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Neverwinter Nights Review


Neverwinter Nights Review



Welcome to my review retrospective on Neverwinter Nights 1. The following random remarks pertain to BioWare's Neverwinter Nights Original Campaign (OC), which I'm currently playing through as a Gnome Sorcerer of Chaotic Evil alignment:


Rules: 1.69 Critical Rebuild, D&D Hardcore rules.

The Frozen North: the name given to the stark and unforgiving frontier that lies beyond the High Moor of Faerun...


A bleak wilderness where barbarian clans and tribes of giants roam the land and fierce dragons rule the skies.


But amidst the frozen savagery stands a bastion of civilization: the city of Neverwinter, Jewel of the North.


Behind the city's high walls those both hardy and brave carve out an existence from this bleak land under the guidance and protection of the legendary hero Lord Nasher Alagondar.


Yet there are some things that all the courage in the world cannot stand against.


A virulent plague swept the city, a terrible affliction that began in the Beggar's Nest. Soon all of Neverwinter could feel the touch of the Wailing Death.


The disease could not be cured. Panic ensued; the streets erupted into violence. The Jewel of the North was brought to its knees.


To save Neverwinter, Lady Aribeth de Tylmarande, Paladin of Tyr, and Lord Nasher's right hand, put forth a call for a champion.


A rush of would-be heroes answered her call: some drawn by promises of grandeur and glory, others by the lure of gold.


Those with the greatest potential were initiated into the Academy to train and study under the greatest minds of Neverwinter, all in the hopes a champion might emerge to save the city from the Wailing Death.


... And whatever sinister force might be behind it.


The intro is undeniably suitable, setting the stage with austere narration and an animated slideshow in sepia tone. The following Prelude couldn't be in more opposition to that tone, however.

NWN Prelude


The adventure begins in the Neverwinter Academy, in the city of Neverwinter. 

You have trained long at the Academy, and today is your final day. To begin your adventures in Neverwinter, speak with each of the instructors in the complex. All will be able to give you tutorial information about basic skills. You will need to complete one last lesson depending on whether your main focus is combat, rogue skills, divine magic, or arcane sorcery. Bards will be able to complete any one of these tests, while most other classes must report to the expert in their chosen field.


As you can no doubt glean from reading the above journal entry, the Prelude is a bit of a drag, serving as a tutorial for totally new players. I'm talking extremely low level of gaming aptitude, "never played a cRPG before" sorts.

BioWare were somewhat considerate in allowing veterans to "cut to the chase" or Esc-key-out of tons of mind-numbing dialogue, but it still feels obnoxious for an exit door to stay locked until you tell the NPC in question that you're NOT a newbie, at which point it's promptly opened for you. This happens four times before the player can finally leave Fort Knox.


The actual training segments are mercifully short; the arcane sorcery lesson requiring you to fire a cantrip into a statue. That's literally it. My reward is a Rod of Frost (Ray of Frost, Unlimited/day).

Great, let's get on with this!


I receive my blessing from Aribeth in the Graduation Chamber, after which the Academy is suddenly attacked by four mysterious mages who are in search of the Waterdhavian creatures. Having slain the mages, Aribeth entrusts me with protecting the creatures.


En route to the creatures, you might feel compelled to kill all the goblins and skellys for the XP, but don't be concerned. You see, the guy who gives you a tutorial on how to level up (no, I'm not kidding), and later Fenthick, will raise you to the next level when you talk to them regardless of how many or how few you've killed. This ensures every player is hand-held to reach third level before they step out into "the real world".

One could ignore the enemies entirely (ie, run past them), raise yourself to third at the level-up posts, then backtrack through the Academy and Training Halls killing scores of one hit point enemies at 75 EXP each, thereby hitting fourth level before meeting up with Aribeth in the Halls of Justice. But really, you'd have to be keen.
 


Note not only the size of these maps, but also the slowness with which you move through them as you play. I'll never forget my transition from Baldur's Gate to NWN, all those years ago, when I went from Baldur's Gate's 60 AI updates to this slo-mo jog. It really shocked me.

