Description
Just a generation after the events depicted in the first
Icewind Dale, a new threat has appeared in the Northern region of Forgotten Realms. Something - or somebody - is trying to cut off the Ten Towns area from the rest of the world. Hordes of monsters invade peaceful towns and kill their citizens. A party of adventurers happens to be in the region, and upon their arrival they are requested to help to defend the town of Targos against monster invasion. But once they have accepted the quest, the adventurers realize it will only be the beginning of a long and perilous journey...
Icewind Dale II is a role-playing game that uses the Infinity Engine, first introduced in
Baldur's Gate. Like its predecessor, it is more combat-oriented than Baldur's Gate games. The combat flows in real time, but the player is able to pause at any time to give orders to the controlled characters. In the beginning of the game, the player creates the entire party, up to six characters. The game uses the third edition of Advanced Dungeons & Dragons rules. There are new character classes (such as monk or sorcerer), new races (e.g. drow) and many new spells. The game features isometric pre-rendered backgrounds, like its predecessors.
Alternate Titles
- "冰风之谷2" -- Chinese Title (Simplified)
- "冰風之谷 2" -- Chinese Title (Tradition)
- "Bingfeng zhi Gu 2" -- Chinese Title
Part of the Following Groups
User Reviews
There are no reviews for this game.
The Press Says
| GameZone |
Sep 06, 2002 |
9 out of 10 |
90 |
| Game Chronicles |
Oct 21, 2002 |
8.6 out of 10 |
86 |
| PC Games (Germany) |
Oct 22, 2002 |
84 out of 100 |
84 |
| GameSpot |
Sep 06, 2002 |
8.3 out of 10 |
83 |
| CanadianGamer |
Jan 10, 2003 |
82 out of 100 |
82 |
| GameStar (Germany) |
Oct, 2002 |
82 out of 100 |
82 |
| PC Gameplay (Benelux) |
Sep, 2002 |
80 out of 100 |
80 |
| Quandary |
Dec, 2002 |
     |
80 |
| PC Zone Benelux |
Oct, 2002 |
75 out of 100 |
75 |
| Armchair Empire, The |
Dec 04, 2002 |
7 out of 10 |
70 |
Forums
There are currently no topics for this game.
Trivia
Development
According to lead designer
Josh Sawyer, the game had a troubled development. It was started after
Torn was cancelled and a few people had to be let go as a result. Originally the plan was to develop it in only four months and Sawyer had only two days to write the story and determine the general areas. In the end, development took ten months which is still remarkable because they ported the engine to the third edition of
Dungeons & Dragons. They had to leave out some of the more extensive re-designs of that edition, but in hindsight the team was pleased with what they managed to accomplish. The only thing they regretted is that they had no time to polish the game which led to some unbalanced fights.
Main menu
The main menu, which shows a view of the Targos docks, cycles between a day and night version depending on the system time.
Music
The composer of the original
Icewind Dale and
Heart of Winter soundtracks,
Jeremy Soule, is completely uncredited on
Icewind Dale II, although several of the pieces of music credited to
Inon Zur are actually re-orchestrated versions of Soule's music, including the main theme and the Kuldahar theme. The end credits music is not even re-orchestrated. The collector's edition soundtrack CD also includes all of Soule's
Heart of Winter music, though again, Soule is completely uncredited.
Title
Black Isle Studios used to code-name its projects after U.S. presidents and vice-presidents, an idea by
Josh Sawyer. The code-name for this game is
Project Monroe.
Information also contributed by
Sciere,
Zovni and Patrick BreggerThis entry to the MobyGames database was contributed by
Dr. Elementary (274) on Oct 24, 2002.