Icewind Dale II
Icewind Dale II | |
---|---|
Single-player, multiplayer |
Icewind Dale II is a
The game is designed as an action-oriented alternative to other
The game was well received by critics, who praised its combat, pacing, and use of the Third Edition rules. However, some reviewers felt that the graphics and engine had become outdated, and could not compete with its contemporaries.
Gameplay
Icewind Dale II is a
When beginning the game, the player may choose to play a pre-selected party, or to
Icewind Dale II's gameplay is focused on combat. The combat system is a
Plot
Setting
Icewind Dale II takes place in the
Story
The game begins as the player's group of mercenaries arrives by ship to defend Targos.[11] They report to the town palisade and fend off an assault by the goblin army.[21][22] Afterwards, the mayor of Targos orders them to start an offensive on the goblin army.[23] The group kills the chieftain of the army, and discovers that he was under the command of a woman named Sherincal.[24] When they return to Targos, the mayor asks them to rendezvous with reinforcements from Neverwinter.[25] The group travels to meet them in an airship piloted by Oswald Fiddlebender.[26]
A storm causes the ship to crash, and the group awakens to discover that a glacier blocks the reinforcements' path.
As the group travels to Kuldahar, they meet a
When the group lands in Kuldahar, they discover it has been invaded by the Legion of the Chimera.
Development
During summer 2001, Black Isle Studios employed three development teams. These included the Icewind Dale team, the team developing
Icewind Dale II was originally planned to be an incomplete conversion to the D&D Third Edition ruleset, with many rules omitted. The kit system (class specialization) introduced in
J. E. Sawyer managed rule implementation,
The game went
Audio
The music of the game was composed by
The music was composed in five weeks, and the recording and mixing lasted three weeks.[55] As the game's music budget was low, a small Los Angeles orchestra was used to record the music; the sound of the each instrument was doubled during production.[56] Inon Zur described the music as having "some uniqueness to it, that basically it developed throughout the game [with] the [inclusion] of more instruments, taking flutes and percussion and combining them with the standard orchestra". Zur later said: "I thought that we definitely met some high standards; we compared our products to big budget films scores and in the end we were quite happy".[55] The game features voice work from Gabrielle Carteris, Peter Stormare, and Grey DeLisle, among others.[1]
Reception
Sales
Icewind Dale II debuted at #6 on
Critical reviews
Aggregator | Score |
---|---|
GameRankings | 82%[62] |
Metacritic | 83/100[63] |
Publication | Score |
---|---|
Computer Games Magazine | [64] |
Computer Gaming World | [65] |
G4 | [66] |
Game Informer | 9.5/10[67] |
GameSpot | 8.3/10[53] |
IGN | 9/10[68] |
PC Format | 65%[69] |
PC Gamer (US) | 87%[70] |
PC Zone | 8.3/10[71] |
Icewind Dale II's reception was generally positive. Game Informer hailed it as, "one of the best RPGs ever released for the PC",[67] and GameSpot called it, "simply a great role-playing game".[53] However, PC Format said, "it's uninspired and uninspiring, giving itself a narrow remit and fulfilling that unspectacularly".[69] Certain reviewers compared Icewind Dale II to Neverwinter Nights. IGN said: "[Compared to Neverwinter Nights] the pace of [Icewind Dale II] is more varied, its balance better, the gameplay more interesting",[68] and Game Informer considered the interface superior to that of Neverwinter Nights.[67] PC Format said, "in the light of Neverwinter Nights in particular, there's little that stands out in Icewind Dale II to recommend it",[69] and PC Zone concurred "it's not the [Baldur's Gate II: Shadows of Amn] killer we had all hoped for and neither does it stack up to Neverwinter Nights".[71]
Many reviewers praised the game's combat and pacing.
