Showing posts with label nwn2. Show all posts
Showing posts with label nwn2. Show all posts

Monday, August 25, 2014

The Black Scourge of Candle Cove

Welcome to Candle Cove, Docks District!
My character: level 10 wood elf ranger, who has played through Avendale and (some of) Misery Stone.  Advanced to level 13.
Time: About 20 hours.

A villainous sea hag and her band of ogre pirates has shut down the lighthouse of Candle Cove, and that, along with the formidable firepower of her ship, shut down all trade out of the lucrative harbor of Candle Cove.  You have just arrived in the town as a traveling adventurer, and decide to answer the Mayor's call to help out the town.  What follows is a challenging, engaging adventure that combines a fairly linear main plot (though with some choices) with a decent sampling of sandbox-style adventure in its sidequests.  Here are my comments to the author:
Dive!  Dive!
I finished last night and I really enjoyed the adventure.  It's an engaging story with a lot of great flavor mixed into the module, and more gameplay than I anticipated when I began the module.  While the adventure itself doesn't really claim to be a "pirate adventure," in that you're going after the pirates and not living as one yourself, there's a lot of those themes mixed into the setting.  A lot of the foes you encounter use "pirate speak" to great effect, especially as flavor text as you fight them.   Candle Cove is a great port town, and I appreciated the innumerable small things that were done to add depth, immersion, and entertainment to the setting (also, my daughters greatly enjoyed the names of the horses near the magic shop).  It's also a Forgotten Realms module, through and through, with a lot of attention paid to backstory coming from that setting.  The Temple of Sune is probably the most direct example of this, which was a far cry from the variety of Sune worship from Harp & Chrysanthemum (and, in truth, probably more in keeping with the lore).  Nevertheless, from the backstories of the companion characters to the items, there's a lot of other lore that works its way into the game. 
Well, hello!
Area design is spectacular.  The city of Candle Cove itself is a delight to navigate, but the most spectacular areas are unquestionably the underwater areas.  I've seen underwater zones implemented in other modules--mostly NWN1--but never as well as was done in this module.  There is also a huge, underwater cavern that you get to investigate that also has to be on the shortlist for spectacular exterior area design.  The entire module is a visual treat, and your ears get treated to a nice selection of nautical themes. 
Combat was very challenging for my two-handed ranger.  While he may have been a bit underpowered when he began the module (he was dual-wielding +1 weapons), he seemed a pretty good match for the companions that are provided in the game...and, after he finished his first small adventure near town, he was quickly able to upgrade his weapons from the more-than-ample selection in the various stores around town.  By the module's end, he was dual-wielding +5/+4 weapons, with some +6 bracers, +3 to all saves, some elemental resistance, etc. I didn't give the companion characters quite as much attention, but they were still very well equipped for level 10-11 adventurers.  Nevertheless, despite being pretty decked out, the final part of the module proved extremely challenging.  This was clearly by design, because you battle through hordes of weaker foes before being faced with a set of very challenging enemies with some key resistances.   It was always possible to survive, and I don't think I ever actually had to load from a save, but it required a lot of buffing, item use (summoning!), and consumption of healing pots and kits to make it through.
Overall, it's an excellent, polished, engaging module that definitely falling into the must have category.  Congrats on the module, and thanks for giving it a release!

Custom UI pop-up boxes!  ...although these eventually
seemed to stop working as the module
went on.
As a note to other players, the module gives you import your own part, make use of the provided companion characters, or do a mixture of both.  I opted to use his companions, but if I were to do it again I'd probably have brought my own wizard along (a pre-existing level 10 character already in my vault).  The characters definitely have some dialog, and one (apparently) has a side quest that I didn't find, but they're far from essential to the experience of the module.  If you were to use one of Tchos's characters, though, I'd definitely recommend the rogue.  She has some great dialog of her own, and knows a few people around town that you'd otherwise never get to meet.

More screenshots after the jump!

Wednesday, August 13, 2014

Humble Beginnings and Lowena

Wait, the goblins took what?
The first Neverwinter Nights 2 module featured by the Adventurer's Club at The Vault was actually a pair of modules by Jezla: Humble Beginnings and Lowena.

Humble Beginnings, by the author's description, is more of a sidequest than an actual adventure.  You happen upon a girl in the woods who has recently been accosted by goblins.  Assuming that you are willing to help her, you plunge into the caves in pursuit.  Lowena, on the other hand, is a bit larger in scope.  After accepting a caravan job, you quickly find yourself stuck in the middle of a distressing political conflict that threatens to destabilize an entire region.

Both modules ultimately bring the player to a critical, often challenging choice.  In my mind, there was no clear "good" vs. "evil" choice available in either case, which I liked a lot.  I was inspired to play a Lawful Good monk in this module after running across one of the Broken Ones as an NPC while playing Saleron's Gambit 3 the night before.  He was a follower of Ilmater, and therefore was dedicated to not only fighting evil, but taking on the pain of the masses for the betterment of the greater good.  It was this latter principle that I used to guide my decisions.

The areas were beautifully rendered, with a number of little touches to bring the world to life.  For example, a little housecat roams about in a bar, and seagulls fly overhead as you approach a sheer cliffside.  Musical choices were also superb, with several stirring pieces that I don't normally hear in modules.  I also really liked the setting: you are living in the remains of a toppled empire, with small fiefdoms (city-states?) representing the only meaningful government in the region.  It reminded me a bit of the Nentir Vale, although with far less danger of the monstrous sort...and more of the political sort.  It has a ton of potential.

