Neverwinter Nights 2

aka: NWN 2, Wu Dong zhi Ye 2
Moby ID: 24735
Windows Specs
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Description official descriptions

The tiny village West Harbor, located not far from the thriving city of Neverwinter in the Sword Coast region, served once as a battlefield between an evil being known as the King of Shadows and the defenders of Neverwinter. The protagonist's mother was killed during that battle; the elven ranger Daeghun took care of the orphan, raising him (or her) as his own child.

Their peaceful existence comes to an unexpected end when a group of githyanki attack the village just after its traditional festival. It appears that the attack was somehow connected with a mysterious silver shard that was left in a nearby cave shortly after the battle against the King of Shadows. The protagonist then leaves for Neverwinter, searching for Duncan, Daeghun's half-brother, who might have more answers.

Neverwinter Nights II is a follow-up to Neverwinter Nights. The two games share a common setting; where Neverwinter Nights uses the 3E ruleset released in 2000, Neverwinter Nights II utilizes the D&D 3.5 edition rules released in June 2003. As its predecessor, the game comes with a multiplayer feature and a tool set that allows players to create their own campaigns. However, the gameplay style differs from that of the predecessor by focusing on party-based combat, character management, and dialogue.

In the beginning of the game the player creates the main character, choosing his or her appearance, race (including planetouched, half-orc, and sub-races such as drow or moon elf), class (out of twelve available), and feats. The 3.5 edition of the AD&D rule set introduces prestige classes, into which regular classes may evolve, such as for example warpriest as a prestige class for clerics.

During the course of the game, various characters with their own motivations will join the protagonist. An active party may include up to four characters. The combat system is similar to that of Baldur's Gate: battles evolve in real time, and the player is able to pause at any moment to issue specific orders to characters. Automatic behavior routines for each character are available as well. Companions react to the player's choices during quests, and develop relationships with the protagonist depending on their ethical and personal preferences.

The player character eventually acquires a stronghold that can be used as a base of operations. The player can repair the stronghold, improve its defenses, and use it to repel sieges and generate income. It is possible to choose specific ways of using resources to upgrade the keep, recruit merchants, and command guards.

Spellings

  • 无冬之夜2 - Simplified Chinese spelling
  • 絕冬城之夜2 - Traditional Chinese spelling
  • 네버윈터나이츠2 - Korean spelling

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Credits (Windows version)

444 People (331 developers, 113 thanks) · View all

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Reviews

Critics

Average score: 81% (based on 49 ratings)

Players

Average score: 3.8 out of 5 (based on 53 ratings with 5 reviews)

The very best in "hands-off" role-playing

The Good
"Hands-off" type role-playing games are, of course, those belonging to the tried-and-true Black Isle and Bioware tradition, and the Wizardry tradition before that. They are based on an overtly restrictive mode of gameplay: dice-rolled, relatively passive tactical combat, no jumping, no crouching, no freedom of movement and no free map to explore. Environmental gadgets, objects on tables, cupboards etc. are not operable, they're just static parts of the scenery, as if behind a glass case. Rather poor and non-immersive approach really, especially since the advent of the Gothic series which should have changed everything in the genre. I for one much prefer the more realistic, deeper and open-ended Piranha Bytes / Bethesda / Reality Pump school of "hands-on" RPG's, but as far as the Bioware tradition is concerned, I regard NWN2 to be the pinnacle, even as late as 2011.

My beef with the newer Dragon Age and Mass Effect franchises is that they take this restrictive approach to their logical, yawny extremes. There is never a feeling of freedom, maybe a poor illusory semblance of it, but never the feeling of even previous Black Isle / Bioware titles, or Obsidian's NWN2. This game embodies that final moment before the Bioware school submitted to this new trend of even more restrictive, handholding, console-y gameplay. (Obsidian's next RPG, Alpha Protocol, was already horribly hands-off.)
NWN2 actually feels more advanced and evolved in gameplay terms than the much-hyped Bioware blockbusters that came in its footsteps. Let's see:

  • The conversations are alive, organic, inspired and often humorous. Just as importantly, they can branch off to all kinds of directions that are far from plot-relevant, but crucial in terms of building atmosphere. (Granted, this was the one strong point of Dragon Age: Origins). Take the trial scene in Castle Never: it's basically one epic, intriguing, tense, fully interactive conversation between 4-6 characters.

  • The above brings us to the fact that the characters, even minor ones, are fleshed out and have some depth to them (as far as mainstream, PG-13 role-playing games go). For instance, whatever Neeshka says or remarks is never boring or trite, thanks to her well-rounded character.

  • Some parts and tidbits are so creative, they are almost literary art. The Wendersnaven, Grobnar's invisible instrument, Guyven of the Road, Daerred's adventure troupe: you've gotta love them. The inclusion of these make NWN1 seem like a tired and phoned-in effort.

  • The build-your-stronghold "subgame" is a breath of fresh air, and quite unexpected too. It lends a light strategic touch to the role-playing experience.

  • Finally, optional side quests are not force-fed to us, but presented in a casual manner. Take for instance the Neverwinter crypt side quest. The little group that triggers it is standing almost out of sight, casually near the entrance. The game hopes that you show some interest in them, as it's a fairly substantial sidequest, but it's not forced on us.

