Location: Games » Neverwinter Nights 2 » Walkthroughs & Guides
Nights 2 Product Highlights
in Power, Responsibility, and Renown - In NWN2, the player's
journey not only expands their personal power, but also their political
power. The protagonist rises through the ranks of Neverwinter society
and can even become a lesser noble of Neverwinter - a full knight
with land and title. The player lords over a mighty stronghold,
he commands a small army, and he is the last line of defense for
Are Alive - The cradles of civilization in NWN2 are teeming
with life. Children play through the street, farmers lead their
animals around, and passersby walk on their mysterious business.
Players will even stumble upon numerous one-time events, such as
a thief robbing a commoner. In addition, frequented locations, such
as the city of Neverwinter itself, will change rather dramatically
Battles - NWN2 will introduce a number of new and exciting
boss battles to the RPG genre. There will be plenty of creatures
that simply require brute force to defeat, but strategically placed
throughout the story are a few more memorable boss battles that
will provide defining game moments. This variety will ensure that
epic key boss battles will be more challenging, more memorable,
and most importantly, more entertaining.
of the Original Game?
will start from the first level, and it's going to be a whole new
story that won't be connected to the first Neverwinter Nights game.
There will be some returning characters, but mostly those who are
known in the Forgotten Realms. The sequel is set sometime after
the first game, and Neverwinter is trying to recover from the epic
siege and battle that it endured. You will create a completely new
character, born in the swamp village of West Harbor, which itself
was the site of a cataclysmic battle.
to 3.5e Rules Transition & The Warlock Class
out our interview
on the subject.
Engine & Getting Rid of (Exterior) Tiles
wrote an entirely brand new rendering engine, which gets rid of
the generic "tile-based" look and replaces it with an
up-to-date graphics engine, so outdoor environments look a lot more
natural and organic. For example, you can have hundreds of trees,
and you can make each of them unique by just changing the numbers
in the editor that determine their appearance. There are now hills
and folds in the terrain, along with intricate lighting and particle
effects such as ground mist and a day/night cycle with real-time
shadows. The visual difference between Neverwinter Nights and the
sequel are like night and day. Meanwhile, indoor environments, such
as dungeons and building interiors, still have a "tile"
look, mainly because indoor areas tend to have lots of 90-degree
angles to begin with. However, it's important to keep in mind that
Obsidian separated objects from tile sets, which means that you
can mix and match objects and interiors to your heart's content,
and also hand-place objects anywhere you want. This means that you
can put grasses and plants inside dungeons to give it an overgrown
look, which is something you absolutely couldn't do in the first
largest change (pun intended) is that areas are now 32x32 in size
with each of those units being 9m×9m. X-y-z scaling and scaling
is possible and apparently does not have any effect on processor
Planned Improvements over the Original Game
All of the dialogue will be spoken and lip-synched; they'll change
a lot of the controls. They'd also like to create different control
structures -- not to make it arcadey, but to include things like
hotkeys for feats that will make regular encounters less of a
hassle to deal with.
and night cycle is astounding and gradual with the moon and stars
following a logical path. The day’s light gradually dims
as the sun goes down moving to the full darkness of night and
then the sky lightens as day approaches.
will be more camera control in the toolset. You'll be able to set
a camera anywhere in the world and put it on a path, or set it on
a trigger. They're also looking into ways to help the beginning
toolset user get up and go a little faster. Right now, you're given
a blank slate without much to go on, and one thing they're thinking
about is a random module generator where you can set some parameters
and play an automatically-generated module. It'd set up the structure
for you, and then you'd be free to modify it. Also, monsters can
now be scaled, and the rendering engine supports gigantic creatures.
think it'd also be great if they could make access to the modules
a little bit easier. Not that it's hard right now, but when you
download a module off Neverwinter Vault or wherever, you get a pack,
and you have to drop things here and there. They're thinking about
having the top 10 most popular games on the Vault available in the
game menu and just have them install automatically once you click
on them, making it instantly available. It'd make it easier, and
it'd help make more people aware of all the stuff that'll be out
there for Neverwinter Nights 2.
also want a henchman system that works better and makes it feel
more like you're in combat. Your henchmen could base their behavior
on your current status -- what's attacking you, how strong they
are, and so forth -- and they could shout at you, asking if you
need help. Again, that would make it an easy process instead of
one that requires lots of clicking. Or maybe you could just have
a "help" button, and when you press it, the henchmen could
figure out what would be the best way to help you. That's what we're
playing around with right now. We want to make the battles less...
I don't want to say stuttered, but we'd like to help the player
have more control and make the NPCs more lively. We'd like to take
a page from older RPGs where your NPCs had more of a role in the
story and were just generally more interesting.
Nights 2 will let you have three companions, and each one will be
far more interesting than any of the henchmen that you encountered
before. For example, each companion has his or her own motivations,
as well as a detailed history, and your path through the game will
vary depending on the companions that you choose to adventure with.