Breathtaking cliffs...and I love the seagull
If I had criticisms, it was mostly just that the modules were so short!  There was pretty minimal combat, and as such a lot of the module just seemed to involve running back and forth between NPC's across areas (lots of running involved!  Thank goodness for the monk's speed boost).  This was intentional in terms of the author's vision for the module, but I still would have enjoyed something more.  I also found some of the NPC's actions to be a little forced... but it wasn't that big of a problem, and probably necessary for the story to work.

Friday, August 8, 2014

Adventurer's Club, Round 1

The vote are in, and the first two modules have been selected for the Adventurer's Club!  The discussion will begin on Monday, August 11th.

For Neverwinter Nights 1, we're playing ILL Met in Lankhmar by Udasu.  This module was nominated by Werelynx:
Game: NWN1
1. ILL Met in Lankhmar by Udasu
2. http://neverwintervault.org/project/nwn1/module/ill-met-lankhmar
3. Pregenerated Fafhrd character fighter1/rogue1
4. About 1 hour
5. Module by Udasu, storydriven, loosely based around Fritz Leiber's epic heroes, Fafhrd and the Gray Mouse. Short for starters to try out how to orient our adventruing gears in this club.

For Neverwinter Nights 2, we're playing a pair of short modules by Jezla.  The first is very short, and they form a small series.  The modules are:
Humble Beginnings was nominated by Sir Adril:
Game: NWN2
Module Name & Author: Humble Beginnings by Jezla9
Neverwinter Vault Link: http://neverwintervault.org/project/nwn2/module/humble-beginnings
Character starting level & info: Starting Level 1, ending Level 3-4
Estimated hours of play (if available): ~10 minutes
Why submitted: Short, with little to no combat, this module is the first in a series that is meant to be played with other adventures interspersed to bring you up to the correct level.
and
Lowena was nominated by its author, Jezla9:
1. NWN2
2. Lowena by Jezla9
3. http://neverwintervault.org/project/nwn2/module/lowena
4. Level 5 (new characters will be leveled up on entry)
5. 1 hour
6. It has the same virtues as Humble Beginnings for being short with largely optional combat.  Despite the length, it has four possible endings, some use for skills, and is (if I may say so) very polished. 


I've played all three modules, and have written up preliminary comments that I've saved here.  I'll post those here once the discussion begins on Monday.

Hope to see you there!

Sunday, August 3, 2014

FRW Character Creator Update

I've updated the FRW Character Creator to version 3.0!

It's really not a big update, despite the big click in the numbering.  That's justified more by the time since the last update than anything else, as well as the reversion of authorship.

Changes in this update:
* Support up to level 30 with appropriate gold.
* Ability for level 1 characters to get *some* gold (ask Chatter to make you level 1).
* A new +4 item store.
* As you advance in levels, you can access your current level's store, as well as the previous store.  This can be good when trying to buy a few low-cost items to round out your characters.
* Traps available for purchase in all stores (thanks to GCoyote for the suggestion!)
* Removed persistent companion support.  That hak unfortunately no longer works with of SoZ.

The new module also does require MotB and SoZ, because that's what I'm running NWN2 on now.  I've left legacy files to continue support for those who might not have expansions at the Vault.

Happy gaming!

Thursday, July 31, 2014

Tales from the Lake of Sorrows

My Character: level 1 Blessed Soul, reached 13 (almost 14) by the module's end.
Time Played: ...50 hours?  More?
My Vote: 10 - A Masterpiece, Genuinely Groundbreaking


A delightful little hamlet seen early in the game
As a would-be adventurer just starting on your way, you arrive at the small village of Lakeside that is in need of someone to help solve a mystery.  After teaming up with a vagabond of questionable background (Ember), you begin your investigation.  Quickly, you become embedded in a complicated plot that involves dozens of key players: lords, commanders, clerics, wizards, cultists, and no small number of innocent bystanders.  What follows is a module of incredible breadth that rivals the official campaign in both both length and scope.  By the time you finish, you really have lived the life of your character, and impacted innumerable non-player characters and their families.

How did I get myself into this?
The core Tales from the Lake of Sorrows is its story.  It is a fairly linear game, and PJ makes this clear from the outset in the module description.  There often are a number of intricate and interesting side-quests.  Nevertheless, the area designs are such that they are often more or less on rails, and many do not encourage exploration.  But that's really ok: if there is anything lost by its linearity, the module more than makes up for it with its story.  It is a complicated tale, but the pacing throughout is excellent.  PJ's masterpiece is set in the Forgotten Realms and focuses on small, rural villages where a hero could really make a difference.  As with villages in real life, you meet many key families that have deep roots in the rural society.  I loved that these characters were recurrent throughout the adventure, so that some that you meet in the first couple of chapters show up repeatedly in later chapters, often providing new insights into their sordid histories.  That's not to say that the entire module occurs "in the sticks."  As you progress, you travel to prominent cities...and to even stranger realms.

You receive up to five companions in the game, and none of them will travel through the entire game with you.  Companions enter the story as circumstances allow, and at times they are pulled in different directions and must take their leave.  Most of the time, they do return to adventure with you at some later date...often when other companions are called elsewhere.  All of the companions have interesting backstories, and most become critically engaged in the plot.  The relationships you cultivate while adventuring with your party drive a lot of your character's engagement in the story.  There is a romance available with one of the companions.  While I'm often not particularly excited about in-game romances, I found this one to be very well done.  You grow together gradually as you play, and the relationship is one of maturity between adults as opposed to teen-style crush romances that are sometimes featured.  Roleplaying opportunities are very strong in the game.  The dialog options provide you with real choices that allow you to shift between a heroic crusader to for-the-money mercenary without much trouble, and your choices can have impacts on how the campaign plays out.

