Customer Reviews
Some interesting additions but more flash than
substance
Oh, Obsidian. You are such a visionary company and you have so many
wonderful and innovative ideas but why, oh why, do you insist on giving
short shrift to your writing? Every time I've played one of your
games, I have had the sensation that you are on the cusp of something
great but then you invariably fail to carry through, so that the end
result leaves me feeling that you got impatient to release your game and
so just hurriedly finished it off. While this is nowhere more evident
than with the lamentable Knights of the Old Republic II, I fear you have
suffered from the same problem with this game.
The overland map concept, first off, is one that is a very good
idea--in theory. When I first began playing the game, I enjoyed
discovering new areas and having overland encounters. After a while,
though, I grew very, very tired of the encounters. For one, there are
far too many of them and it is very obnoxious and breaks the flow of the
game to be continuously assaulted by a low-level group of monsters that
has no hope of defeating my party. Perhaps this problem wouldn't be
quite as annoying if it weren't for the fact that the load times of this
game--the entire NWN 2 series, in point of fact--are so long as to be
inexcusable. It got to the point several times where I was ready to
abandon the game entirely because I quickly grew tired of it taking so
abominably long to complete quests because I was attacked at every turn.
This is but one example of a concept for which Obsidian deserves
credit. It's simply too bad that they ruined their own concept thanks
to the annoying flaws described above.
As for the dungeons, they were tedious at best. Most of them were
one-room throwaways and, after a while, I had the feeling that every
dungeon I entered was more or less exactly like the one before it. This
was a huge disappointment, especially considering the fairly vast scope
of the game. While I also tend to grow tired of dungeon after dungeon
that consists of 15 levels with unnecessarily long tunnels, it really
bored me to go into a room, kill something, and then leave without any
sort of substantial payoff.
The trading system was another intriguing concept but this one was
also more or less killed, this time by bugs. This is yet another thing
about Obsidian that drives me straight up the wall. I don't expect any
game to be perfect but Obsidian has an unfortunate tendency to release
games that have some very serious issues with bugs. It was very
frustrating to spend so much time making my way from one town to another
only to find that, due to a bug with the storage system, the trade
goods that I had shipped simply vanished into thin air. Yes, players
did devise workarounds for this problem but the simple fact of the
matter is that the problems shouldn't have existed in the first place.
Last but not least was the thinness of the overall plot. This
wouldn't have been as obvious if it weren't for the silent party
members. Yes, being able to construct your own party from scratch could
be rather nifty but I don't really enjoy that level of micromanagement.
I'd rather have interactive party members to help enhance and drive
the central story than be running around with a bunch of drones of my
own creation. It would have been nice to have the option of picking
interactive party members or creating my own party from scratch. For
the most part, I didn't even think of the party members as having names.
Instead, they were ciphers like: the mage, the rogue, the fighter...
Obsidian's writing can be brilliant at times but I feel this is the
aspect with which the company is the laziest. The problem is that if
you want to create a truly stellar RPG, you are not going to be able to
do so by giving writing short shrift. There are hak 'n' slash games
a-plenty for those who don't care about story. I play RPGs because I
expect to get some sort of story out of them.
Overall, I was very disappointed in this game. I think it would
have been a lot of fun and a very strong game indeed if all the focus
hadn't been on the flashy aspects at the expense of the foundations that
make an RPG enjoyable. I hope that Obsidian will take this under
consideration in the future because I firmly believe they could be one
of the best game developers out there if only they'd exert themselves to
try a bit more.
Good, but not great
Storm of Zehir is one of two long awaited expansions for NWN2.
In this expansion they introduce a new concept of the 'overland map'
which is both kind of cool, and rather irritating. I like the random
encounters and treasure you find if you are fortunate enough to have a
thief/ranger in your party. But at the same time, the encounters get
repetitive after a while. The whole loading the encounter screen just to
fight 8 kobolds you couldn't avoid, gets tiresome after a while, as
does clicking to exit the cleared screen.
I do like being able to have a party of adventurers I can design
myself. I also like the ocean and sea tilesets, and the character Volo.
There is some beautiful 3d scenery in this one, and a couple new races.
The yuan-ti pureblood, the gray orc etc. And they reskinned a few of the
models.
