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It is very successful as a game and as a sequel. Neverwinter Nights 2 looked to make advances in all of the same areas as the original – strong single player content, solid multiplayer experience, excellent toolkit and support for all aspects of the user community. That is the legacy that Neverwinter Nights 2 inherits. Indeed, through the years the original game has been in continuous development, with tremendous amounts of community support. For them the original content created by Bioware was more of a demo of some possibilities than an interesting story worthy of carrying the game. ![]() Yet the original campaign released with the game shows up regularly on ‘most disappointing’ lists for hardcore gamers, many of whom put in several hours a week playing the game in modules and multiplayer sessions. The toolkit has been used to create modules so large and deep (such as the excellent Darkness Over Daggerford) that they rival full RPGs released by commercial studios. Yet after four years, two expansions and six premium modules, the game is still enormously popular as a single player and multiplayer experience, as well as maintaining myriad persistent worlds and fan modules. That game was amazingly successful, despite being in a position that suggests disappointment – it followed on the heels of the beloved Baldur’s Gate series, was the subject of much pre-release hype, and promised to break new ground in several new areas at once. It isn’t about whether or not they are good games – both are excellent – but what they mean to the genre, and what they say about the future of the genre.īut let’s start talking about Neverwinter Nights 2 by talking about the original Neverwinter Nights from 2002. To me the release of the original NWN2 signaled a basic battle for the RPG genre – between Oblivion and Neverwinter Nights 2. Choose your alignment, your allies, your companions, and how you want your character to develop… design the character you want, role-play the way you want, and carry the battle to the enemy. Whether lobbing fireballs and researching forgotten spells as a powerful Wizard, hacking a trail through legions of Orcs as a Fighter armed only with a battle axe and your courage, or taking on the role of a Rogue that can slip into the shadows at a moment’s notice, the choice is yours. ![]() For those who have not played the original game I will run through a review of the entire game and also comment on things I noticed specific to the Mac version.īuild a character that suits your style of play – good or evil, chaotic or lawful, with any number of skills, feats and professions available at the click of a button. Now that NWN2 has been released on the Mac App Store I found myself wanting to play again, so I grabbed it on a recent sale and made another run through. So I knew that the core of the Mac game would be very good, it was all about the quality of port. I had thoroughly enjoyed the PC version of NWN2 when it was released, declaring it the best RPG of 2006 over Oblivion and Gothic 3 despite the fact that it had a number of bugs and camera issues that took some patching to fix. ![]() ![]() In fact, the first expansion for the PC game arrived before the Mac port, but unlike the expansions for the original Neverwinter Nights there is not a simple way to get ‘Mask of the Betrayer’ (or ‘Storm of Zehir’ or the ‘Mysteries of Westgate’ adventure pack) running on your Mac. Neverwinter Nights 2 (NWN2) arrived late in 2006 on the PC, and the Mac version took about sixteen months longer to arrive on Mac OS X.
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