Combat is also really well done.  While I would never say that this isn't a combat-intensive module, there is very little filler here.  Virtually every combat has a purpose.  It might be a major setpiece battle between yourself and a known villain, a raid on a large enemy fortification, a trench-to-trench battle to re-take farmland from an army, or even a minor skirmish between guards outside a keep or cave hideout.  You almost never fight the same group more than once, and it all makes sense in the game world.  Furthermore, often times, there are significant tactical considerations in these fights.  One really can't just run in and mash your way through, especially as you approach the end of the game: you need to use tactics, make careful choices of spells, and keep your spellcasters and archers safe behind your tanks.  My blessed soul was a great match for the game: he focused on buffing spells to keep his fighting ability on par with a fighter, and provided healing, restoration, and spell protection as needed.  There are no cleric-type companions, so if you do not bring one with your NPC you will need to be aggressive about purchasing potions of healing, restoration, etc.

Taking the orc fortress
Finally, I do need to take a moment to commend PJ on his area design.  This module is one of the most visually spectacular that I've ever played, and I took a TON of screenshots where I found myself marveling and saying "wow!"  There are a lot of areas in this module, and some are only experienced briefly.  Nevertheless, all of them are crafted with care and skill.

Critiques: I don't have many.  The biggest is probably that, no doubt due to the sheer volume of dialog and custom item descriptions in the game, there are a fair number of typographical and grammatical errors.  Some could be caught with a spellcheck plugin, whereas others would just take a lot of proofreading time.  That said, the writing is great in flavor, feel, and emotion.  The journal also seemed to get a bit "wonky" as I progressed through the game, with several entries from the first chapter, in particular, that were never completed and cluttered up the journal throughout the rest of the module.

In any case, this module is a really impressive achievement.  It's a dramatic, thrilling story that will immerse you in a wonderful cast of companions, allies, and villains.  And best of all, there's more to play: PJ just released out with the next chapter in his series, The Soul Cages - Chapter 1: Loose Ends.  Furthermore, there's a companion module to Tales called From This Comes Strength, which tells the story of what happened to one of the NPC's while she was away from your group.  I'm eagerly looking forward to playing both modules.

Many more screenshots below the jump! (with minor spoilers)

Wednesday, July 23, 2014

From the Archives: My NWN2 Official Campaign Review

Following the demise of IGN's Vault, I thought it would be good to pull a few things from archive.org for safekeeping.  The first has to be my review of NWN2, which ran not long after the game came out.  Because this is old content, I'm running it below the jump:

Monday, July 21, 2014

Tchos releases Black Scourge of Candle Cove

I've been following Tchos's work on his module for a long time--years, I think.  Today, he crossed the finish line!
A notorious sea hag pirate has been terrorising the port town of Candle Cove with her crew of ogres, plundering ships and sending men, women, and children to a watery grave.  Now she's gone even further, and seized control of the local lighthouse, preventing any ships from coming or going at all!
You and your party of adventurers have just come into town.  Can you do what it takes to defeat the pirates and free Candle Cove?

Major kudos to Tchos for releasing his module!  I'm looking forward to playing!

Saturday, July 19, 2014

Baldur's Gate II: Shadows of Amn Reloaded (NWN2)

There was an exciting announcement on the Bioware forums today.  The team that brought us Baldur's Gate Reloaded for NWN2 is working on Shadows of Amn Reloaded (SOAR)!


It's still a long ways off, but this team is nothing if not tenacious.

Update: drechner has a new post on the bioware forums with a long list of specific changes in development that their team is planning for SOAR.  I won't copy the whole thing, but it's written with the air of someone who has learned a lot from his process.

These folks love their game.  I'm so impressed with them.

Friday, July 11, 2014

NWVault is finally down

I'm a bit late in reporting this, but as of June 26th, it looks like IGN's Neverwinter Vault is finally down for good.  The link now redirects to a wiki page.  Despite the claims there, there's little reason to think that the Vault will return.  And if it does, it will probably be in the same condition it was just before it went down: completely unworkable.

We've had false alarms before.  And fortunately, the guys at the new vault, Neverwinter Vault, have been working to restore access to all of the files that we had previously.  If you go there now, you'll see new files being uploaded around the clock.  They don't contain all of the header information that we had on the old vault.  But at least if you search for a module that you want, you're likely to find it there, along with downloads of all of the other relevant files you need (HAK's, etc).

The main challenge with the new vault is that there is currently not a good system to sort through the thousands of module files.  The file rating system is currently a 1-10 number system, but it sounds like Rolo Kipp (the Hero of vault preservation) is planning to institute something more akin to Nexus's "Endorse" button.  I think that's the right choice.  Despite the fact that I worked hard to revise and improve the 1-10 rating system on the vault back in the day, I think a simple endorse button is likely to be the best way to evaluate files in a community like this.

Why I am noticing this?

Well, after about a year and a half of on-and-off play (pushing 130 hours), I have finally finished Fallout 3.  A review is coming soon!

So, with only about a month and a half left before I am traveling abroad, I decided to give NWN a whirl again.  Steam is not working anymore on my old gaming PC, which means I only can install and play the original NWN2 (without expansions).  This cuts down on which modules I can play.  So, instead, I've decided to go play NWN mods again.  I loaded up Almraiven last night, which I played before but have only the vaguest memories of.  After that, I'll be playing through the Aielund Saga, Saleron's Gambit, and The Prophet soon.  All of those are series that I only played about half-way through, and I'm looking forward to getting back into each of them.  Things might pick up a little bit as I work through each module in turn.

