ion
Mon, 24th Jul '06, 8:20pm
Yesterday, I attended the never winter nights 2 presentation at ComicCon in San Diego. The Obsidian staff in attendance were Feargus Urquhart, CEO of Obsidian, Josh Sawyer, the lead designer NWN2, Chris Avellone, a designer of PS:T (instant credibility right there), and one of the programmers.
I went to the presentation hoping to see some in-game footage and was definitely not disappointed. The team had the current version of NWN running through the whole 1.5 hour session, even in the background during the question and answer session. The parts of the game we got to see included character creation, the tool set, multple battles, the new class the warlock, and some of the outdoor environments
I was only mildly excited about NWN2 before this demonstration, as NWN’s flaws kept the game from really hooking me. However, I have high hopes for NWN2 after the demonstration. Unless NWN2 is either ridiculously buggy, has a terrible AI, or just wont run smoothly on any system, (basically a problem that didn’t up during the demonstration), I just don’t see how this game wont be amazing.
First, two issues that were particularly important to me because they are my main problems with the first game- the story telling and the henchmen.
Story- Most people agree NWN1 was not a cinematic masterpiece. The story in the original campaign was horrid, and the text box presentation didn’t really immerse the player in the game. If nothing else, the NWN team seems to recognize the flaws of the original game. I was thrilled when the presentation team described the story of NWN2 as heavily influenced by KotOR2, a game with a truly great story. Although it was hard to get a feel for the story during the demonstration, many elements seem to support this claim. Important dialogues use a similar camera to KotOR, much like watching a movie, and several times during the demo, the crowd noted alignment changes, which Chris confirmed would affect the branching of the story, once again similar to KotOR.
Party Control – My biggest problem with NWN1 single player is the lack of adequate party management. D&D character creation and game rules are silly and unrewarding for a solo adventure, and henchman that can’t be controlled are often more trouble than they are worth. Although it was difficult to tell exactly how much control the player has over the party, it is at least clear that the system is greatly improved from NWN1. The system slightly resembles KotOR, as the player has the ability to take complete control of other party members. It is also possible to play the game from an isometric perspective, controlling party members similar to BG2. Hopefully, NWN2 finally figures out the difficult balance of 3d action and party control.
Other areas worth commenting about
Character creation- This part of the demonstration was amazing. There are more aesthetic options to create distinct characters, as well as more character options in general, such as sub classes, deities, etc. The interface is very similar to NWN1; it just has a ton more content. Characters are definitely more attractive, as well. The game definitely doesn’t suffer from the Oblivion complex, where every female looks like a hermaphrodite. (The females are well endowed too, if that’s your cup of tea J) The deity selection screen was particularly impressive, with huge assortment of possible deities. (I think Josh said 120 deities were available) Each deity had a box containing information such as aliases, alignment, followers, etc. Just fantastic stuff for hardcore role players. Another highlight was the armors. The rigid, symmetrical jester suits from NWN1 have been replaced by clothing that looks straight out of the picture in your 3rd edition players manual. Much of this is due to asymmetrical outfits. For example, the rouge outfit has large pouches on one side of the outfit and several large ornate belts. It may not sound like a big deal, but the effect greatly increases the realism.
Combat- One of my favorite things about the combat is the inclusion of an area marker for spells and abilities, similar to ToEE. Pausing the game and using this area marker to place a spell allows for much more accurate targeting. Nothing sucks more than dropping a meteor storm on your ally’s head. Mage’s now have a spell interface that can be brought up for quick casting in combat. It is similar to the wheel in ToEE, just much less clunky.
Graphics- Because of computer limitations, I haven’t been playing many of the latest games, so it’s hard for me to compare NWN2 graphic quality to some of the latest games, such as Oblivion or Fear. However, I can definitely say that the 3d terrain makes a huge difference. In NWN1, I always felt like I was in a game area; in NWN2, it really seems like the party is traversing a fantasy forest. As with NWN1, it is apparent the team used the monster manual to for inspiration on enemy models. With the improved graphic quality, this is even cooler for D&D fans.
Here are some random answers from the question and answer session. Much of this information has probably been revealed on message boards and stuff.
- the dm client can not be confirmed for release. It seems like the team is starting to hit that crunch period and doesn’t want to make any promises
- in multiplayer, alignment changes are not communal, although the tool set can change this. So your thief’s wandering fingers won’t ruin your paladin’s life J
- only new base class is the warlock, a character with a really limited number of spells, but the ability to cast them almost a limitless number of times.