The uninspiring corridors and chambers of both areas (pictured above) are infested with weak-ass goblins and skellys, all of whom my Gnome Sorcerer effortlessly poked to death with her measly dagger. Many receptacles may be looted for randomized, trivial treasures. Mr. Nice Guy (Pavel) acts as a temporary companion (basic Fighter build), but it isn't necessary to bring him along.

Blocking entry to the stables and the Waterdhavian creatures is a Mysterious Mage, the Prelude's boss. His corpse supplies the player with their first tailored treasure drop. Being a Wizard, I received a Wand of Sleep with 50 charges.

Upon entering the stables the Waterdhavian creatures are whisked away from the Academy:


There is now a dialogue segment which skilfully introduces Desther and Fenthick, after which the player is auto-leveled to 3 and the Prelude comes to a close.


Looking back on it, the Prelude really isn't quite as tedious as I remembered it to be. It takes all of 6-7 minutes to run through, but new players may take a good 30 minutes if they explore, kill and loot everything, which I still think is far too long.

I guess experienced players could simply begin in Chapter One and use the console to level up to 3... I personally would have no qualms in doing that since no quest, choice or anything but trivial loot carries over from the Prelude into Chapter One, it's just a "Baby's First" area tucked away from the real game and somewhat immersion-breaking in that it sort of feels that way, too. For this reason, I'm a firm believer in separating spoon-feeding tutorials from the game proper.

NWN Chapter 1


Chapter 1In one brutal attack the promise of those at the academy had been all but snuffed out. Hope disappeared with the Waterdhavian creatures, and the weight of the terrible sickness pressed down on the city once more.
 

Even more chilling, the whispered rumors of the enemies seeking to destroy Neverwinter from within had proved true, though the identity of those responsible for the slaughter was as yet unknown.


Still, a flicker of hope yet remained, for not all had died in the attack. From the bloody carnage at the academy a survivor had stepped forward, a champion to carry the torch in this darkest hour...
  

Neverwinter City Core


Chapter One begins in the Sanatorium, still within the Neverwinter Academy. The moaning and wailing of the patients actually isn't overbearing like one might expect - the whole suffering thing is done quite tastefully, though it becomes unintentionally funny at times, later, in the City Core itself.


Anyway, I'm choosing all the "mean" responses in dialogue. I'm able to threaten Desther at one point (as a Gnome, I don't think I could actually reach his teeth to knock them out, but whatevs) but it's just sort of glossed over by the eminently calm - and gullible! - Fenthick.

Desther comes across as butthurt about everything, interrupting even when I'm speaking to Fenthick. Interestingly, a nearby nurse can be persuaded into giving info leading to early suspicion about the intent of Desther and his Helmites, but the check is cheapened when you realize you can just cycle back through the dialogue again and again and again until you succeed in passing it...

Suspicions about Desther grow when the player delivers Anonymous Letters - looted from the corpses of would-be assassins - to Fenthick, as the chapter progresses.

Aribeth de Tylmarande



Aribeth is the primary quest-giver and anchor of the chapter, suggesting where to go and what to do. The whole idea of Chapter One is to travel to the four districts of Neverwinter and in each find a Waterdhavian creature (or part thereof) which is to be returned to the authorities, who can then hopefully concoct a cure for the Wailing Death, the plague afflicting Neverwinter.


Aribeth hands the player 100 GP and a Stone of Recall, which, when activated, teleports you to the nearest Temple of Tyr, which, in this Chapter's case, is right here in the Halls of Justice.

You can then ask her to freely cure you of any ailments, including awful negative status effects like Level Drain, and, since she's also a vendor, you can sell off any excess and encumbering loot, which BioWare likes to throw around like confetti, before jumping back into the portal to return from whence you came (50 GP charge).

It was good to see that BioWare evolved this concept in HotU, by allowing the player to set multiple recall spots - pity they didn't think of it earlier, though. Lastly, it doesn't take a rocket surgeon to realize that most encounters can be trivialized by Stone of Recall spam.