At the end of August I am traveling to France for a little over three months.  My plan, to satisfy my gaming itch, is to play Baldur's Gate II Enhanced Edition.  I have my character from BGEE all ready to go!  And it should run just fine on my work laptop while overseas.

Thursday, June 27, 2013

The Vault is Down. But Vault 2.0 is up!

Edit: And...the Old Vault is back up.  Apparently, this was a false alarm...but it's also a sign of times to come.  The Old Vault is basically done, and chances are that it will not be around much longer.  The future of the Neverwinter Nights modding community lies with Neverwintervault.org and Neverwinter2.nexus.com.  It's time to migrate and say goodbye to the old vault.  The good news is that this gives the crew at Vault 2 a bit more time.

----

It finally happened.

Without warning, IGN finally pulled the plug on nwvault.ign.com, shutting down the site around which the entire Neverwinter community revolved.  It really can't be undersold what a blow this is.  The Vault contained a near-complete archive of all content ever created for the two Neverwinter Nights games.

It's not all doom and gloom, however.  Rolo Kipp and his cohort have, over the past year, copied every single file off of the old Vault and onto their hard drives.  They've created a new site, Neverwintervault.org, which will serve as a new place for the community to share files.  The old files aren't yet available, and it seems like there are all kinds of logistics to work out...but still, there's hope!  Kudos to those guys for making this happen, and many thanks to Rolo for also simultaneously maintaining the Vault for the past while.

The new Vault site has potential.  It has all of the old categories, and appears quite flexible in terms of handling new content.  It has project pages for modules, and a 1-10 voting system (I'd prefer 1-5, but this might allow them to import the old votes).  It doesn't seem quite as "slick" as the old vault, at least not yet, but that might get better...and changing skins to "Garland" (register and then choose the skin on the left-hand side) helped a lot, in my opinion.

For the time being, until the old archives reappear, this dramatically reduces my choices in terms of modules to download and play.  There are currently a total of five NWN2 modules available at neverwintervault.org, plus another 48 over at Neverwinter 2 Nexus.

The Nexus has really been improving a lot lately, and it's much easier now to find ways to sort based on module quality than it used to be.  I do wish there was a bit more nuance to a vote than simply endorsing it.  For example, I rated Shaar Moan as a "7" on the old Vault2 rating system.  So, do I give Shaar Moan an endorsement?  Probably.  But what if it was instead a 6, "qualified recommendation?"

Also, does anyone know what the "Vote" button does at Nexus?

Monday, June 17, 2013

Module comments: Misery Stone by BouncyRock Entertainment

Not that I really do formal reviews anymore, but I did not finish this module so this will be even less formal (and I am not going to vote having probably seen less than half of the mod).  Still, it's interesting enough to talk about...

The mists of Ravenloft roll in!
I downloaded Misery Stone in hopes of continuing the journey of a level 10 warlock that I had, but at the recommendation of the readme I ended up taking along a melee character.  I originally created him for Avendale: a ranger that I geared toward combating undead as I leveled him up to 9 for this module.  I wanted to be prepared!

I ended up not finishing it.  It's not that it's a bad module.  In a lot of ways, it's really exceptional.  But I also found it both frustrating and arduous to play through, and ended up throwing up my hands and archiving the saved game.  

First, the good.  This is one of the two most cinematic modules I've seen (the other being Harp and Chrysanthemum, which was built by Misery Stone contributor Maerduin).  I have passing familiarity with Ravenloft, and the module's depiction of how your character comes to enter the mists in this module is nothing short of brilliant.  The module is very well written, with a trio of wonderful NPC's that accompany you on your journey through the land of hopelessness and darkness.  It is also scary as hell; the pacing, especially early on, is extremely well done.  The tension of exploring dark places where terrible horrors had been committed is allowed to build until it is finally punctuated by a dramatic fight with monsters.  Horror elements are also deftly employed.  A personal favorite was a village of the mostly dead, where people had been turned into doomed, semi-mechanical beings designed to perish as they delivered verbal messages.  There's also just oddness, like the strange gnome merchant who will give you magical items in exchange for random, but sentimental artifacts that you find as you explore.  It was great stuff!

A quiet town...except for the man in the street who
is still twitching from the pitchfork he took to the chest.
So what went wrong?  Well, part of it is just my sensibilities: I'm not a fan of horror, mostly, and I'm not really a fan of Ravenloft for those reasons.  But it's also the case that as the module progressed, it became far more of a hack 'n slashy series of dungeon crawls.  You essentially travel the map, carving up dungeons as you go, fighting off all manner of undead, goblinkin, and other nasties that will invariably ambush you repeatedly both indoors and outdoors.  There were a lot of ambushes: the kind of "Chewie they're behind you!" things where you walk over a floor trigger and a group of monsters spawns right next to the most vulnerable member of your party.  I can deal with this happening occasionally--say once or twice per module.  But it seemed to happen a LOT in this module, and it got old.  Maybe it's because I was playing a ranger (NWN2's "tracking" feature can have some nasty unintended consequences), but I was extremely aware of the monster spawn triggers as I moved through these dungeons, and it really hurt my sense of immersion.  The dungeons could have been a lot better if a bit more history was injected into them, but many of them (as the game went on) were nothing but a place full of monsters and a magic item or two.