    The Bad
    Here's a rich, evolved, delicate world -- called Toril and/or Forgotten Realms -- in development since the 1960's, way before D&D was even born, a world that always had the potential to be the be-all and end-all of computer RPG settings, and one that begs to be given the unrestricted, open-ended, free-roaming treatment.
    But like Bioware's NWN1, Obsidian wouldn't get off their butts to treat it as deserved. They are doing a better job than Bioware, but they still take a relatively cheap way out, offering us little more than isolated, episodic glimpses into this vibrant world. They give us what amounts to self-enclosed "levels" that are still made up of cramped, conspicuously square-shaped and very 2D maps that remind me of those simplistic 1980's RPG's no one plays anymore.
    The very engine is incapable of giving us more than glimpses into this universe, yet Obsidian seems content with their methods and their engine. Even Gothic 1 (released before NWN1) runs circles around this dated and lazy game design scheme.

    The Bottom Line
    Neverwinter Nights 2 is a mixed bag, like a surprisingly tasty diet chicken soup. It goes to great lengths to try and keep us entertained for 50-odd hours in its restrictive, self-limiting micro-universe. Its dialogs and characters in particular are some of the best in computer role-playing ever.
    But once you've tasted what the dynamic, open worlds of the Elder Scrolls, Two Worlds, Mount & Blade, and Gothic series have to offer, chances are that Obsidian's fancy diet soup won't impress your palate anymore.

Windows · by András Gregorik (59) · 2011

Obsidian Entertainment does it again...

The Good
The Electron engine which is a modified version of Bioware's Aurora Engine (used in the game's predecessor, Neverwinter Nights) achieves in displaying a graphically detailed world. Although by no means as sensational as the graphics in Elder Scrolls IV: Oblivion (which was released before it) - they are somewhat different styles of RPG and for Neverwinter Nights 2's purpose, the graphics are good.

The music for the game is extremely well done, fitting in the mood of the game. Voice acting is also very well done which helps you immerse that bit more into the game.

The best part of the game is what Obsidian Entertainment does best - they make you feel like you're in the world by giving you choices, and heaps of them. The decisions you make along the way will change the way your party and other characters react to you, determine what quests you will do and ultimately alter the ending of the game. OE once again brings their Influence system from Knights of the Old Republic 2 which (as the name implies) determines how much influence you have over your party members. Influence can be gained or lost by you performing actions that are either in-line with their alignment or not. The more influence you have with a party member, the more likely you'll unlock side plots. This brings me to another good point of NWN2 and that's its re-playability. With so many ways to end the game, different alignments to choose and different race/class combos, you'll find every experience of the game a different one.

The Bad
Once again, Obsidian Entertainment, while strong with the story and re-playability of the game, somehow released the game with a myriad of bugs. Apparently a lot of material was cut from the final release, just as it was with Knights of the Old Republic 2, however this time at least most of the game appears to tie in much better than it did with their first attempt.

The system requirements for this game may be a problem for some gamers as well since you require more graphics processing power than what you traditionally did with existing RPG titles of this sort (I tried running with 2xGeForce 6800s in SLI and it ran very slow, even on lowest settings - although on a single 7800GS it worked fine).

The Bottom Line
Neverwinter Nights 2 is a contemporary role-playing game that is strong on story and just like a good book will keep you wanting to come back for more, urging you to continue turning each page, just to find out what happens next. The game does have its flaws, namely several bugs plus debatable performance on seemingly sufficient systems, however when compared to what's good about the game, these issues often pale into insignificance.

If you're a fan of Bioware's more story-focused RPGs (e.g. Baldur's Gate) or of Knights of the Old Republic, this game is definitely worth a look.

Windows · by Rambutaan (2782) · 2007

Neverwinter Nights 2

The Good
- Companions. They are well-written, different and not always get along. Being everyone's friend isn't an option. - While the setting is somewhat generic, the actual plot is pretty engaging. Good side quests.

The Bad
- Third act is incredibly bland. - Gameplay. It's very easy to screw up the character creation and if you do, you're in for a bad time. The game should be called "Trying to hit everyone and missing 99% of the time" Nights 2", i hate this kind of combat system in games. - Obsidian have a really obnoxious way of designing indoor locations, which are all look the same, plays the same and resemble a usual tabletop dungeon which looks like it's been randomly generated.

The Bottom Line
It's probably not that bad, i just suck at these kind of RPG's. But i still think it's very outdated at this point in time.

Windows · by SanfordMorgan · 2023

[ View all 5 player reviews ]

Discussion

Subject By Date
Interesting mods in development. The Fabulous King (1332) Jan 15, 2008
Snore... Indra was here (20756) Jul 26, 2007

Trivia

Pre-order extras

Pre-ordering the game gave customers a Pre-Order DVD with a serial number which gave early access to the toolkit, granted an exclusive in-game talent called "Merchant's friend" (which unlocks a special item that lowers the prices when buying from merchants) and contained the fan site kit.

Online servers

The game's online servers which were hosted on GameSpy were shut down on 5 December 2012.

Awards

  • GameSpy
    • 2006 – #5 PC Game of the Year
    • 2006 – Best Character of the Year (PC) (for Khelgar Ironfist)
  • PC Powerplay (Germany)
    • Issue 03/2007 – #3 Best RPG/Adventure Game in 2006 (Readers' Vote)

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Neverwinter Nights: Platinum
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Contributors to this Entry

Game added by The Fabulous King.

Macintosh added by Corn Popper.

Additional contributors: Unicorn Lynx, Jeanne, Corn Popper, UV, Sicarius, Zeppin, Paulus18950, Patrick Bregger, Plok.

Game added November 2, 2006. Last modified March 6, 2024.