A halfling Rogue Henchman by the name of Tomi Undergallows can be found loitering in the Halls of Justice, so let's talk a little about Henchmen and Rogue skills.

Read about NWN Henchmen.

NWN Locks and Traps


Players who lack Rogue skills and don't bring Tomi along are gonna find locks & traps to at times be rather tedious or even obnoxious.

The very thought of locks and traps:


Locks, because chests and doors must be either bashed open, Knocked, or Fireballed. The problem with bash is that it's very tedious even with Power Attack and elemental damage (due to the soak property); the problem with using spells for utility purposes is that you have fewer for killin' and have to rest more often. Prudent players might like to invest a single point in Open Lock and then rely on Thieves' Tools to buff their cross-class skill, but, even then, the act of picking the lock has a progress bar, which should tell you it takes time (the action was instant in the Infinity Engine).

Traps, because you're probably gonna trip them before you detect them. If you do detect a trap, you have the choice of avoiding it or simply tripping it on purpose, preferably with a summon or familiar. You obviously can't do that with trapped chests - for those you'll want Fireball or Find Traps (which, despite the misleading name, actually does disarm them, too). Note that trapped chests can be utterly lethal, the one in Meldanen's Sanctum inflicts 80+ damage on a failed save, which is death to any low-level PC. Arcane classes could possess their Pixie, but that's a very specific solution. Btw, have fun at the Hodge's Estate trapfest without elemental resistance, I know I did..

So, not only did BioWare include millions of doors and receptacles to loot, they also locked and trapped many of them. Why did they do this - why? It drains my will to play on, at times...

NWN Exploration



Anyway, Aribeth recommends exploring the Peninsula District, first. The designers also have other NPCs hint at the same thing. I would say the suggested progression is sound, as the Beggar's Nest contains undead and Stoneskin use (plus things step up, area design-wise); Blacklake has a gating encounter in Loxar (plus minor wizardry and side-quest distractions); and finally the Docks' enemies are armored and beefed up compared to the prisoners in the Peninsula, who, apart from being punctuated by an escaped sorcerer or gang leader, are utterly weak...

The City Core is the hub of Chapter One, hosting a few optional quests, the Henchman pick-up point, and the various vendors. The other Districts also contain optional quests, points of interest and their own inn and merchant or two, but exploring them is slow for new players due to trashmobs, receptacles and their sprawling, over-sized nature.

The four Districts of Neverwinter, plus City Core & No Man's Land (linking the Core to Blacklake):


Within or beneath each District is a dungeon crawl, with the emphasis on "crawl" because the areas are far too spacious and consist of many siderooms jam-packed with receptacles and trashmobs. I have literally fallen asleep plodding through this awful design. Almost without exception, each District, and dungeon therein, could do with a major down-sizing (ie, halved) and complete refurbishment to make them acceptable. (To be fair, this is for multi-player design.)

On the plus side, three of the four main dungeons have an alternative entrypoint (always good) and generally exhibit good ambience - but so what when they're fundamentally flawed like this? Note the excessive siderooms in the dungeons pictured below and the tedious wrap around nature of them. The Hodge, Rumbottom and especially Androd estate dungeon crawls are all similarly bland and uninspired; basically mini-versions of what you see below.

Prison main floor, prison containment, Warrens of the Damned and Meldanen's Estate:


NWN Encounters


Much of the encounter design can at times feel trashmobby: scores of prisoners in the Peninsula District, scores of weak zombies in "the Nest", scores of weak ruffians and muggers in the Docks, scores of diseased thugs and guards en route to and in Blacklake - scores n scores n scores! 

A street scum trash-horde in the Docks, where's my Hellball?


