Icewind Dale - All News
Friday - October 28, 2011
Icewind Dale - Past, Present and Future @ GameBanshee
GameBanshee has a piece called Icewind Dale: The Past, Present and Future. As I write this, our editor shows me our last Icewind Dale newsbit was a retrospective at GameBanshee, so I guess someone is a fan over there. This article is mostly retrospective but then turns to the "persistent rumors" that Obsidian might revisit the IP:
It's worth considering, however, what form or shape such a product would take in the modern gaming world. Given today's technology, possibly even Obsidian's own Onyx Engine (most recently used for Dungeon Siege III), it's fair to say that Icewind Dale's stunning landscapes could be realized in even more detail and with more life than ever before. However, given recent job postings at Obsidian looking for 2D character artists with Adobe Flash familiarity, it seems even more probable that such a game could be released across multiple platforms, or even in a browser-based format. Both possibilities hold a lot of promise, especially as a Flash-based option could make for a game that's playable on everything from smartphones, to tablets, to desktop PCs, and it's ideally suited for the point-and-click gameplay that touchscreens are able to support.
Wednesday - October 06, 2010
Icewind Dale Complete - Released on GoG
GoG has released another classic. This time it's Icewind Dale. The game comes with it's two expansion packs-Heart of Winter and Trials of the Luremaster, 2 manuals, 4 HD wallpapers, 2 soundtracks, 10 avatars, 24 artworks, a map and a screensaver. Icewind Dale Complete is $9.99 and a 1.5gb download. You can get it, here.
Saturday - March 17, 2007
Icewind Dale - Revisited @ GameBanshee
GameBanshee has published a truckload of new material in a huge Icewind Dale retrospective. Aside from content additions to their walkthrough and resources, there are interviews with Josh Sawyer, Chris Parker and Scott Everts. Let's take a bit from J.E. Sawyer:
GB: What was it like to be a part of the development team for each of these projects? Any fond memories you can share with us?
Josh: Icewind Dale was fantastic for me because I had somehow stumbled into my dream job. I didn’t know anything about CRPG development, but I knew more about AD&D and the Forgotten Realms than anyone outside of TSR/WotC should. We didn’t have any leads on the original title, so we sort of just... did things... with Chris Parker telling us when we were being dumb.
Scott Warner (the designer of Upper Dorn’s Deep) and I will always remember Greedy Ghost, which is referenced to this day. Someone (who shall remain nameless) asked why the dwarf priest ghost in Upper Dorn’s didn’t charge the party for healing services. Scott and I explained that it was a ghost and ghosts don’t have any need for money. That Someone then replied, “Maybe he’s a greedy ghost.”
After Icewind Dale shipped, Feargus forwarded us an e-mail from Brian Fargo in which he said that he really enjoyed Icewind Dale and it was the first game in years that he had finished. I knew Icewind Dale was a flawed game, but I grew up on Bard’s Tale, so that meant a lot to me.
I was also pretty happy when we finally got most of the major 3E stuff into Icewind Dale 2. Danien Chee, Bernie Weir, Rich “Malavon” Finegan, and Darren Monahan really gutted a lot of the Infinity Engine’s game logic to make 3E work in it, and I think our implementation of the rule set was fantastic.