The game was criticized for its graphics and engine, which reviewers considered to be outdated. G4 called the engine "old" and "clunky",
Game Informer called the writing and story "on par with any fantasy novel".[67] PC Gamer said it had "some of the richest and most enjoyable dialogue since Planescape Torment", and an "impressive storyline".[70] GameSpot called the story "engrossing", and said that "the game is very well written, offering up a number of strong characters and serious themes".[53] PC Zone noted that, "thanks to the excellent NPCs, the battles have a lot more meaning, as there is a strong storyline behind the endless hacking and slashing".[71] PC Format thought that "Icewind Dale II also suffers, like its predecessor, from a story irrevocably weakened by anonymous central characters – the six you create".[69] In regards to the audio, GameSpot said that "Inon Zur does a truly fantastic job that's perhaps even better than Soule's effort in the original Icewind Dale", and that "the voice acting in Icewind Dale II is as great as you've perhaps come to expect from a Black Isle Studios role-playing game".[53] Computer Gaming World said that "[the] sound effects, music, and voiceovers are all excellent".[65]
Icewind Dale II was nominated for Computer Gaming World's 2002 "RPG of the Year" award, which ultimately went to The Elder Scrolls III: Morrowind. The editors wrote that Icewind Dale II "is the last great game from a fading engine, and we love it".[73] It was also a nominee for PC Gamer US's "2002 Best Roleplaying Game" and The Electric Playground's "Best RPG for PC" awards, but lost both to Neverwinter Nights.[74][75] Allen Rausch, writing for GameSpy's 2004 retrospective "A History of D&D Video Games", wrote "while nobody would mistake it for '2002 RPG of the Year' material, Black Isle Studios managed to give the Infinity engine a terrific game as its swan song".[76]
Enhanced Edition
Other Infinity Engine games, including Baldur's Gate and Icewind Dale, have been remade into Enhanced Editions by Beamdog. Beamdog was unsuccessful in trying to do the same for Icewind Dale II due to the source code of the game being lost.[77]
The Red Chimera Group, a team of modders, coders, artists, and other contributors drawn from the Infinity Engine community, re-built Icewind Dale II and produced an Enhanced Edition. The Enhanced Edition features streamlined gameplay, a rebalanced class system, and new content. The team used WeiDU, a program used to develop, distribute and install modifications for games based on the Infinity Engine.[78] The Enhanced Edition was released on November 4, 2023.[79]
References
- ^ a b c d e f g h i j Avellone, Chris; Greene, Michael (2002). Icewind Dale II Instruction Manual. Interplay Entertainment.
- RPG Vault. Archived from the originalon December 16, 2009. Retrieved August 13, 2009.
- ^ a b c Bub, Andrew (May 1, 2002). "Urquhart of Winter". GameSpy. Archived from the original on June 1, 2002. Retrieved August 24, 2009.
- ^ Butts, Steve (July 16, 2002). "Icewind Dale II Hands-on". IGN. Archived from the original on April 20, 2012. Retrieved August 13, 2009.
- RPG Vault. Archived from the originalon February 22, 2007. Retrieved August 13, 2009.
- ^ Low, Bob (August 2, 2002). "192 : Games Reviews". Daily Record. Glasgow, Scotland.[dead link]
- ^ a b Butts, Steve (March 15, 2002). "Icewind Dale 2 Trailer and Interview". IGN. Archived from the original on August 12, 2011. Retrieved August 13, 2009.
- ^ RPG Vault. Archived from the originalon August 31, 2002. Retrieved September 15, 2009.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Speaking with Sherincal further we discovered that this Legion of the Chimera is an organization composed of the disenfranchised freaks of Faerûn.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: The ranger Braston believes that Sherincal, the one we overheard talking to Guthma, could be further directing the horde.
- ^ a b Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Narrator: Only a few small ships made it through to Targos, where my Uncle was watching from the upper reaches of the town. Many villagers were too busy repelling enemies at the palisade wall to notice a few sad, sorry stragglers make it into the port. The sun burned behind the horde and cast a cloak of shadows over the heart of Targos and all within. It was into this shadow that uncommon mercenaries were thrust from Captain Hedron's ship, the Wicked Wench. Like many other mercenaries in the town, these few had come from Luskan. Unlike the others, their journeys would take them far beyond the rude palisades and bloody fields that lay ahead of them...
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We will follow the Black Raven River north to where it flows from the Spine of the World mountains. There should be a network of caves there that leads to a monastery high in the mountains. Beneath the monastery is an entrance to the Underdark. From there we'll enter the ancient dwarven ruins of Dorn's Deep from below. From there we can surface on the northern side of the Spine of the World.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Narrator: What an odd sight the Black Raven Monastery must have been to those adventurers. While Uncle Oswald and Nathaniel evacuated Kuldahar to the north and east, the sell-swords from Targos happened across that strange place. To this day, I can't claim to understand the monks or their philosophy. Iselore himself spoke of their order in confused tones, as if his druidic order and the monastic order were so close – and yet so different – that they became totally foreign to his understanding.