The fact they can be lured together into a massive clump for a Great Cleave-fest or a Fireballin' proves they're trashmobs. Does killing fifty weak prisoners absent-mindedly dotted over the enormous Peninsula map, yielding 33 Exp each, seem like fun to you? How about the other hundred or so holed up in houses and the prison itself (I counted about 200 kills, district-wide)? Now, repeat this across the four over-sized Districts, pictured above. Actually, somehow it doesn't seem that bad when you're playing (their death cries are hilarious!) and new players probably won't even care that some of these poor blighters were only behind bars for stealing a loaf of bread because they were poor and hungry. Even so, I highly recommend warrior builds take Great Cleave ASAP; spellcasters Sleep (Coup de grace) and later Fireball. Kill the poor and the downtrodden!

Note that Chapter One isn't all about trashmobs - there are indeed tougher encounters and many and varied enemies to spruce things up. At times, the problem is that they can be rather difficult for the uninitiated, as is exemplified by the notorious Bloated Dire Spider, an enemy encountered in the Nest crypts and the Silver Sails HQ, inflicting DC-26 poison and Knockdown, and which might as well have been a Bebilith for all the hope an unsuspecting new player has of surviving the ordeal..

This specimen has killed many new players over the years, I'll wager:


Or how about the Scythe-wielding half-orc encountered in the broken tower of No Man's Land whom you can run into fresh out of the Academy? In that case, have fun being "harvested".

Loxar is about to harvest Grimgnaw's head:


One might also be surprised to learn that some unassuming encounters are actually easier when taken at, say, third rather than at seventh level. I cite - with a shudder - the beetle encounter on the second floor of the Silver Sails which scales into Stags.

These things are straight out of Starship Troopers:


I exaggerate in the caption, but the point is that combat encounters can at times be really boring; at others frustrating, yet the (unintended?) difficulty spikes can be oddly amusing at times - to me at least.

The sub-bosses are underwhelming in Chapter One. The Neverwinter Zoo's "Master of Pens" and Kurdan Fenkt of the Prison's Pits weren't exactly riveting rumbles to write home about. "Gifted" with undead status and the look of a Lich by one of the Waterdhavian creatures, the dire mace-wielding Drawl at least raised my eye-brow slightly when he charged, but the priestly Snake Cult Leader in the Beggar's Nest is another inanity, casting a few pathetic buffs before wading into melee to wave his flail about feebly...

Drawl, the Sword Coast Boys gang leader, turned undead:


NWN Bosses


The Intellect Devourer is more tedious and annoying than difficult (DR 20/+3, daze). When you first enter its Peninsula Prison lair, it charges you as Head Gaoler Alaefin, of whom it has taken possession. Having killed Alaefin, the psionic Waterdhavian pops out ready to "co-opt" the next guard unless you quickly use "Persuasion recycling" beforehand to make them vacate the lair. If you're low level, allowing it to co-opt the four guards - so that you can fight and kill each of them - yields considerably more Exp than persuading them, though.


The second District boss I take on is Gulnan the yuan-ti (Cleric [12]), who has taken up residence in the Warrens of the Damned under the Beggar's Nest. She's technically the most powerful pre-Helm's Hold foe, but, relatively speaking, I've always found her pretty tameable. Not that she isn't deadly if she unleashes Flame Strike or Hammer of the Gods. She's also capable of conjuring a Shadow Fiend. The PC being merely fifth level, the "trick" is to never give her the chance to unleash those spells in the first place. Yeah, not exactly a tactical encounter, is it...

Meldanen the Sorcerer was a faceroll, surrendering at Near Death and inducing nothing from me but an exaggerated yawn. Note the Impossible challenge rating, what a joke that is...

Meldanen & Gulnan:


The fourth Waterdhavian creature I went after was the Cockatrice. At seventh level I encountered Callik and Vengaul, both of whom felt a step up from the others. Callik (Fighter [4] / Rogue [5]) inflicts sneak attacks and wields a scimitar, which is always dangerous. Vengaul (Fighter [10]) fires piercing arrows from a longbow, but he's a completely optional mark, meaning you have to draw him into the fight by firing a projectile into his back as he attempts to scamper off. 

Left: Flame Arrow on Callik Right: Shoryuken!


Apart from the District bosses themselves, it ends up being the "Never's Tomb" sidequest which finally offers a decent challenge, at least for the unsuspecting. I speak of the four flying Swords of Never which swarm the player upon entry to the Blacklake tomb. Scary stuff.

