Back to the Gate

So, I started playing Baldur’s Gate recently. I never finished it back in the day (though I got close), and barely took advantage of the Tales of the Sword Coast expansion. For some reason, with everything going on in our lives right now, and in spite of the fact that I’m arguably busier now than I’ve been since Finals Week in college, I just couldn’t help running through 5 CDs worth of installation and launching some relatively old school gaming (I consider Atari 2600 and the Age of Darkness and the Age of Enlightenment truly Old School – and even that’s too new for some).

It runs a little fast on my m9700, but not too fast to play. The dialog runs together now and again when there is a lengthy challenge/response conversation playing out, but other than that, I’ve noticed no ill effects of the slightly accelerated rate.

I tried using the G3: Widescreen Mod in order to enjoy larger resolutions, but found that I had issues with mouse scrolling around the area at 16:9 resolutions that were less than the native resolution of my monitor (1920 x 1080). Because of the time consuming way the mod is applied, I didn’t try too many resolution options. I also noticed some frame rate issues at the native resolution in spite of the age of the engine (or perhaps, because of it). So I decided to stick with playing it the way it was originally released and patched. I’m not playing for the graphics, after all, but the experience.

I’ve heard rumors that it’s possible to convert BGI to the BGII engine, though. I might look into that. Graphics aren’t everything, but the BGII engine is so much nicer…

I probably won’t have much time in the next couple of months to do more than tinker with it here and there, but after we’re settled in to the new house, and some of my other responsibilities are managed (not the least of which is a FreeBSD build that’s proving difficult due to a troublesome inability to detect the hard drives once in sysinstall), I’ll be able to devote a little more time to it. I may even dive back into Baldur’s Gate II, and the Icewind Dale series.

I wonder how it’ll run on the X79 LGA2011 based machine I plan on building towards the end of the year. If it runs fast on a 6 year old laptop…

News on the Dew, and Quickies

Ok, it doesn’t look like the Dew will be here until the first week of November. Bah. So, it’s either ride the Torelli to work, or drive, and make up the miles after work on recreational/training rides.

I think I’m opting for the latter.

I may not make my goal of 150 commute days this year, but I’m damn sure going to make my goal of 5,000 miles this year. 750(ish) to go.

Friday night we went to BB ‘s Lawnside Bar-B-Que, where we saw the Bill Lupkin Blues Band. I prefer southern blues, specifically the Stevie Ray Vaughn style of blues/rock, over the Chicago/KC jazz imbued blues, but that said, I’ll take live over recorded any day, and Mr. Lupkin delivered.

Cafe Casbah, at 8609 College Blvd, Overland Park, KS 66210 just east of Quivira on the south side of 119th is a fantastic little restaurant. It doesn’t look like much on the outside, but the food is phenomenal. Saturday night, I had a seafood stuffed pastry in a lobster sauce. I sopped every last bit up with bread.

I wasn’t that impressed with Dungeon Siege 2 at first, but it’s grown on me. I know, I know… I’m a bit late to the game, but I’ve hardly played any in the last 4 years.

That is all.

Shout Out To Rorschach

I have a friend out in San Diego that’s been involved in computer gaming for as long, if not longer than I (perhaps even if you count the Pong game back in 1976) and certainly to a far greater degree. His website in college, all full of RPG goodness was one of the first I ever ran across on the web, and it was, coincidentally enough, hosted on KU’s servers mere sectors from my own.

For the last three years, he’s been working (volunteering) with a game developer studio in Vancouver on Sword of the Stars. They’ve bundled up all their releases and patches and everything and are selling it for $30.

These are the same guys that brought us Homeworld, so if you like space strategy games of epic proportions, check it out. It’s a labor of love for my friend, and he really loves knowing that others enjoy the fruits of his labors.

As for me, and to be honest, I’ve not played the game. My hectic schedule just doesn’t allow for much in the way of gaming these days. I’m posting this up here purely for his benefit, and in the hopes that one of the two or three of you, my faithful and loyal visitors, may find yourself wrapped up joyously in the universe they created.