- ^ a b c "Icewind Dale 2 Interview with Doug Avery". Sorcerer's Place. April 4, 2002. Retrieved August 24, 2009.
- RPG Vault. Archived from the originalon July 26, 2008. Retrieved September 15, 2009.
- ^ a b Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We were unsuccessful in our attempt to bluff our way past the Guard Commander in front of the Severed Hand entrance. However, she did let slip that the Minister of Foreign Affairs, Xavier Torsend, has the power to hand out delegate passes. Perhaps he would be a good person to see first, once we get inside.
- RPG Vault. Archived from the originalon March 2, 2008. Retrieved September 15, 2009.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Through research Nheero discovered that a large force of yuan-ti are living in Dragon's Eye – many of them practitioners of the arcane arts.
- ^ a b c Lafferty, Michael (September 19, 2002). "Journey into the world of Icewind Dale II with Josh Sawyer". GameZone. Archived from the original on June 10, 2009. Retrieved August 23, 2009.
- RPG Vault. Archived from the originalon October 8, 2008. Retrieved September 15, 2009.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Lord Ulbrec has officially welcomed us into the Targos Guard, and he has told us to report to the commander of the Targos Guard, Shawford Crale, for our assignments. Ulbrec told us we could find Crale at the Palisade, just beyond the north gate.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We told Shawford that we'd pressured the Iron Collar band to get their worthless hides onto the Palisade, and he seemed surprised and grateful at our efforts. No sooner had he finished congratulating us when we heard an explosion from outside, and the Palisade was under attack![..]With aid from the Targos Guard, we managed to turn back the goblin attack on Targos and slaughter the goblin leaders. We should tell Shawford or Ulbrec of our success.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Lord Ulbrec praised us for our efforts in defending Targos during the goblin attack on the Palisade, but with his praise came another mission: a goblin force has taken the Shaengarne Bridge to the south, a bridge that the Neverwinter reinforcements intended to use to reach Targos. He wants us to travel to Shaengarne Bridge and retake it from the goblinoids. He hopes our band can succeed where the Targos Guard cannot; only time will prove him right or wrong. / [...] Lord Ulbrec heard of the destruction of Shaengarne Bridge, and he has determined that only if Targos can mount an offensive quickly can Targos hope to break the goblin horde before they strike the town again. He has asked us to meet two of his scouts, Ennelia and Braston, south and east of Targos and give them whatever aid they require to break the goblins' strength in the region.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We have met the ranger Braston in the bowels of the Horde Fortress. He informed us that the leader of the horde is one called Guthma. Our killing of Guthma should disrupt the horde and provide the relief that Targos and the Ten-Towns require. / [...] The ranger Braston believes that Sherincal, the one we overheard talking to Guthma, could be further directing the horde. However, he was quick to point out that even if this Sherincal was directing Guthma, our removal of Guthma should be enough to stop the attacks on Targos. / [...] After defeating Guthma, Ennelia has reported that the horde army is already starting to fall apart. She congratulated us on our victory and noted that our attack has crippled any further offenses against the Ten-Towns.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Lord Ulbrec heard of our success in infiltrating the horde fortress and defeating the bugbear chieftain, Guthma. He thanked us for our efforts and gave us our next mission, which should prove somewhat less strenuous than the other suicide missions we've already taken. He asked us to speak to Oswald Fiddlebender and have him ferry us to the Western Pass to rendezvous with the reinforcements from Neverwinter.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Once we had our gear together, Oswald flew us to the Western Pass. As we neared the Pass, however, the storms and winds began to pick up, buffeting the airship...
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Traveling in Oswald's airship to the Western Pass to find and meet with the military expedition from Neverwinter, we noticed a glacier blocking a large section of the pass. We were immediately caught in a sudden ice storm that seemed to come from within the glacier, and crashed in the foothills that sit at the base of the Spine of the World Mountains. We should investigate that very unusual glacier.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We met Sherincal, a towering, female half-blue-dragon guarding the entrance to the Aurilite ice temple. She claimed to lead the forces of something called the "Legion of the Chimera" in Icewind Dale's western region. It appears the strange banners we've been seeing belong to them. / [...] We also learned from Sherincal that Isair and Madae are twins who rule the Legion of the Chimera from its capitol, the Severed Hand.