The above comments pertain to D&D "Hardcore" difficulty only.

Evil Role-playing Opportunities in NWN


The vulnerable Bethany, a refugee from the Peninsula District, is the very first person the player meets in the City Core, and also my first victim:

"Gimme money or I'll take it from your beat-up body", basically...


Nyatar is a Druid merchant and quest giver in the City Core, standing under a great oak. He requests I rescue animals that are being mistreated at Neverwinter Zoo. This generic dungeon crawl involves butchering TWENTY human beings - a mix of noble guards, hunters and the Master of Pens himself - to free FOUR predatory, man-eating animals from captivity: a wolf, a bear, a lion and a panther.

Having saved the animals, I then bully Nyatar for more money, forcing him to close up shop and teleport back to the forest, penniless. The hilariously stale dialogue made me splurt my coffee out onto my display...


Later in the Chapter, I find myself in the Helmite sanctuary of the zombie-infested Beggar's Nest. Noble Priest of Helm, Bertrand, requests I find his brother, Marcus. I locate his brother's corpse amidst a zombie trashmob, loot it of journal and staff, then return to Bertrand and demand payment for the items. When he doesn't cough up for the staff, I tell him he's not getting it:


Now in the opulent Blacklake district, to no surprise I fail a Strength check against a Meldanen guard. While the check is indeed welcome, the dialogue is just so poorly written and rushed that it seems like a wasted opportunity:


This was to be a series of posts, but I'm unable to continue due to the blandness of the OC, which makes it unplayable to me (at least in my current mood). In the OC's defense, I can say there are diamonds in the rough, that it was designed with multiplayer in mind, and that it's DMable.

Also, what I've said here in no way reflects on the modules made by the community using the Aurora toolset. This is where it's at for NWN: Aielund SagaSwordflight and Bastard of Kosigan.


9 comments:

  1. "new players may take a good 30 minutes if they explore, kill and loot everything"

    Eh. I actually don't think it's so bad. I think you're so used to being good at RPGs for so long that it's hard to imagine what it's like as a brand new player. You might be trying out different weapons, ranged versus melee, different spells. It's kind of nice to have a low stress environment to experiment in initially...and like you said, if you know what you're doing in takes <10 minutes.

    "I personally would have no qualms in doing that since no quest, choice or anything but trivial loot carries over from the Prelude into Chapter One"

    I would disagree with this. If you're a mage, you'll get a robe of fire resist (which either helps versus the Fireball sorcerers later or can be sold for a lot of cash) and the Rod of Frost which gives you the equivalent of an auto attack at least.

    A fighter type will get Half Plate from the mysterious mage -- that would normally cost 1000g or so from a vendor so simply starting in Chapter 1 proper would leave you far more vulnerable.

    Are those awe-inspiring items overall? No, but it's a significant bonus compared to basically starting naked in Chapter 1 with 75...then Aribeth gives you another 100g. I'm not even sure you can buy a Breastplate, Large Shield, and weapon with 175 -- let alone actual heavy armor and tower shield...and theoretically you're using her gold to hire a henchman too!

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    1. "Eh. I actually don't think it's so bad. I think you're so used to being good at RPGs for so long that it's hard to imagine what it's like as a brand new player. You might be trying out different weapons, ranged versus melee, different spells. It's kind of nice to have a low stress environment to experiment in initially...and like you said, if you know what you're doing in takes <10 minutes."

      Those were my also thoughts AS a new player, though. I remember despising the Prelude/tutorial, the slowness of Aurora and especially the OC as a whole compared to the Infinity Engine and Baldur's Gate. Until NWN, I had never played a RPG that spoon-fed you so much. I see your point that current gen players might appreciate this kinda tutorial, bless them. :P

      Your points about skipping the Prelude are noted. Perhaps it isn't wise, even for veterans. Unless you're gonna also console in the cash and items you should "by rights" have, you might spend several minutes in the City Core trying to make up the cash to buy the items, in which case you should have just run through the Prelude in the first place...