Yep...that's a dead woman taking a bath in blood.
On top of that, the combat seemed inconsistent in difficulty.  Some fights were pretty easy.  But others, despite being a fairly minor skirmish, were very difficult.  The final straw, for me, was facing down an undead caster who summoned an elder water elemental as his first action.  The thing carved up my party (my ranger was a decent tank--I pumped his AC as high as I could, and added all kinds of buffing spells to boost it further), and I couldn't figure out a good counter for it.  It was far too high of a level to be susceptible to hold monster, it had no unsummoning spells.  I probably could have come up with something if I kept at it, but I was already pretty frustrated with the module.

Area design is really beautiful.  But with that beauty came a cost: the camera was annoying and very frustratingly obstructed as I worked through the module.  The forest, in particular, was full of these amazing trees...but as a result, I often couldn't see anything on my screen!  It was maddening.  Even some of the dungeons, which are typically cleaner in NWN2, were sometimes full of pillars and such that made it hard to keep an eye on my characters.  

The opening is incredibly cinematic.
So, for now at least, I'm moving on to something else.  I'm glad that I played it and experienced its beginning.  Reading the comments page, it does sound as though the end of the module was a bit rushed anyway, and so I might well have seen the best parts of it.  It's an extremely impressive module...but in the end, it probably was just not for me.

More screenshots below the jump.

Friday, June 14, 2013

Baldur's Gate Reloaded is out!

Guessing, but I think I'm right: Fighting two ogres as the party
approaches the Gnoll Stronghold
Earlier this week, Drew Rechner and Shallina released Baldur's Gate Reloaded.  This NWN2 conversion of the original game has been a recurrent feature on this blog, and I've been following their progress off and on since 2007.  It's amazing to me that 6 years later, the module has finally been released!

They're off to an amazing start, too.  They've gotten just shy of 45,000 downloads since the release, which is nothing short of incredible.  By way of comparison, Trinity, which I just finished and is a very well-regarded module and has been out since 2010, has received 6,199 downloads.  The Maimed God Saga has received over 4,000 downloads.  My own little utility module, the FRW Character Creator, which was released in 2007, and thus available during the height of the NWN2 player community and made the hall of fame, has received a bit over 23,000 downloads.  So...45,000 downloads in a week?  Wow!

A tremendous congratulations to the BG Reloaded team for releasing their game.  Given that I just finished the original a couple of days ago, I'm probably not going to jump right into the game again.  But it might be something that I do as BG2: Enhanced Edition inches toward release. :)

Thursday, June 13, 2013

Review: Shaar Moan

My character: level 10 warlock, got about half way to level 11.
Time Played: 2 hrs

Shaar Moan is a pretty fun little module.  It is a basic, unapologetic dungeon delve.  You encounter a man fleeing from authorities along the road, and volunteer to help clear his name by eliminating the undead threat that he inadvertently caused.  There is one outdoor area, and your are instructed upon entering the dungeon that there would likely be three levels.  In fact, you are even told what kinds of enemies (all undead) one should expect to find on each floor.  There is a minor mystery and story underlying the dungeon, and some humorous elements scattered throughout (especially near the end).  It was enough to make it fun.

Combat was generally challenging and fun, if a bit inconsistent.  Perhaps it was due to the specific guard I took along (I took Bruiser), or the fact that I was playing a warlock, but the first floor's combat was the most challenging for my group.  Subsequent floors were far less of a problem.  Every floor featured custom monsters, however, which were varied and interesting.  There were also a lot of loot drops.  In fact, it is something of a monty haul, although I will say that at least all of the equipment is level-appropriate.  There's just a lot of it!

Overall, it was a fun little romp.  My score: 7 - Very good, deserves a look.

Warning: Major spoiler screenshot below the jump!

Wednesday, June 12, 2013

Review: Trinity

Welcome to class!
My character: Chellise Patson, level 8 human warlock
My score: 10 - A Masterpiece, Genuinely Groundbreaking

Lord Falconhand of Shadowdale has put out a call for help: a madman bent on putting all of the Dalelands underfoot is seeking untold power in Soloria, the great, abandoned school of wizardry.  You have been chosen, along with four others, to adventure to these lost ruins, put a stop to his ambitions, and secure any artifacts that you find for the greater good of the Dalelands.

So begins a fantastic adventure by E.C. Patterson.  Trinity is, in many ways, a shining example of what the NWN2 toolset can do.  It is a relatively short, but nevertheless extremely satisfying adventure that combines overland adventure and grand combat with a fascinating dungeon delve (or two!).  Throughout the adventure, Patterson combines spectacular visuals and music with excellent pacing to deliver gripping atmosphere. 

Dining hall.  Love the statue work in the background.
The heart of this module is the primary dungeon, which is designed as an abandoned school of wizardry.  It is flat out one of the best dungeons I've ever experienced.  As Tiberius has often said (and in some ways has been echoed by Benoit), the best dungeons have a story of their own.  They're about more than just a death trap for heroes.  They should have their own reason for being.  Abandoned public buildings, or in this case, a school, makes for a really interesting place to adventure.  As you explore, you encounter dining halls, classrooms, libraries, and more.  A real highlight was when one of the undead living there mistakes you for a student.

On top of all of this, the author gives you a lot of meaningful choices throughout the module.  Some of these involve providing different paths to a given destination.  This is done via some wonderful scripting, and sometimes these non-combat challenges are as scary and dangerous as the actual fighting.  In other cases, you get to make meaningful choices that not only can dramatically impact how you experience the module, but they can ultimately lead to very different outcomes to the story.  That several of these choices do not have black and white, "good" or "bad" (or even "lawful" vs. "chaotic") sides makes them all the more enjoyable.

