(NWN2:SoZ) If you are nostalgic for the old Gold box games...

Then you have to try the new expansion pack for Neverwinter Nights 2: NWN2: Storm Of Zehir.

I shed a tear or two recalling the great oldschool computer RPG’s like pools of radiance, curse of the zure bonds, and a lot of the Krynn series of games as well, and who can forget the original NWN online MMO from america online?

Storm of Zehir blends the old school exploration, PnP grass roots elements of those games, tosses in some Icewind Dale action, and packages it up with a decent story, some interesting merchant economy gameplay additions, and delivers a great expansion pack for the series.

It’s definitely unlike the previous chapters of the franchise. First you get to make your entire party. You have 4 slots to work with, and a possible two more for cohorts (NPC’s you can choose to have join you). More importantly there’s a new party conversation system which rocks by allowing every character’s skills, abilities and other qualities to influence how a particular encounter plays out. Your cleric may try a diplomatic approach out of a sticky situation. Your grey orc barbarian can intimidate the mark into coughing up some more dough or frighten enemies into submission. Your silver tongued, appraisal expert rogue can save the day by spotting less than good quality merchandise, or making sure the party’s trading empire is securing the best deals possible.

Truly every skill is utilized in a meaningful way. Survival, spot, listen and hide all play a critical part in the new overland map as well. It’s this feature, specially, that gives the whole experience that old school vibe. It’s hecka fun roaming the jungles of Samarach, or the forests and hills of the Sword Coast, encountering bandits, monsters, treasure and dungeons, giving the main quest as much or as little attention as you want.

Another aspect of the old school games that is present here is the level of difficulty. Do you remember traveling along the map only to encounter giants or dragons, or other such diabolical menaces, forcing you to either play the best damn battle you’ve ever played, or turn tail and run to fight another day? Well, traveler be ware for not all dungeons and certainly not all areas of the map “scale” to your party as has been the latest trend in RPG’s lately. This gives you a true sense of accomplishment when you do finally get to clear out the Lich’s sanctum.

If you’ve like computer RPG’s for any period of time, this is a must get. NWN 2 gold, including the first expansion, can be had for $20 or so, and Storm of Zehir for $30. A bargain, IMHO.

Sounds neat.

I’ve got a copy of the original NWN2. Do you also need the first expansion to play this new one?

No you don’t need the original expansion. MoTB is a great expansion on it’s own though. You will be missing some of neat things in that expansion which you could use in SoZ. But MoTB does focus on epic game play, and I don’t think you reach that high a level in SoZ (more like high teens).

Hey, cut that out. I have too many games to play already, I do NOT need more. Curse you, you devil of temptation!

Good: Create your own party

Bad: Just about everything else.

Sorry I guess I shouldn’t be so snarky. Especially since I’m still in the beginning levels of the game but gah. I knew this was more of a free form game that wouldn’t have the tight storyline like MOTB but this is just…“Go out there and explore one room dungeons or something while crawling around a world map having creatures spawn every five seconds until you’re bored” so far I’m baffled by the trade system. I expected to build my trade empire up through brilliant trades and watching the market. Not “oh I found another wagonload of ore in the middle of nowhere I guess I’ll sell that off somewhere” I still haven’t found a place to sell of my ‘rare’ salt that pays more then the town I got it from.

So far there’s just nothing going on here trade or story-wise and the dungeons range from piss easy one room snooze fests to places that just swarm me under. And as far as I can tell there’s no way to tell how easy a dungeon is other then just stick your head in and see.

Also there’s been a few times where I was on a narrow path and a creature much higher level then me spawned behind me blocking my exit. First time it happened it was an impossible battle (I was like level 4 and Wyvrens spawned behind me. There was literally no way past. It was sheer luck I had a save in a different area not too far back or I would have had to restart. The second time I was like level 6 and the exact same thing happened in a different area and using up all my healing kits and some lucky rolls and I beat them but the game shouldn’t set you up like that just for exploring around)

Survival and move silently/Hide will server you well on the overland map. You really should have a leader for the overland map (someone high in these skills), and another leader for the standard areas.

The tracking feat helps you identify the possible dangers lurking inside a dungeon before entering as well.

The trade system really develops once you leave Samarach and enter the sword coast. You can establish merchant trade houses in cities/towns and build caravans to grow the enterprise. Also the dungeons get bigger and more interesting later in the game.

I have hide/move silently. It doesn’t matter when you’re in a bottle neck. I’m hoping for a mod the lowers the spawn rate of monsters on the map. Pointless fights make me feel like I’m playing Final Fantasy.

That sounds better. I’ll try to hang in there and see if that brings the fun.

I just bought this game - looking forward to it. Any hints as to which followers you can pick up so I can design my party accordingly?

Tikster

There’s a lot, I think 11+ or so.

I know of a human druid with a dinosaur companion, a swashbuckler halfling sea captain, a strange elven matron, a human doom guide, an elven warlock, a rogue/assassin, an orc paladin, an elven bard, a human ranger who likes to hunt. I know there are more, but I haven’t encountered them yet.