You will be able to control companions directly (that is, you'll
be able to "switch" between your main PC and your NPC
companions at will), as well as control their inventory, which is
something you couldn't do in the original game. You won't be able
to choose a different class for a companion when they level up,
however. Each companion will have a specific level-up path (e.g.
an NPC will always level up in Fighter). You will be able to choose
skills, feats, and spells for your companions, so only their classes
are predetermined. You will also be able to choose which spells
your companions memorize, if you want to. You won't be able to get
them to choose a prestige class, however. Except for very special
cases, accessible through conversation, you won't be able to influence
which classes your companions choose when they level up.
progression has been tailored, to some extent, for all companions.
Some companions will be very picky about the spells and feats they
choose, while others may follow a more generic path. This is largely
determined by their personalities (for example, certain spellcasters
are particularly fond of certain types of spells, while others are
course, you'll be free to override this, if you want to choose their
spells and feats yourself. But if you make use of the "Recommended"
button, you'll find that most companions will make choices based
upon their preferences and personalities.
will choose spells at level-up based upon their own predetermined
package (which Obsidian has designed, in most cases, to fit their
conversation system in Neverwinter Nights 2 has also been completely
overhauled, and now there are cinematic-style camera angles that
can zoom in on faces, instead of the static portraits used in the
focus is on the single-player campaign. They want to take what they've
learned from Fallout and Planescape: Torment, and really make a
great single-player game. They've been thinking about a lot of older
RPGs, and have this feeling that something has been lost with recent
RPGs. Their goal with NWN2 is to have the world behave almost like
a character in the story -- have it evolve and change.
single/multiplayer campaign does have branching in parts, but there
are a number of chokepoints throughout the game the player must
pass through to progress. The faction and class choices should allow
for a different experience for the second, third, or more times
you play, and once you're done exploring the single-player campaign,
you can start building adventures of your own with the toolset.
worlds will be more limited in NWN2, as the module sizes are much,
much larger than in the original game. While the developers are
examining ways to make this work, they cannot guarantee they can
reduce the sizes much more than they already are.
is a detailed crafting set up in the game, using a series of items
and special workbenches you find scattered throughout the game,
all of which make use of your crafting skills of your characters.
sing tales of heroes from ages past, but never have the Forgotten
Realms so desperately needed a champion. Years have passed since
the war between Luskan and Neverwinter, almost enough time for the
wounds of war to heal. But the brief peace the Realms have known
may be at an end. Tension growing between the mighty city-states
means the Sword Coast again teeters on the edge of open war. Unnoticed,
a greater danger stalks the City of Skilled Hands. Unbeknownst to
the denizens of the North, deep in the Mere of Dead Men, dark forces
from across the Realms have been rallied under the banner of a legendary
evil. If left unchallenged, all of the North is doomed to fall under
in this darkest hour, hope remains. A mysterious relic is borne
to Neverwinter in the hands of a lone hero so that its secrets may
be unlocked - secrets that carry the fate of all the North. So begins
an epic tale of shattered alliances, noble acts and dark deeds to
be told across the Realms for generations to come.
is focusing a great deal on the city of Neverwinter. They want the
city to be a place that you really "play" around in and
return to for almost the whole game. To do that they need to have
it feel like the city evolves and that the people you meet in it
are interesting and remain interesting. They will still be basing
it off the D&D books, and the important people in Neverwinter
according to the Forgotten Realms will be in the game. They also
plan to bring Lord Nasher back and make him an important part of
the entire game.
campaign should take between 40 and 60 hours; 40 hours if the player
is just trying to crush their way through it, and more than 60 if
they are stopping to smell the flowers.
the long-awaited sequel to the game that revolutionised creating
and playing computer role-playing games.
the completely rewritten, powerful Obsidian Neverwinter Nights
2 Toolset to create your own adventures, share them with friends,
or run them through your adventure directly as the Dungeon Master.
online with other gamers and enjoy limitless adventure.
the Forgotten Realms in greater graphical splendour than ever
before with a completely new, cutting-edge graphics system and
an overland map.
new spells, feats, and advanced prestige classes, based on the
exciting Dungeons and Dragons 3.5 Edition rules.
up to three companions to assist in your adventures. Improved
party control allows for more dynamic tactical decisions in combat
and more personal interaction.
familiar locations and meet old friends from the Neverwinter Nights
Developer: Obsidian Entertainment
Rule System: D&D 3.5 edition ruleset
Single Player: Yes. 40-60 hours. One Character. Multiple henchmen/companions
(3). Fewer NPCs. More Depth. Less linearity.
Multi Player: Yes. Around 64 players max. Emphasis on MMOs controls.
Toolset: Yes. Import function from NWN. Will use tilesets for interior
and painting tools for exterior.
DM Client: Yes; after the release of the game.
Horses: Not rideable.
Use NWN Content: They are looking into it but nothing is certain.
Requirements: PC. No Mac or Linux support at this time.
game is expected to be released in the US on October 17 and in Europe
on October 20, 2006.