(minor spoiler) Fantastic bit of flavor with the rogue
character as he looks through the abandoned
wine collection
The companions also deserve a mention.  They are each distinctive, and in some ways all of them are both likable and detestable.  With the possible exception of the cleric (who might have been a bit underdeveloped), I really enjoyed that each had his or her own motivation for going on this adventure, all of which play prominently in in the module by the end.  I also liked that, mechanically, none were really outstanding characters.  The fighter for example, brings a 15 natural strength into the module.  This can be boosted by items and leveling, but she's definitely not going to mow down enemies for you--you'll need to provide support.

The combat was fun, and you as the player have a lot of control in how challenging it was.  I opted to play through most of it in "Normal" mode, which allowed for unlimited rest and (of course) no friendly fire on spells.  This didn't make the encounters cake-walks, exactly, but I am sure that it did make them dramatically easier.  I ended up resting 7 times, which I'd guess is more than twice as often as I would have.  Furthermore, I brought an 8th level warlock into the game with me, which was definitely at the high end of what is suggested.  That said, while she was an asset, especially against individual monsters, she did not feel massively overpowered.  Despite all of that, I still had characters knocked unconscious during the game, and combat was exciting enough to get me perked up in my seat on multiple occasions.

Beautifully rendered outdoor environments
Overall, this is a really outstanding module.  It's really a shining example of a beautifully crafted dungeon delve.  It doesn't try to do too much or be too much.  Instead, it focuses on telling a good story and providing an interesting environment in which characters can adventure.  In a lot of ways, if I were to try to write a real NWN2 module, this is exactly the type of module that I would hope to be able to create (and no doubt would fall far short of).  So for that, I'm giving it full marks: 10/10 - A Masterpiece, Genuinely Groundbreaking.

More screenies after the jump...

Monday, October 29, 2012

Next up: Trinity

I've seen Tiberius mention that his favorite NWN2 modules, aside from his own, were Harp and Chrysanthemum and Trinity.  Well, tonight I downloaded Trinity.  I have a level 8 warlock who might be a good fit.  Here's the opening movie!

Sunday, October 28, 2012

Module Comments: Maimed God's Saga

The scales up there?  That's Tyr.
Link to Module
My Vote: 10 - A Masterpiece, Genuinely Groundbreaking
Character: lv 6. Male Lawful Good Cleric of Tyr, reached lv 9

I've played a lot of clerics over the years.  My character in my original playthrough of BG1/BG2, as well as my character for NWN2's official campaign were both clerics.  I like to have a strong healer in my parties, I suppose.  The thing is, however, that I've never really felt like a cleric from a roleplaying perspective.  I have no idea which god any of my characters would have worshiped, beyond some generally good deity or another.  I had no connection to the deity save for the fact that I could cast spells.  In truth, I might as well have just been playing an arcane spellcaster who happens to cast healing spells.

The great triumph of this module is that it completely reversed this trend.  In the Maimed God's Saga, you get to roleplay a cleric to a degree that frankly has never been done in a video game before.  As a cleric of Tyr, you not only take on an aspect of your deity's dogma as your character's primary motivation, but you ultimately get the opportunity to interact with him directly.  Regaining spells typically requires one to pray at an altar, rather than simply resting, and these events are used frequently throughout the module to add amazing roleplaying opportunities.  Playing this module completely changed how I view gods in Forgotten Realms-style fantasy, and I'm looking forward to taking these ideas into my play by post games.

The Manor
The story itself begins as a local mystery: a request has come from a tiny, obscure town for help against a long-standing curse that has plagued their ruling family.  That curse, however, is gradually revealed to be part of something far greater that stands to threaten the entirety of the Sword Coast, and upset the balance of power among the gods themselves.  The pacing is very good, with surprising twists and turns throughout that had me deeply invested in both the story and my character's place in it.  This is a roleplaying-intensive module, where even seemingly small decisions can substantially impact the story...and sometimes in very surprising ways.  And the companion...I played with the female (my character was male), and I found her to be among the most interesting, well-realized, and evocative companion characters I've encountered in any game.

As Tiberius explains in the readme, there is frequent combat in the module, but you should expect to have the opportunity to rest and regain your spells in between most of the challenging encounters.  Once you've settled in, he recommends deciding on a course of action, resting, praying to regain spells, and setting off to accomplish that goal.  I generally followed this advice and found combat to be well balanced but challenging throughout the mod.  The key to success in combat, I found, was to use the ranger companion as a tank, freeing my cleric to use his spells.  I did take a nice stack of healing potions with me into the module and was glad to have them, but they were rarely necessary outside of a few big fights.

It's dark here!
If there's a criticism that I had of this module, it's probably that it does too good of a job of depicting its atmosphere.  The majority of the module takes place in a small, isolated town subject to a curse.  The town is virtually dead, and it's rendered in this module as a place that is dark, virtually deserted, and hopeless.  The interiors of occupied buildings are dark, even during the day (it's constantly raining and gloomy), requiring ample use of Light spells or torches (and, for my comfort as a player, gamma correction).  All of this is done, no doubt, to paint a foreboding and dark mood...but at times, I found that it bordered on depressing.  I found that I had to be in a certain mood to play this module in its early goings, and if I was tired (I often am), stressed (again, I often am), etc, it was often more fun to play something else than to load up the Maimed God's Saga.  That's not to say that there aren't exciting moments, or that playing this module was not incredibly gratifying...in truth, perhaps because of what you had to go through, this module left me as satisfied as any that I've ever played.  But there were times when I just didn't want to face that dark, depressing town.