- While the engine is technically 3d, over/under, for example on a bridge, will not be possible
- Water is no longer an impenetrable wall, so levels can be created where characters can wade through water
- There will be cameo’s from several NWN1 npc’s
- They were running the game cleanly on a 2.8, 1gb of ram, 6800GS
- Although a card with a Pixel shader 2 will run the game, the team recommended a card with a pixel shader 3
- The tutorial is a county fair, in which the player gets points for using their skills
- Scripting language is similar to c++ (I imagine this is the same in NWN1)
- The game starts several years after the original NWN, so the city of NWN is still unstable
I went to the presentation hoping to see some in-game footage and was definitely not disappointed. The team had the current version of NWN running through the whole 1.5 hour session, even in the background during the question and answer session. The parts of the game we got to see included character creation, the tool set, multple battles, the new class the warlock, and some of the outdoor environments
I was only mildly excited about NWN2 before this demonstration, as NWN’s flaws kept the game from really hooking me. However, I have high hopes for NWN2 after the demonstration. Unless NWN2 is either ridiculously buggy, has a terrible AI, or just wont run smoothly on any system, (basically a problem that didn’t up during the demonstration), I just don’t see how this game wont be amazing.
First, two issues that were particularly important to me because they are my main problems with the first game- the story telling and the henchmen.
Story- Most people agree NWN1 was not a cinematic masterpiece. The story in the original campaign was horrid, and the text box presentation didn’t really immerse the player in the game. If nothing else, the NWN team seems to recognize the flaws of the original game. I was thrilled when the presentation team described the story of NWN2 as heavily influenced by KotOR2, a game with a truly great story. Although it was hard to get a feel for the story during the demonstration, many elements seem to support this claim. Important dialogues use a similar camera to KotOR, much like watching a movie, and several times during the demo, the crowd noted alignment changes, which Chris confirmed would affect the branching of the story, once again similar to KotOR.
Party Control – My biggest problem with NWN1 single player is the lack of adequate party management. D&D character creation and game rules are silly and unrewarding for a solo adventure, and henchman that can’t be controlled are often more trouble than they are worth. Although it was difficult to tell exactly how much control the player has over the party, it is at least clear that the system is greatly improved from NWN1. The system slightly resembles KotOR, as the player has the ability to take complete control of other party members. It is also possible to play the game from an isometric perspective, controlling party members similar to BG2. Hopefully, NWN2 finally figures out the difficult balance of 3d action and party control.
Other areas worth commenting about
Character creation- This part of the demonstration was amazing. There are more aesthetic options to create distinct characters, as well as more character options in general, such as sub classes, deities, etc. The interface is very similar to NWN1; it just has a ton more content. Characters are definitely more attractive, as well. The game definitely doesn’t suffer from the Oblivion complex, where every female looks like a hermaphrodite. (The females are well endowed too, if that’s your cup of tea J) The deity selection screen was particularly impressive, with huge assortment of possible deities. (I think Josh said 120 deities were available) Each deity had a box containing information such as aliases, alignment, followers, etc. Just fantastic stuff for hardcore role players. Another highlight was the armors. The rigid, symmetrical jester suits from NWN1 have been replaced by clothing that looks straight out of the picture in your 3rd edition players manual. Much of this is due to asymmetrical outfits. For example, the rouge outfit has large pouches on one side of the outfit and several large ornate belts. It may not sound like a big deal, but the effect greatly increases the realism.
Combat- One of my favorite things about the combat is the inclusion of an area marker for spells and abilities, similar to ToEE. Pausing the game and using this area marker to place a spell allows for much more accurate targeting. Nothing sucks more than dropping a meteor storm on your ally’s head. Mage’s now have a spell interface that can be brought up for quick casting in combat. It is similar to the wheel in ToEE, just much less clunky.
Graphics- Because of computer limitations, I haven’t been playing many of the latest games, so it’s hard for me to compare NWN2 graphic quality to some of the latest games, such as Oblivion or Fear. However, I can definitely say that the 3d terrain makes a huge difference. In NWN1, I always felt like I was in a game area; in NWN2, it really seems like the party is traversing a fantasy forest. As with NWN1, it is apparent the team used the monster manual to for inspiration on enemy models. With the improved graphic quality, this is even cooler for D&D fans.
Here are some random answers from the question and answer session. Much of this information has probably been revealed on message boards and stuff.
- the dm client can not be confirmed for release. It seems like the team is starting to hit that crunch period and doesn’t want to make any promises
- in multiplayer, alignment changes are not communal, although the tool set can change this. So your thief’s wandering fingers won’t ruin your paladin’s life J
- only new base class is the warlock, a character with a really limited number of spells, but the ability to cast them almost a limitless number of times.
- While the engine is technically 3d, over/under, for example on a bridge, will not be possible
- Water is no longer an impenetrable wall, so levels can be created where characters can wade through water
- There will be cameo’s from several NWN1 npc’s
- They were running the game cleanly on a 2.8, 1gb of ram, 6800GS
- Although a card with a Pixel shader 2 will run the game, the team recommended a card with a pixel shader 3
- The tutorial is a county fair, in which the player gets points for using their skills
- Scripting language is similar to c++ (I imagine this is the same in NWN1)
- The game starts several years after the original NWN, so the city of NWN is still unstable