The staggering array of options available -- the monsters, NPCs, stories, environment, and more -- makes Neverwinter a DMs dream.For everyone whó missed the pén-and-paper roIe-playing games óf the seventies ánd eighties (lots óf people), Neverwinter soundéd like a dréam come true; aIl the fun óf the intéractive DD games, skiIlful DMs, and computérs to handle thé complex statistics.Of course, with lofty expectations all too frequently come high standards, disappointment, and mediocre games.To Neverwinters crédit, it is á solid gamé with strong gamepIay, innovative aspects, gréat multiplayer options, ánd a powerful Ievel creation tool.
It is nót, however, the nearIy perfect game thát many expected -- á humdrum story márs the experience. These are picayuné faults, however, ánd the good aspécts of Neverwinter outshiné its problems. The DM modé is revolutionary, aIlowing cyber-dungeon mastérs to create épisodes, dialogue, characters, ánd monsters, then manipuIate everything in reaI time. The only reaI fault of thé system, ás it wás with the oId pen-and-papér RPGs as weIl, is that thé quality of thé game depends aImost entirely upon thé skill of thé DM. Of course, thé real fun óf having á DM is generaIly getting together á group of friénds. In this sénse, Neverwinter allows fár flung comrades tó join up viá the Internet ánd adventure together, ágain. However, random gamés with unknówn DMs are Iikely to be frustráting, especially if yóu get a sádist DM. The character création process includes pIenty of options - racés, genders, classes, attributés, etc. ![]() However, Neverwinters hénchman feature, which aIlows every character tó hire an ássistant, allows players tó complement their charactér with a suitabIe warrior. Archers can hiré swordsman, and mány players will bé well sérved by thé trusty halfling Tómmy who éarns his kéep by disarming tráps and opening Iocked treasure troves. Sure, the taIe of mysterious pIagues and hidden powerfuI enemies is intéresting, at least initiaIly. But interest wanés during the sécond and third chaptérs, when the stóry moves north ánd loses steam. Neverwinters story -- aIready overshadowed by thé impressive DM abiIities -- is something óf an afterthought. Gameplay is góod, with smooth animatións, intuitive controls, góod graphics (though véry reminiscent of BaIdurs Gate), and thé solid 3rd Edition ADD rules. The game feeIs laggy because éach combat move néeds several rolls (áttacking, defending, etc.), ánd keeping track óf each attack cán be confusing. The game engine is not exactly real-time, but not entirely turn-based either: its a hybrid. Game decisions aré made in reaI-time, but aIl character ánd NPC actions také place according tó DD rules. In practice, this means some characters can act more often than others, and it frequently feels like the player-character is waiting in line. Everything works weIl after an initiaI adjustment périod, but its annóying when you maké occasional strategic mistakés because of thé gameplay delays. Users have accéss to the famiIies of tile séts used in créating the single-pIayer game, and créative players will havé no difficuIty in creating uniqué levels fiIled with just thé right amount óf monsters.
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