- ^ a b Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Xavier told us that the war was caused by Betran Weaver, the mayor of Bryn Shander, and his advisor Cardaf, a priest of Helm. It seems that they sent Isair and Madae cakes made with holy water, knowing that the twins were cambions and would come to harm when they ate them. An act of stupidity that has cost many their lives.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We met Nathaniel, a druid from Kuldahar, who'd been locked in one of the ice temple's prison cells. He asked us to free him before he suffered the same fate as his fellow prisoners, whatever that may be.
- ^ a b Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: With the Aurilites no longer posing a threat, all that remained was to destroy enough of the glacier they created to open the Western Pass. Nathaniel left to check on Oswald and fly to the Ten-Towns to warn them, promising to meet us in Kuldahar. He asked us to use the fissure he would create to head south around the Spine of the World Mountains on foot, take the unguarded Eastern Pass to Kuldahar, and warn them about the collusion between the Aurilites and the Legion of the Chimera.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We delivered Denham's trapped replacement for Garradun the spy's false love-letter to Captain Ingrath Mariner. We also gave Denham's note of warning to Sergeant Rahm Dammel, the commander of the Luskan forces.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We met a drow merchant named Nym in a small village. He was waiting there for the military expedition from Neverwinter – the same one destroyed by the Aurilites at the glacier in the Western Pass – to arrive. / [...] The drow merchant Nym told us that the Eastern Pass was entirely blocked by troops of the Legion of the Chimera. However, he explained that there was another route over the Spine of the World: through the Underdark. We will follow the Black Raven River north to where it flows from the Spine of the World mountains. There should be a network of caves there that leads to a monastery high in the mountains. Beneath the monastery is an entrance to the Underdark. From there we'll enter the ancient dwarven ruins of Dorn's Deep from below. From there we can surface on the northern side of the Spine of the World.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Isair and Madae, twin commanders of the Legion of the Chimera, appeared before us in the Wandering Village. They claim to have found us with information purchased from Nym, the drow merchant who told us of the underdark passage beneath the Black Raven Monastery. Madae claimed that the Legion would still attack Kuldahar, and Isair warned us to stop our "meddling," claiming that Targos wasn't alone in having Luskan allies. To demonstrate his seriousness, Isair slew several villagers and raised them as zombies against us before vanishing along with his sister.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: The drow merchant Nym told us that the Eastern Pass was entirely blocked by troops of the Legion of the Chimera. However, he explained that there was another route over the Spine of the World: through the Underdark. We will follow the Black Raven River north to where it flows from the Spine of the World mountains. There should be a network of caves there that leads to a monastery high in the mountains. Beneath the monastery is an entrance to the Underdark. From there we'll enter the ancient dwarven ruins of Dorn's Deep from below. From there we can surface on the northern side of the Spine of the World.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Narrator: At long last, my uncle brought the adventurers to Kuldahar.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: As soon as we had landed in Kuldahar, we were greeted by an emissary of the Legion of the Chimera, a neo-orog priest of Bane called Hiepherus. He claims all of Kuldahar for his own, and he has raised undead monsters to seal off Kuldahar Pass.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: The Archdruid of Kuldahar, Iselore, asked us to help stop an impending threat to the village and its great oak. He believes that yuan-ti from Dragon's Eye have opened a magical "crossroad" to a jungle in Chult, far to the south. He asked that we find a way to seal the portal from the other side. This involves slaying the "guardian" of the crossroads. Iselore believes that the yuan-ti are probably protecting the guardian to insure that this does not happen.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: We have broken the strength of the yuan-ti at the temple in Chult. This should prevent them from reinforcing the yuan-ti at Kuldahar.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Iselore told us that the Legion of the Chimera forces are using Dragon's Eye as a route to Kuldahar. He believes that at the base of the Dragon's Eye volcano, we will be able to enter the Fields of Slaughter. From there, we can access the Severed Hand.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: A man named Nheero Fhutma was held in a yuan-ti prison on the first level of Dragon's Eye. We agreed to find a way to open the prison's gate.
- ^ Black Isle Studios (2002). Icewind Dale II. Interplay Entertainment.
Journal: Orrick has completed his investigation into the mythal corruption. He has found that the mythal has activated and bound itself to the plane of limbo. He speculates that it is going to shift the Severed Hand onto that plane. He has warned us to be prepared to flee for our lives at a moment's notice.
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