Storm of Zehir
Over the holiday break we managed to re-start our ongoing D&D campaign. We are currently running through Paizo’s Rise of the Runelords adventure path, and if you want, you can read as I gush about it here. We are just wrapping up the first book in the adventure path, and the good news is the enthusiasm is high to keep plowing ahead.
Paizo Publishing has done a great job making Golarion (the Pathfinder setting world) a really compelling place, and we are having a lot of fun playing in it. At this point, thePathfinder line is really starting to fill out nicely, and many of the more interesting locales are getting their own sourcebooks, adding to the depth and richness the world. Plus, it gives you mountains of fluff to sift through and keep you engaged between sessions.
Getting back to our pen and paper game has left me pretty much itching for D&D around the clock, so I picked up the new Neverwinter Nights 2
expansion “Storm of Zehir.” It’s an interesting game, and a worthy effort, but my review is somewhat mixed. On the bright side, it seems like there has been some much-needed performance tuning done, and the game now actually runs fairly smooth. NWN2 has always been a bit of a performance pig considering its middle-of-the-road graphics.
The game also re-introduces the party system, a feature I’ve been missing since the first Neverwinter Nights. In this expansion you get to create and control you entire party, which is half the fun. One of the things I really missed since the old Black Isle Studios days was the ability to roll up your entire party at the start of a game. For me, party creation is almost a satisfying game on its own. The game also does about the best job yet of capturing the entirely of the 3.5 rule set, and reproduces them as faithfully as is probably possible without going to a turn-based game (which I actually wish it was). In addition to all the core classes and pile of prestige classes, you will find a full lineup of spells, feats, items and a crafting system to keep you very busy. Storm of Zehir also does an excellent job translating skills – usually in a videogame you can sink all your points into the combat skills like tumble, parry, etc. without worrying about gimping your character. This time around they managed to make everything count, and you suddenly find yourself valuing those ranks in knowledge, intimidate or diplomacy.
An overland travel map has been added, which is kind of a “macro” travel mode where you cross large stretches of terrain. Random monsters encounters will spawn on the overland map, setting up ad-hoc battles. In fact, your skills even come into play here, allowing you to sneak past monsters, intimidate them before combat begins, or parlay with them to avoid conflict altogether. Unfortunately, these random encounters will pop up with a little too much frequency and tend to get annoying (the same way that random encounters popped up constantly in FFX), and left me wishing there was an option to control both the frequency and the difficulty of the encounters.
The story is weak to nonexistent – this is not the game to look to for an epic storyline or deep character development – it certainly isn’t a Baldur’s Gate (we will have to wait for Dragon Age for that), but it is a great combat-focused romp through the Forgotten Realms, somewhat akin to the old Icewind Dale
games.
In all, it’s not a great game as a total package, and even pretty weak as a stand-alone story, but if you are itching for some faithful D&D hack-and-slash goodness, it’s worth a look. It also adds a ton of new game content that NWN2’s very active mod community should be able to do some very cool things with. This is definitely a game for the D&D fan (I actually had my Players Handbook open next to me while I created my characters!) On the other hand, if you aren’t really a D&D player, and you are just looking for some good CRPG fun, you would probably be better off passing on Storm of Zehir and picking up Fable 2 or waiting for Dragon Age.
Paizo Publishing has done a great job making Golarion (the Pathfinder setting world) a really compelling place, and we are having a lot of fun playing in it. At this point, thePathfinder line is really starting to fill out nicely, and many of the more interesting locales are getting their own sourcebooks, adding to the depth and richness the world. Plus, it gives you mountains of fluff to sift through and keep you engaged between sessions.
Getting back to our pen and paper game has left me pretty much itching for D&D around the clock, so I picked up the new Neverwinter Nights 2
The game also re-introduces the party system, a feature I’ve been missing since the first Neverwinter Nights. In this expansion you get to create and control you entire party, which is half the fun. One of the things I really missed since the old Black Isle Studios days was the ability to roll up your entire party at the start of a game. For me, party creation is almost a satisfying game on its own. The game also does about the best job yet of capturing the entirely of the 3.5 rule set, and reproduces them as faithfully as is probably possible without going to a turn-based game (which I actually wish it was). In addition to all the core classes and pile of prestige classes, you will find a full lineup of spells, feats, items and a crafting system to keep you very busy. Storm of Zehir also does an excellent job translating skills – usually in a videogame you can sink all your points into the combat skills like tumble, parry, etc. without worrying about gimping your character. This time around they managed to make everything count, and you suddenly find yourself valuing those ranks in knowledge, intimidate or diplomacy.
An overland travel map has been added, which is kind of a “macro” travel mode where you cross large stretches of terrain. Random monsters encounters will spawn on the overland map, setting up ad-hoc battles. In fact, your skills even come into play here, allowing you to sneak past monsters, intimidate them before combat begins, or parlay with them to avoid conflict altogether. Unfortunately, these random encounters will pop up with a little too much frequency and tend to get annoying (the same way that random encounters popped up constantly in FFX), and left me wishing there was an option to control both the frequency and the difficulty of the encounters.
The story is weak to nonexistent – this is not the game to look to for an epic storyline or deep character development – it certainly isn’t a Baldur’s Gate (we will have to wait for Dragon Age for that), but it is a great combat-focused romp through the Forgotten Realms, somewhat akin to the old Icewind Dale
In all, it’s not a great game as a total package, and even pretty weak as a stand-alone story, but if you are itching for some faithful D&D hack-and-slash goodness, it’s worth a look. It also adds a ton of new game content that NWN2’s very active mod community should be able to do some very cool things with. This is definitely a game for the D&D fan (I actually had my Players Handbook open next to me while I created my characters!) On the other hand, if you aren’t really a D&D player, and you are just looking for some good CRPG fun, you would probably be better off passing on Storm of Zehir and picking up Fable 2 or waiting for Dragon Age.
Labels: Dungeons and Dragons, PC games, RPGs