Unfortunately, I dislike the rest system, the emphasis on trading,
and the fact that they still haven't fixed some of the unfortunate
models like the half-elf and the elf. They need to redo some of the
models. Its sad that a game with such great graphics is cursed with poor
character models.
This game is enjoyable, but not my favorite expansion. I miss the
long dungeon crawls, the ability to rest after encounters, and the more
in-depth plot.
3 stars. Average.
Just what the doctor ordered
Storm of Zehir follows in the grand tradition of Neverwinter Nights
(NWN) expansions in attempting to set its own direction and tone while
incorporating portions of previous narrative to draw players into the
history of the world in which the game is set. Like previous expansions
there is much to love, and a little bit to hate about this expansion as
it pushes at the boundaries of the engine and the genre.
A big difference between this expansion and previous NWN
environments is the split between an overland map (where you move about
an entire region) and actual locations in which you can move about. The
overland map is wonderful for creating a sense of distance and
ambiance, while the locations provide the depth necessary for combat,
dialogue, and intrigue.
So as to get them out of the way, I will begin with the bad stuff.
First and foremost Storm of Zehir has incorporated the dreaded 'random
encounter' mechanic of D&D with the overland map critters. Because
of the virtually limitless capacity for players to grind on overland
critters the game was also built with the assumption that players would
spend considerable time fighting cookie-cutter fights out in the jungle
with 200 gnolls, 3000 kobolds, and a partridge in a pear tree. In my
tabletop experience we have always avoided these kind of repetitive and
functionally random encounters because: they are boring. Other players
may disagree, as the wild popularity of MMORPGs might attest, but for me
D&D has always been about story, and random encounters do nothing
to move this along.
Secondly, the expansion has something of a split personality with
regards to towns. Certain towns can be dealt with almost entirely in an
overland map setting-- no loading required. But randomly and
inconsistently, other towns require you to actually enter the town (load
screen... load screen... wait some more...) and wander about. I would
have preferred more consistency with when you actually had a town built
in-game, and when you could access through overland text menus.
There are a few minor issues in addition to these two large ones,
but by and large the positives outweigh the negatives. The first, and
most gratifying, change from previous NWN2 content is the richness of
the locations. Every environment is bursting with detail and objects;
giving more of a feeling of a living world that players might recognize
from Baldur's Gate titles, and less of the "our engine can only support
10 polygons on the screen at a time" of NWN [the first one].
Dialogue is also more satisfying in this expansion than previously,
where unnecessary chatter has been reduced and useful conversation is
more obviously there. Since this is an expansion, and not a game such
as Baldur's Gate II, obviously the volume of dialogue is nothing to
write home about. But what dialogue is available is tightly written,
useful, or just entertaining.
Crafting has been improved in this expansion with the addition of
'recipes book' which can be directly accessed near workbenches to make
gear. The mishmash nature of previous implementation has been cleaned
up through a mechanic that has you open the recipe book, chose the
recipe, and if you have the right components (many of which are simply
gold costs now), viola, you make your item. The availability of
crafting also reduces the dependence on finding merchants with items of
the appropriate level and speeds up gameplay.
Finally, the last improvement I will get into is the story itself.
Storm of Zehir builds on previous attempts with the old NWN expansions,
and of course NWN2 in building a strong narrative that connects the
various events of the core game, expansions, and Forgotten Realms into a
story that sucks the player in and makes them feel like they are
participating like they would in a real table-top game. As a DM my
players always appreciated when their actions had implications in the
world. When they built an inn and made a name for it, when they
defeated the Dread Lord SomethingorOther and the townsfolk remembered
it. Allusions to past events in NWN2 were well-placed and made me feel
like I was really in a world where what I'd done previously mattered. I
was proud of my Knight-Captain and happy to see her legacy lived on in
some small part (with careful non-references to anything specific I
might have accomplished...) I would love to see more expansions in
NWN2, and have them all link in to each other in unobtrusive ways like
this.
So in short, Storm of Zehir is a fun expansion that you will not
dream about in years to come, but that you might mention to your
friends. If you like NWN style games, or are a D&D fan this
expansion is well worth your time. If, like me, you moved away from
your D&D group and hunger for the experience of hanging out with
your friends haranguing your DM and squeezing out some story from the
teeth of tactical combat, Storm of Zehir is the best new diary
substitute out there.
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