![]() And in 3.5 the choices are different, and in my opinion, better. The rules have changed enough that importing characters really isn't feasible - character creation and level-up hinges on tough choices. There are a lot of tweaks, improvements, and fixes that Wizards made for 3.5 - and as much as possible our game has them. The reason why I'm going to say "no" to this isn't a bummer, it's because Neverwinter Nights 2 uses Wizard of the Coast's new 3.5 edition rules of Dungeons and Dragons. Shack: Can heroes from the first game be used in this installment?īaudoin: In almost every arena our game has had a lot of changes and improvements. The reason it's so different is the construction after the war in the original game. You visit some of the same districts (like Blacklake and the Docks). ![]() So the city may not look much like the first game. What changes can we expect to see to the recreated city of Neverwinter?īaudoin: One of the big map-making changes in Neverwinter Nights 2 is we're no longer tile-based, so that opened up whole new vistas for Neverwinter city herself. Shack: Though the game will still focus on the city of Neverwinter, it's obviously inadvisable to simply "port" the city from the original game to the sequel. (Insert DM cackling when those fun little tricks are revealed!) The AI has also been taught a few new tricks which should make dungeon romping a tad more exciting. We've got new spells, new feats and a new ruleset we're using. But having Aurora has freed us up to do a great deal. What are some of the new additions we can look forward to?īaudoin: We started with the Aurora engine as a base, but many parts of it have been rewritten completely. Shack: With Bioware working on the game's engine, a lot more time can be spent focusing on the game play. We've treated Neverwinter Nights 2's story with as much attention as we would a Baldur's Gate or a Fallout. We've made our game a bit more hard-hitting because that makes the accomplishments more satisfying. There are set-backs, there are triumphs, and there are plenty of complications on the way. To really accomplish that we focused on creating more depth, more consistency, and more story realism than people may be used to. We wanted to make a story which really made you feel like you are on the journey to become a hero. Any spoiler-free tidbits you can give us?įerret Baudoin: When Obsidian Entertainment got the project we had the Aurora Engine to work off of, so it put us in a great position to craft an ambitious single-player experience – because we could begin work almost immediately. Shack: Given that this is an RPG, story is a bigger factor than in other genres. I had a chance to talk with Ferret Baudoin, Lead Designer at Obsidian Entertainment, about the sequel's new features as well as returning tried-and-true characteristics, so read on to find out how the game is shaping up. Armed with a revamped single player mode, an even more expansive toolset, and a multiplayer mode that's looking just as addicting as the original's, Neverwinter Nights 2 is one such title. ![]() But let's not forget that there are some really cool PC games coming out in 2006 as well. A lot of recent gaming hype has centered around the Xbox 360 and upcoming releases of the Playstation 3 and Revolution.
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