NWN 2: Storm of Zehir - Reviews @ GameSpot, IGN

Dhruin

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More Storm of Zehir reviews from the majors have been a long time coming. Finally, both GameSpot and IGN have kicked up their opinions, although they differ quite a bit. GameSpot finds the change of direction doesn't suit the NWN2 engine and interface, for a score of 6/10:
Additions to the main aspects of Neverwinter Nights 2's gameplay are sort of adventurous, if not entirely successful. The best and worst new feature is an overland map used for traveling between quest locales, like towns and dungeons. This is a simple, old-fashioned interface where you pick a party leader and he or she then leads your adventurers into the wilderness. The good news is that this map allows for open-ended exploration that adds a sense of venturing into the unknown that hasn't been incorporated into a D&D RPG for years. You can discover loads of hidden goodies just by wandering around, from secret lairs to magical artifacts to bundles of clothing you can use to make an impromptu health kit. The bad news is that this map is loaded with a crazy number of random encounters. Unless you have a party leader like a ranger who has serious points dedicated to skills like hide, move silently, and survival, you can't help but stumble into one pack of monsters after another every time that you hit the overland map to head to a new quest. One moment you're set upon by skeletons, then it's a gang of gnolls, then zombies, then earth elementals, then spiders, and so on. Monsters can hit so hard and so often that you can never rest, which turns map travels into tedious slogs that wear you down over time. Still, the overland map could be a great feature with some serious tweaking. It will be interesting to see what modders do with it.
But IGN sees the formula as a successful homage to old-school D&D campaigns and the score is 8.3/10:
Fans of D&D and single-player role-playing games should definitely check out Storm of Zehir. Yes, there's a shortage of single-player D&D games in this age of MMOs that we live in, but Obsidian has still crafted an involving and engaging adventure. It's also nice to see the company take risks, presenting new forms of gameplay and evolving its series even further. With its emphasis on party, this feels like an homage to the old school D&D games of the past.
More information.
 
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I disagree with Gamespot's review. Or at least I feel they're criticizing SoZ for not having things it never claimed to have. Sure if they were expecting a MOTB2 I can understand why they were disappointed.

SoZ's approach and gameplay are refreshing. I haven't had that much fun in a while. After trying the garbage that Fallout Bethesda's style is, I was glad to play something that reminds me of the good ol' classic RPGs. And this overland map which is sort of a mix between Heroes of Might and Magic and the world map in Fallout 1&2 is a nice touch.
I love the music, the atmosphere and the level range (4-20) is perfect for D&D 3.5. Combat difficulty is also a bit more challenging than what the industry got us used to lately... and it just reminds me how much I miss that sort of challenge.

I agree NWN2's default UI settings and default camera setting are far from convenient, but if you know how to configure them it's a real treat. I use the exploration mode camera centered on character, and WASD to rotate and pan the camera up and down (rather than to move the character). Essentially it becomes like Baldur's Gate only better: keyboard just to pause and mouse for everything else. But on top you can use WASD to move the camera around and 1-9 for quick access to spells and items.
 
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I think that the 6 is way off the mark, and likely reflects the author's tiring of the D&D setting as much as anything else.
 
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My only complaint about SoZ so far (haven't finished it yet mind you) is about saving and loading... it's SLOW! Maybe it's my computer, but it sure was faster in the OC.

Overall I'd give it a 8.5/10 score: -1 it's fun but it doesn't have anything memorable and -0.5 because code optimization (save/load time and FPS smoothness on the overland map) seems poor.

But then again, the graphics and engine were improved in SoZ so a drop in performance for older machines is probably normal (my computer is 3yo). According to Fraps my FPS in SoZ navigates between 30 and 40 as opposed to 40 to 50 in the OC.
 
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Yay, GameSpot strikes again. What a stupid whine, that one -- since (1) the game supplies you with two badass wilderness survival cohorts in the first area, and (2) if you don't like them, you're totally free to roll up your own, I really don't see the point of that complaint. Navigating the overland map is a challenge, just like any of the other ones in the game, and if you don't have a party up to dealing with that challenge, you will suffer. Goddamn console kiddies...
 
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Maybe someone forgot to pay their gamespot dues.. :p
 
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I hope that this game sells well, because if it doesn't, the poor sales will inevitably be blamed on the new features like the overland map or just a lack of interest in single player PC RPGs. Whether or not this game sells could make a difference in whether there is another PC-targeted D&D game.
 
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He's dead on when it comes to the interface. The NWN 2 series has one of the worst control schemes I've ever used. I've purchased all three in the hopes thats each time the interface has been made usable but am disappointed each time. I finished the first campaign but am tired of fighting the interface and didn't finish either expansion. I'm done purchasing anything in this series until they can come up with a decent interface.

His complaints about the overland map didn't make a lot of sense to me. He mentioned that if you don't have a person with decent wilderness skills you'll have to fight everything. That's how it should be IMO. Just pick up the druid in the first city and keep his wilderness skill maxed and you can run from whatever you want.
 
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Another Gamespot review with inaccuracies.

"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."

Er...what?
 
I'm having a blast with it as well. I was almost sad that I got a new job because it steals time away from a really fun game. I will agree that the outdoor combat needs to be toned down a little bit. They make certain party members mandatory, rather than just desirable. Wanna hate the game? Take a party without any survival specialists and walk at a crawl and fight every 4 steps.