A Few Days Off

My Big Ring streak continues, but this morning wasn’t a hammerfest, much less a slamhammerfest. See, at some point on Sunday, I developed quite the seemingly random, out of the blue infection on my right shin. At first I thought it was a spider bite. It swelled my shin to mammoth proportions and had the general look of a bite, plus the pain I would associate with same. For most of Sunday I was a slightly feverish and generally out of it. It was bad enough, in fact, to keep me up most of Sunday night and home yesterday. I did not sit completely idle, however, I took advantage of the freedom allowed by VPN, and hit the doc up for some meds between work related tasks. Since Saturday was spent helping the GF clean up her old apartment to expedite the retrieval of her security deposit, and Sunday was spent feeling generally lethargic, there was no riding for me this weekend. No riding this weekend translates to an easy pace into work this morning.

What I/we/she did accomplish, aside from finding health issues to deal with, was

  • give her old apartment a good thorough cleaning,
  • pack the remaining items and transport them to my overflowing garage and basement,
  • rearrange said garage and basement to make room for the GFs’ (much nicer) washer and dryer,
  • set up the Cat Genie in the basement bathroom,
  • install and enjoy Lazarus, a Dungeon Siege total mod,
  • gobs of loads of laundry, and
  • make it through seasons 1, 2 and part of season 3 of BtVS.

Sunday night and last night I really didn’t get that much sleep. This infection on/in my leg causes a fairly consistent and constant low level ache accented by moments of sharp pain. That makes for the tough time sleeping. I’m pretty sure today will *not* be a decaf day. Regardless, I’m back up in the 230′s for my mileage deficit, so tonight I pick things back up again with the long way home. Pain or no.

Aurora vs. Electron… Brief Thoughts on Graphics in Modern Games

Not a review, per say, but a thought. As much as I’m enjoying Neverwinter Nights 2, and know that I AM enjoying the game, I find myself pining for the more, shall we say, rudimentary graphics of Aurora vs. Electron.

That’s just my personal preference though. I like the more "cartoony", iconic graphics vs. the (sad) attempts at realism I’ve seen lately. While I certainly wouldn’t consider the graphics of the Electron "sad", in fact, they’re quite nice… but just not… my preferred style. Of all the games on the market, at least those I’ve seen video or screen shot of, Worlds of Warcraft has the most engaging and absorbing graphics. Is it real? No. Is it a system-buster? No. Is it pretty? No. It’s gorgeous.

Don’t know jack about the game-play though.

Seems to me that if game companies would take a page from Ye Olde Book of Game Development and spent more time on game play, story and features, and less on fantabulistic graphics that push modern systems damn near to meltdown, they might just find their audience expanding.

More later…

Neverwinter Nights 2 Is Mine

I got it today! It was touch and go… at 10:00 this morning, Best Buy only had the standard edition on CD. I wanted the Limited Edition DVD. Went back in at noon, and they didn’t have any of them… sold out. Called at 1, and they had the LE DVD!! Woot!! Ran over there (I work literally across the street), and grabbed one of the only two copies left.

I’ll be posting my own impressions here soon, to go along with my impressions of the first installment. Having re-read those, I’m rather pleased to see that my reactions to the game way back when still hold pretty much true today. They fixed the issues I had issue with, aside from the inventories quips, and I still think it’s a pretty game. Tonight I’ll see how they’ve improved it.

Neverwinter Nights 2

I’m really excited. I’ve been a fan of cRPGs since the Ultima days on my dad’s Apple //e. That interest was renewed with Baldur’s Gate (and it’s expansion Tales of the Sword Coast) (which actually pulled me away from the pool table for months). Icewind Dale (and Heart of Winter and Trials of the Luremaster – which totally rocked!), Baldur’s Gate II (and Throne of Bhaal), Icewind Dale II, Neverwinter Nights (and Shadows of Undrentide and Hordes of the Underdark), Wizards and Warriors, Black and White, Vampire the Masquerade – Redemption… all absolutely great games in my opinion.

