Neverwinter Nights 2: Storm of Zehir
Neverwinter Nights 2: Storm of Zehir | |
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Single-player, multiplayer |
Neverwinter Nights 2: Storm of Zehir is an
Storm of Zehir was inspired by older video games like the
Storm of Zehir received mixed reviews from critics. Reviewers were pleased with new features introduced in the game, like more options for party customization and an overland map, but were not impressed with the game's storyline and technical achievements.
Gameplay
Storm of Zehir is an
In combat, players have access to a variety of abilities and
The player character can engage in other activities outside of combat, such as completing quests and interacting with non-player characters. While in conversation with other characters, the player character can influence them by using several skills, such as "Intimidate" or "Diplomacy".[7] The entire party can assist in this process if they have the appropriate skills. Characters can create weapons, armor, and other goods with raw materials through a system of skill-based crafting.[8] Storm of Zehir also includes a regional economy whereby players can establish trading outposts in various towns and create caravan routes between them, providing merchandise to consumers along each route. The caravans can be personally observed and managed by the player, such as providing security if attacked by bandits.[9]
Plot
The plot events and characters are described, below, using in-universe tone.
Setting
Like other games in the Neverwinter Nights series, Storm of Zehir takes place in the Forgotten Realms campaign setting, on the continent of Faerûn on the planet
Story
Storm of Zehir's story begins with the player character escorting a ship called the Vigilant,
After rescuing the captain from goblins, investigating the wreckage of the Vigilant, and recovering some of Sa'Sani's goods, the merchant offers the characters employment in her trading corporation.
Development
Development of Storm of Zehir began during the end of development of Neverwinter Nights 2's first expansion,
Like Neverwinter Nights 2,
The tone and flavor of Storm of Zehir is quite a bit different from that of Neverwinter Nights 2 and Mask of the Betrayer. First, the game will be more of a light-hearted adventure than a dark, forbidding tale.
–
Storm of Zehir's storyline occurs concurrently with Mask of the Betrayer, which was set in the
Obsidian implemented an overland map feature to allow players the opportunity to explore the areas of the game in great detail. Designer Nathaniel Chapman said "Furthermore, it provided an opportunity to increase the effectiveness of various skills that, frankly, were underutilized in previous Neverwinter Nights titles".[4] Obsidian created the map with a design philosophy centered on "interstitial space". Chapman explains:
It's essentially the term for the space that exists between the things you are mainly concerned with in your study. So, if you're interested in looking at cells in the body, the goo that surrounds the cells is referred to as interstitial space. If you're designing a building, the space between each floor is interstitial space. That, in a way, is the space that Overland Maps in games like Fallout, Baldur's Gate, Final Fantasy, Darklands, and, of course, Storm of Zehir are conveying - those monster-filled roads, boundless plains and spooky forests you travel through on your way to meet interesting people (and possibly kill and loot them).
— Nathaniel Chapman, Obsidian Entertainment[30]
The map's first prototype was inspired by the map seen in the
Storm of Zehir was ready for mass production on November 1, 2008 and was released on November 18, 2008 in North America, November 21 in Europe, and December 11 in Australia.[31][32] It was also made available for download on digital distribution service Direct2Drive.[33]
Reception
Aggregator | Score |
---|---|
X-Play | [37] |
Storm of Zehir received mixed reviews.
Reviewers were in favor of Storm of Zehir's focus on exploration and the ability to postpone or ignore the game's main storyline,[8][39] and they compared the gameplay to older role-playing video games such as Icewind Dale II and Fallout.[3][39] GameZone's reviewer said "This is a game that harkens back to the good old days of adventure D&D video-gaming",[1] and IGN said "this feels like an homage to the old school D&D games of the past".[9] The ability to handcraft an entire party instead of just the main character was welcomed, with GameSpot's reviewer noting "Rather than playing as a solo hero chosen for some great destiny, you roll up a party of four average joes just like you did way back when in D&D classics like the Baldur's Gate and Icewind Dale franchises," (Baldur's Gate did not actually contain the ability to create the entire party in single player mode; however, in multiplayer, this was possible) [6] and IGN saying "There's a strange kind of nerd joy when it comes to creating a D&D party".[3] Reviewers also appreciated the "Party Conversation System",[26] which allows typically underutilized social skills to be used by the entire party during conversation.[6][39] GameSpy said "It's a terrific convention in which the game responds not to one but to every member of an adventuring party. [Characters] have the option to interject some special comment into a conversation that might open up otherwise unavailable avenues".[7] Reviewers were grateful that the time-based, "spirit-eating" gameplay mechanic of Mask of the Betrayer was not included.[37]
Reviewers generally praised Storm of Zehir's use of the Dungeons & Dragons 3.5 edition rules
Critics gave the game's technical achievements a lukewarm reception. Several reviewers described the
Storm of Zehir may have a lackluster story, and that's OK, because it gives you the means--the freedom--to make your own story. And isn't that why we like RPGs in the first place?
–Jason Wilson,
The focal point of criticism was Storm of Zehir's story. Critics considered its focus on trade and economics shallow compared to the epic adventures presented in Neverwinter Nights 2 and Mask of the Betrayer.[7][8][43] GameSpy referred to the storyline as a "boringly generic adventure",[7] and GameSpot said "The quests reflect this mundane storyline. You run a lot of lame errands to kill specific monsters and recover lost or stolen merchandise, and you clean out a bunch of formulaic dungeons, caves, graveyards, and the like".[6] Other complaints included the presence of random encounters on the overland map, which were considered excessive,[14][36][42] as well as long load times.[1][3][36]
References
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