A great idea though was to put treasures on the map that require a variety of skills to detect. You will find that if you have a high appraisal skill character as leader, you will find tons of treasure that your survival specialist will never even notice. He's looking for paths, not half buried crates full of ore. I've found that spellcraft, lore, appraisal, tumble, craft weapon, craft trap, craft armor, and heal will all net you treasures along with the search and spot skill. If only your ranger or druid leads while outside, you missed 60% of what is out there. There are over 90 bundles of treasure on the first overland map! It's a treasure hunter's dream. Appraisal is especially helpful because it allows you to find tradeable goods. I had over 1000 trade bars before I left the first area.
 
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My only complaint about SoZ so far (haven't finished it yet mind you) is about saving and loading... it's SLOW! Maybe it's my computer, but it sure was faster in the OC.

My advice - 10 minutes with Gothic 3: Forsaken Fans and all the NWN2: SoZ load times will be forgiven ;)
 
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Yeah, Storm is really putting emphasis on a lot more skills. It isn't just the overland map, either. A lot of dialog options open up from funky skills.

The interface can be annoying at times but never drove me to quit. The party AI sure pushes me to the limit, though.
 
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The party has an AI? ;) I just love how my fighters equip a shield and bare hands instead of their magical greatsword. I also love it when Dino blocks every doorway and won't let poor Fred inside any of them. Why oh why isn't there a setting that says fire bows for 2 rounds and then go to melee? I'd set almost every character on that except for my sorcerer.
 
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Yeah, Storm is really putting emphasis on a lot more skills. It isn't just the overland map, either. A lot of dialog options open up from funky skills.
Instead alignment now is not important anymore. ;)
 
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Haven't picked it up yet (heck, still haven't even played MotB though I own it), but the interface in the OC (with MotB installed) never bothered me. Took a little while to get used to it, but I never found I was unable to do the things I wanted to do with it.

Call me crazy, but for whatever reason (maybe the letdown in the 3rd part of the OC) I'm never had that much desire to play MotB, but I really want to play SoZ (and MoW if it ever gets released)!
 
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The party has an AI? ;) I just love how my fighters equip a shield and bare hands instead of their magical greatsword. I also love it when Dino blocks every doorway and won't let poor Fred inside any of them. Why oh why isn't there a setting that says fire bows for 2 rounds and then go to melee? I'd set almost every character on that except for my sorcerer.

Yeah, my two-weapon-style ranger had me scratching my head when he insisted on unequipping his off-hand weapon. At least he did pick the longsword instead of the board with nail in it.
 
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Instead alignment now is not important anymore. ;)

Not true. You get different dialog options/outcomes depending on the alignment of the selected party member.

What is true however is that the alignment of your party members doesn't change depending on your actions/decisions throughout the game (unlike in the OC and MOTB).

In a way it makes sense imo. This expansion isn't about moral choices and defining yourself. You're the henchman of a merchant and you're fighting for your own survival. And it doesn't matter whether you're good or evil, you'll still be wanting to help that merchant out of necessity and you'll still be wanting to discover why the hell all this is happening as like it or not you're in the middle of it.

The alignment you choose at character creation determines how your party members will react and deal with the situations ahead. In SoZ choices don't come from choosing between good and evil dialog options that are always available but rather from deciding which party member is going to do the talking. For instance you can enroll the Paladin cohort which gives you the option to deal with situations in the "I am the savior of the world, holier than thou" manner. When I choose to talk with my Lawful Evil warlock, however, the options are very different.

I love this system because in the end, as a gamer, I have the same freedom and possibilities as in the OC and MOTB but it's also more coherent. In the OC my character could slaughter innocents for no reasons and the minute after save orphans, and a stack of tiny but good actions ("keep your gold I was happy to help find your lost necklace") end up redeeming really evil actions. Now I have the same freedom as a gamer (by switching characters), but my party members stay true to their beliefs and don't change their mind every time the wind blows.
 
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Yeah, my two-weapon-style ranger had me scratching my head when he insisted on unequipping his off-hand weapon. At least he did pick the longsword instead of the board with nail in it.

Happens to me as well, same character type. Bug? (Didn't have this problem in MOTB)

The only thing I don't like about the dialog options is there are no success or fail notifications. I suppose that's more realistic but it just seems that they have slightly different response to your diplomacy option vs a standard option; it doesn't seem that you're diplomacy skill is convincing the NPC one way or the other.
 
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The only thing I don't like about the dialog options is there are no success or fail notifications. I suppose that's more realistic but it just seems that they have slightly different response to your diplomacy option vs a standard option; it doesn't seem that you're diplomacy skill is convincing the NPC one way or the other.

In a way, the fail/success notification still exists, except that it comes before rather than after: it's whether or not you have the dialog option available.

Most of the time dialog options aren't available at all if relevant skills of your selected party member are too low, so there's no risk of failing them. Usually if you have enough skill points for dialog options to be available chances are you'll also have enough skill points to succeed their check.

In several conversations though, my (female elf) party leader was given diplomacy options despite having no skill points invested in it, and failed using them. Likewise, she fails all her bribe attempts during random encounters (my human warlock does most of the talking).

So far, conversation skills allowed me to solve situations by leaving peacefully rather than fighting, get bigger rewards, and make certain tasks easier. I agree it has less impact than in the OC or in MOTB, but it's still there.
 
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