilliant in its narrative, the depth of the game and the fantastic characters." The spirit hunger function is "annoying", especially because it regularly makes the player too general force difficult fights.

Volker Schütz from Gamona certified the game with clear borrowings from Planescape: Torment , the scope of the game would also correspond almost to that of a full product. He complained that the campaign by adapting to high-level characters in some cases leads to implausible results in the design of the game world and that the new, oversized creatures often obscure the field of vision, which affects the overview. The spirit hunger function also creates “ultimately more annoyance than benefit.” Overall, however, he comes to a positive judgment.

GameSpot's Jason Ocampo described the mood as much more serious and less comic-like compared to the main game. With more puzzles, it adds to the variety of gameplay and creates the feeling of an epic adventure. However, the mind hunger function can be very frustrating, especially the first time, because it is structured in a confusing way. The game forces the player to fight against absurdly strong opponents. At maximum settings, the fights are almost impossible to oversee due to the many graphic effects. He praised the fact that the program code had been optimized, that the image repetition therefore remained constant even in graphics-intensive situations and that the program contained few technical errors.

Storm of Zehir (expansion)

Neverwinter Nights 2: Storm of Zehir
NWN2 Storm of Zehir Logo.jpg
Studio United StatesUnited States Obsidian Entertainment
Publisher FranceFrance Atari SA
Senior Developer Tony Evans (Lead Designer )
Nathaniel Chapmann (System Designer )
Annie Carlson
Erstveröffent-
lichung
November 21, 2008
platform Windows
Game engine Eclipse
genre role playing game
Subject Dungeons and Dragons
Game mode Single player , multiplayer ( Internet & LAN )
control Keyboard , mouse
system advantages
preconditions
Deviating from the main program:
medium 1 DVD-ROM , download
language multilingual (German, English, Spanish, French, Italian)
Current version 1.23.1765
copy protection SecuROM , serial number
Age rating
USK released from 12
PEGI recommended for ages 12+

The second official expansion Neverwinter Nights 2: Storm of Zehir (no German title, translated: Storm of Zehir ) appeared on November 20, 2008. It contained a new, separate campaign for the base game.

action

The expansion is parallel to the plot of Mask of the Betrayer . Niewinter is in the process of rebuilding after the devastating war against the Prince of Shadows. On the trail of a foreign power that tries to expand its influence in the Forgotten Realms, the player leads a troop of heroes from the jungles of the Chulth peninsula to the region of the northern Sword Coast. Its job is to revive the trade around Niewinter.

The game ties in with the upheavals in the pen & paper rules. It deals with the rise of a new deity named Zehir, which was newly introduced with the 4th Edition released at the time. The loose background story runs like a red thread through the game, but does not take the dominant role as in the base game or the first expansion. It was topped up by numerous small side missions so that, similar to the pen & paper, the impression of a roaming group of adventurers is given.

New content

The most noticeable innovation of the second expansion is the overland map. Instead of choosing a destination on a static background map to which you are then automatically transferred, the player now actively moves his group to the desired location on an interactive map. Various random events such as assaults or travel encounters can occur during the trip. Sometimes these are influenced by the character values. The group of heroes was also emphasized more in the Zehir campaign. If desired, the player can generate all characters himself or choose from a number of pre-generated companions. The dialogue leader can be changed at any time in a revised dialogue menu. Depending on the skills, this also changes the interaction options. In addition, there are new group talents that depend on the character values ​​of all group members and benefit all companions. A simple trading system allows the player to operate as a merchant or to set up automated trading caravans.

Other new content:

  • New character options (new races, basic and prestige classes, background traits and ancestral talents)
  • New animal companion
  • New creature models
  • New textures
  • New tileset
  • New visual effects
  • New craft system

development

The planning for the second expansion with the working title NX2 started towards the end of the work on Mask of the Betrayer . The basis was the suggestion of the later project leader Tony Evans for the introduction of group conversations and an overland travel map. Only then was a plot structure created, which, among other things, relocated parts of the plot to the Chulth jungle at the suggestion of Georg Ziets.

The project had two focal points, on the one hand the stronger focus on Gampelay elements, on the other hand new functions for module builders and fan projects. Evans therefore refrained from using a strong, predetermined framework as in Mask of the Betrayer . Instead, gameplay should give the player more control over the plot.

reception

Storm of Zehir received mostly good ratings (game rankings: 72.67% / Metacritic: 73 out of 100 / critfy: 77 out of 100), but received mixed feedback in the trade press. In contrast to Mask of the Betrayer , there were larger differences in rating.

Mysteries of Westgate (Adventure Pack)

Neverwinter Nights 2: Mysteries of Westgate
NWN2 Mysteries of Westgate Logo.jpg
Studio CanadaCanada Ossian Studios
Publisher FranceFrance Atari SA
Senior Developer Luke Scull (Lead Designer)
Erstveröffent-
lichung
world April 29, 2009
platform Windows
Game engine Eclipse
genre role playing game
Subject Dungeons and Dragons
Game mode Single player , multiplayer ( Internet & LAN )
control Keyboard , mouse
system advantages
preconditions
Deviating from the main program:
medium DVD-ROM , download
language English
Current version 1.23.1765
copy protection Online activation , serial number
information Only requires the main game, playable in combination with expansions

At the end of 2007, Ossian Studios developed the adventure pack Mysteries of Westgate (no German title, translated: The secrets of West Gate ) for Atari . After long arguments about the release date, it was finally released as a download extension at the end of April 2009.

action

In Mysteries of Westgate, the player character travels to the free trade port of Westgate on the Dragon Coast after discovering a cursed half-mask that gives the character serious nightmares. There he finds himself in the middle of the clashes between the thieves' guild, the Night Masks, which has been dominant for a long time, and their new competition, the Ebon Claws. The player explores the various above and below ground areas of the city. In search of a solution to his curse, the player investigates the causes of the gang war.

development

The Adventure Pack is similar in its conception to the premium modules of the first Neverwinter Night . It is a new adventure campaign created with the toolset, but it did not add any new game features to the game. In contrast to the two expansions, this adventure pack is only available in English.

The development team consisted of members of the NWN community who were invited to work on this project by former BioWare employee and Ossian founder Alan Miranda. Ossian Studios had already worked on the premium module Darkness over Daggerford for the first part of Neverwinter Nights , which was ultimately abandoned as a commercial product and therefore published free of charge. One of the challenges during development was the coordination of the development team, which was spread across several countries and time zones.

The work on Mysteries of Westgate ended before the release of the first expansion set Mask of the Betrayer in September 2007. Atari announced on October 22, 2007 a release for the fall of 2007. The publisher then postponed the release date until April 2009 due to persistent problems with the implementation of the copy protection. As the development of the module was already completed, Mysteries of Westgate did not use the possibilities and new content of the expansions published in the meantime.

reception

Mysteries of Westgate received medium ratings (game ratings: 68%, Metacritic: 73 out of 100). The Adventure Pack received better ratings in Europe than in the USA, with the ratings of German-language magazines in the vicinity of the Metacritic average.

Were praised u. a. the dialogues and the characterization of the companions. Points of criticism were, for example, the too dark levels, flat humor and the fluctuating quality of the quests. It was also noted that the lack of the content introduced by the extensions is noticeable.

Free content and modules

IGN's NWVault as of December 18, 2008 contained 304 freely developed modules for NWN2 from around the world.

Web links

Individual evidence

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