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    2. "Those were my also thoughts AS a new player, though." + "compared to the Infinity Engine and Baldur's Gate." = ???

      You weren't a new player :P Not to RPGs, which is what I was saying.

      Imagine if your only game experience was, say, Halo. And then you wanted to try this NWN thing. *Slightly* different.

      Or even if your experience was Star Fox 64, Perfect Dark 64, Donkey Kong 64, Ocarina of Time...NWN would again be *slightly* different.

      "in which case you should have just run through the Prelude in the first place..."

      Pretty much. And like you said, you can easily speed through it.

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  2. NWN was my first D&D experience and as a kid i must say i really appreciated the tutorial. At least it showed you how spellbook works. I remember it being the most confusing part of D&D. But the whole way they presented it to you was indeed quite unispiring. Honestly i'm not a fan of tutorials being any part of the story and i always pretended that thing at the academy never happened to my PC

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    1. Hi Bonzai, I agree that spell-casting is the most complicated (and rewarding) part of most D&D RPGs. I think the NWN series made being an arcane or divine spell-caster much more interesting than other RPGs (e.g, meta-magic). I really liked familiar system that offered many different kinds of creature, and how you could possess your familiar, who would level up with you and bring utility to the party.

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  3. Oh my, evil character in Neverwinter OC? That idea was doomed from the beginning. The Path of Evil campaign for Neverwinter Nights 2 is waiting for you! This one was created with an ultimate goal in mind: to make enjoyable experience playing an evil-aligned character, not screwing up the game world in process. Some quests there are some kind of a parody to 'sweet' Neverwinter 1 OC ones, there are many references to this in dialogues, and they a very funny to read. Actually when you play, the module makes you feel not evil by nature, just a little opportunistic and cynical, maybe, in an evil (by default) world around you. NPCs look like deserving some extra punch most of the time, and if you decide to check it yourself, you'll understand what I mean. So not a noticeable inner conflict with your conscience, but continuous fun instead.
    I wish you make a review for it!

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    1. Not sure if you noticed yet, but some of the evil dialogue choices are covered at the end of the next post:

      https://lilura1.blogspot.com/2015/02/random-remarks-on-neverwinter-nights-oc_9.html

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  4. I like the Prelude as a noob or vet. No matter. It has a real PnP feel to it which quickly dissipates as +1 gear becomes easily accessible in Ch1, the uber hench rewards are gathered and crafted gear becomes available for bargain prices. Level 1 encounters are always the most challenging due to such low HP especially for mage types. A lucky hit/crit by a single foe (and no way to bypass the threat) can be fatal compounded by limited healing. Level 2 is also somewhat challenged, though significantly less. The "insta-escape" transport artifact is not yet part of standard inventory. Pavel makes it much easier, of course, so I bypass his help. Early game should really not offer a diluted combat experience since players should (IMHO) be spending time getting oriented and learning their limitations rather than standing by and watching an ally control the action. I just think the option to provide an ally so early was a bad call on the part of Bioware. Hench help in Chapter 1 is early enough.

    From PC Level 3 on, however, character levels dominate over the majority of encounters with especially lucrative items available to magic types and UMD users, powerful gear for warriors, elemental ammo for ranged attacks and unlimited resting. Hence... NOT PnP anymore, unfortunately.

    One misunderstanding of many of the new players from around 2005 on is that all those prestige classes, powerful feats like Expertise and Blind Fight, skills like Tumble and overwhelming spells were never rebalanced in the series. The result is a PC that, by design, has been empowered beyond all NPC threats. But I suppose they had their hands full designing SoU and HotU and addressing all those issues rather than revisit legacy content placed in their rearview mirror.

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    1. Great points there, Iconclast. I remember ILMS and IGMS being obscenely OP in Hordes of the Underdark, let alone in the OC.

      Of course, it isn't uncommon for expansions to unbalance their OCs: I seem to recall Baldur's Gate 2, Icewind Dale and Morrowind being easier after their expansions were installed, too.

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