But my goodness, I'm glad I continued to come back to it.  This module is a triumph of module making.  It's story and roleplaying depth are among the best I've ever seen in a module, and it is probably the best class-specific module I've ever played.  Thanks for the fantastic experience.

Wednesday, July 25, 2012

Review: Harp and Chrysanthemum

Having finally finished Storm of Zehir, and punted on Mask of the Betrayer, I found myself a few nights ago finally ready to return to the wonderful world of NWN2 modules.  It's been five years since I launched a NWN2 mod.  Amazing.  I can't remember who said it, but around the time I was leaving the community, someone mentioned in a comment (I think--couldn't find it) that Harp and Chrysanthemum was a pretty good reason to come back and start playing again.  Whoever said that was right.  I had been following this module pretty closely while it was developed, and have long been a fan of Maerduin's earlier work (e.g. The Birthday)  Here are my comments on Harp:

Area design and use of cutscenes, by themselves,
make this module groundbreaking
My vote: 10 - A Masterpiece, Genuinely Groundbreaking
Character: Mers Fener, a level 4 Barbarian, previously had adventured in Once Upon A Time..., leveled up in FRWCC.  Advanced to level 6 by the end of the module.

This is a really spectacular module.  It is stunning, evocative, and powerful.  While not perfect, where it excels it is so amazing that it overshadows its few flaws and drawbacks.

Harp and Chrysanthemum features the most spectacularly designed areas I've seen in NWN2.  Far more so than anything you see in the official campaigns, Maerduin makes brilliant use of vertical scale in many of his areas.  The main town in the module, Drawn Swords, is a shining example of this, and is a major feature of the module.  On top of his area design skills, the author creatures powerful--if not chill-inducing--moments with his expert use of cinematic cut scenes that showcase his areas, as well as custom music.  I have never seen better use of the camera than the author achieved in this module; it should be required viewing for any aspiring modder who wants to learn how to do it right.

Don't cross the line, Orc.
The story is fascinating, and is told largely via the interactions of strongly developed NPC's.  You begin the module in the company of a rogue, an old friend, and shortly thereafter are joined by a paladin.  The paladin, in particular, is a wonderful character.  In many ways, she's tragic: seemingly cold and powerful, but, as you soon learn, also vulnerable and insecure.  It's been quite a while since a character came alive before me like she did in this module--perhaps not since playing some of Alazander's old modules.  Moreover, the story is punctuated by dramatic moments that had me saying "oh my god!" to my screen.

This is not to say that the module is perfect.  As many have said in the module's comments page, the combat is quite challenging.  I initially tried to let my barbarian lead the charge, but quickly found that I needed to boost the paladin's armor class as much as possible and let her tank, only allowing the others to join after the enemies had her surrounded.  Challenging combat isn't a bad thing off hand, but it was even necessary to micro-manage to this degree on "random encounter" monsters.  Some of these monsters were on respawn triggers, at times re-spawning shockingly close to the party, which became really annoying.  At one point, I just ran through an area with the paladin, just allowing the other party members to fall to the monsters, because I just wanted to get back to the inn in town and rest.  On top of all this, even decent healing supplies, such as potions of moderate healing, are in limited supply--though you can buy an extremely expensive liquor at the bar that works just as well, if you have the coin.  Often, you don't.

It's not just the outdoor areas that are spectacular.
On top of some combat frustration, I ran into several bugs.  One innocuous one resulted in the town leader materializing in the middle of town without any scripts attached to him.  At one point, another copy of that same leader had a conversation with my characters and walked right past his clone on his way back to his shop.  I also somehow completely missed what was supposed to be an earlier encounter with some elven tomb defenders.  This made a later conversation with them extremely confusing.

But what this module does right it just does so well that I can't let myself get hung up on those problems.  The author's attention to detail, from the area design, to the stories on each custom item, to some of the charming side quests (the dryad was a favorite), to the fact that (if I remember correctly) the author actually recorded several pieces of the custom music himself, is unsurpassed.  Objectively, maybe this module is a 9.  But I experienced such a genuine, emotional connection to the story and its characters that I can't justify anything other than a 10.  It's not perfect, but I can't imagine a way in which this module can't be considered legitimately groundbreaking.

More screenies below the jump

Monday, July 23, 2012

Review: Storm of Zehir


My vote: 8 - Excellent, Recommended to Anyone (based on engine enhancements more than the game itself)
Party: Human Cleric, Half-Orc Fighter, Wood Elf Ranger/Rogue, and Sun Elf Wizard/Arcane Scholar


I've tried to keep the spoilers pretty light throughout this review, in case there is still anyone else out there who hasn't played the game.

Plot hook: as part of a small adventuring party, you set off for Samarach aboard the Vigiliant, a vessel owned by the Samarch merchant, Sa'Sani.  As the ship approaches Samarch, however, it suffers a collosal explosion and runs aground south of Samargol.  After a thrilling battle with the local goblins, Sa'Sani protects you from arrest at the hands of the Samarch guards in exchange for your service.  As you set forth on a variety of missions for her, you become embroiled in a scheme that affects not only Samarach, but the sword coast and even the gods themselves.

Storm of Zehir, the second expansion to Neverwinter Nights 2, started very well.  The initial adventures on Samarch were simple but full of terrific atmosphere.  There were dinosaurs(!), wonderfully developed goblin cultures, hidden black markets, dinosaurs(!), and the glimpses of what could be an exciting plot.  The game is visually stunning, with loads of new placeables and monster models for modders to play with.  Unfortunately, while the first quarter or so of the game were full of adventure, I found that the middle portion fell a bit flat.  As I wrote last month, the sandboxy style of the game can lead to your characters running into encounters that they clearly are not ready for or intended to experience.  While you can say what you will about realism, I ultimately just found it to be frustrating.

Furthermore, many parts of the story seemed poorly executed.  The main plot with Sa'Sani and her company's struggles felt a bit chaotic at times.  Things happen fast.  That's not necessarily a bad thing, but without some build-up or foreshadowing, it sometimes seemed forced.  This was even more severe with several of the side quests.  There's a big one involving Port Llast that seemed as though I missed several long, important events to foreshadow what ultimately happened.  It was really disappointing, as it had good potential.


That said, there were some real gems among the sidequests.  My favorite were invariably the ones in which you just went off to explore a mysterious area.  My personal favorite happened early in the game when you were asked to explore the remains of what had been the home of three wizards who lost control of their Djinn.  The story is told via scraps of paper, items, and the occasional warnings of a pixie who still lives in the tower.  It's brilliantly done.

The big innovation of the game was the overland travel map and the accompanying merchant system.  The overland maps were beautiful, and in many ways I really enjoyed the sense of scale and wholeness that they added to the game.  But after the first several hours of gameplay, travel on the map became a chore.  Even while boosting survival skill to maximize the speed of my team, travel on the map was slow and bogged down gameplay.  I also found myself almost always avoiding random encounters, which is easy to do once you have sufficient hide skill...and that made me question why they were even there.  The only times I did have to deal with encounters were when either a) the game (annoyingly) switched back to my cleric party leader after a load screen, or b) I forgot to get back to my ranger after a conversation.  By the end of the game, I was using portals as much as was possible, and avoiding the map at all costs.  There were some quests that I didn't complete largely because I didn't want to trek long enough to complete them.

The merchantile system also didn't do it for me.  I get the concept, but setting up caravan routes all over the sword coast was tiresome and a major gold suck early...and then, by the end of the game, it was generating so much revenue that I could never possibly spend it all.  It had its moments, but I doubt I'll ever want to do something like that again in a nwn2 module.

Combat along the main plot was generally fun and well balanced.  I found the final dungeon, including the final battle, to be particularly fun and engaging.  Other areas were severely unbalanced for my characters at the time they first experienced them, with little to warn me that this was to be so.  As a result, there were an annoying number of times that I had to reload a game after stumbling upon a battle for which I was hopelessly overmatched.

Also...perhaps this is just because of the amount of time I spent in nwn modules, but I think I prefer small parties with a focus on character development.  The SoZ model, with four user-generated characters plus two NPCs, doesn't work as well for me.  It was hard to develop much personality for my four characters, and in many ways they were little more than hired thugs throughout the game.  Plus, there seemed to be far less mechanical detail than was needed in the chat window, which got really annoying.

Overall, I think this is one of those games that tried some neat things, won some small victories, but ultimately fell short of what it might have been.  It did enough right that I think it's definitely worth a try.  I'm glad I played.  But I'm also glad that I finished.  If we're judging it for the sake of the game itself, it's a 7 (Very Good, Deserves a Look).  If we're judging it for all of the extensions and fixes of the engine that the expansion brought, it's a 9 (Outstanding, a Must Have).  I'll vote 8 and leave it at that.


More screenies after the jump...

Saturday, June 23, 2012

Storm of Zehir: Finding the Fun

Thing that I like about Storm of Zehir: Dinosaurs!
Part of the reason I haven't done any module reviews over the past few months is that I'm still in the middle of Storm of Zehir.  It's a long module, at least it seems it with my 5-6 hours per week pace, and I went through a period of frustration with it about a month ago.  A full review will follow once I'm done, but I got frustrated once arriving at the Sword Coast.

The reason?  Well, the game really emphasizes exploration.  And that's great.  The problem is that (as is probably appropriate in the world, but is not always fun as a gamer) many of the areas that you can explore are certain death for a player the first time you encounter the areas.  It's not just the random-encounter areas; you also experience this with some of the quests that you receive early on in the game.***

***Incidentally, this is the reason that games like Morrowind scale their encounter areas to match your current level.  A lot of people don't like this for world cohesion purposes, but it prevents the frustration I encountered.

At a certain point, I got fed up with exploration and just decided to stick to the main plot in hopes of getting done. The plot in Zehir is decent, with occasional flourishes of excellence that are broken up by some extremely poorly executed segments.

Once I went this route, I eventually found myself enjoying the game far more.  And now, with the main plot veering back away from the Sword Coast, I'm taking time off to explore.  And it's fun.  My team can handle those areas without trouble now (mostly...my wizard died last night in a battle against some Banites...but it's the good kind of challenge, not the ridiculous kind), and we're racking up small bits of extra experience, treasure, and item crafting recipes.

Next up: crafting! I've finally got enough extra gold and components to make some serious progress with crafting, and I'm looking forward to enhancing my gear.

Thursday, May 31, 2012

Baldur's Gate Remake for NWN2 Update

Firewine Bridge
Was looking through the forums tonight and ran across these little gems from the modders responsible for the ongoing BG1 remake project:
drechner:
Well, it looks like the campaign will be fully playable in a couple weeks! After that, it's polish, polish, and some more polish for a few (at least 3) months. With this in mind, I think we're looking at September. 
Shallina:
As today only the hafling sidequest (Gullykin's surrounding) are missing. (around 5 exteriors area, including a little village, a dunjon, and less than 10 interiors area for the village) All the rest has its area done and scripted. So all chapters, and the extension (TOSC) are functionnal.
Pretty exciting!