Loved them. Lots.

Baldur’s Gate II, in fact, was the main attraction of the first themed LAN party we had. It was at the house Mel and I were renting, and stands out as one of the better LAN parties we took part in. My favorites, of course, being the first few, and the surprise birthday party Mel through for me. That was teh rock.

When I first heard about Neverwinter Nights 2, I was only mildly excited. Interests wax and wane, as they are wont to do. I’d gotten back into pool, and have recently renewed my interest in cycling, and, truth be told, my hardware is out of date. I didn’t feel like spending cash money on something that would really only serve as a gaming platform. However, as pool wanes, cRPGs wax. The movies. It was the movies. That’s what did it. Those movies really convinced me that this is a game I could get in to.

More than that, in a few critical ways, NWN2 seems to combine the best of NWN and the 2nd generation Infinity games. I’ve read some comments that disparage that idea, but for me, it’s exactly what I’ve been wanting. I distinctly remember thinking that combining some of the best features of BGII and IWDII with NWN would make for a killer game. The biggest "flaw", for lack of a better word, was not having more control over the henchmen (called "companions" in NWN2) and their respective inventories. As is typical, the henchmen AI wasn’t stellar, and I’d find myself micromanaging encounters more often than not. In the Infinity games, this was something of an issue, but my experience was that it took a step backwards in NWN. Additionally, BGII added "strongholds" to the mix. A stronghold was a home base of sorts, though management of it was really nothing more than going there every now and again to solve problems when the main story problems got wearisome. I don’t know how strongholds will be implemented in NWN2, but I hope that they’ll involve more pleasurable and relaxing endeavors than simply offering different problems to solve.

All things considered, mating Infinity with Aurora to birth Electron is a Good Thing™, IMHO.

Given the peeks at the game to be released later this year, it looks like I wasn’t alone in those thoughts, and in spite of myself, I’m getting terribly excited. Excited enough to get my budget and monthly expenses in order to see if I can finally afford that desktop replacement laptop I’ve mentioned before. I’m looking at Dell’s XPS M1710

Best. Game. Evar.

I’m still composing my post(s) about the cruise. In the meantime… a little bit about the best game ever. Well… maybe not the best game ever, but certainly one of the top five in my book. Dungeon Keeper II was released WAY back in 1999, and I *still* play it frequently. I haven’t played it non-stop for the last 6 years, mind you, but it is one of those games (in my case, one of the very few games) that always seems to find it’s way back to my hard drive.

DKII isn’t perfect. The main problem I’m having is that under XP, it tends to crash quite frequently. There are times that I can play for hours w/o problem, and other times that it crashes every 5 minutes. In either case, DKII is the only other thing running, so I don’t get it. Aside from the crashing, there are some game mechanics that I would like to see improved. Context menus via right-click, easier grouping of subjects and creatures, the ability to pick up multiple creatures at once (click-drag-selecting), and the like. My irks are small and minor, and aside from the crashing issue, do little to detract from my enjoyment of the game. In terms of graphics and sound, this game just hits me in the right spot. The voices are great, from the Skeletons screaming to the Mistresses moaning in tortured ecstasy, to the narrator talking about my creatures being unable to play marbles b/c my dungeon is on a slant. The sense of humor injected into this game really make it stand out above (again, IMHO) all the rest.

Damn, but I do wish someone somewhere would pony up and make a Dungeon Keeper III. If the same sense of humor were employed, I can see it being a most phenomenal game. They were going to come out with it, but then they weren’t. Molyneux’s Black & White, it seems, took over the resources originally alotted to DKIII (or he split with the company and formed Lionhead which was devoted to B&W – however you want to look at it). It was a poor substitute, IMHO. It had too many issues (wouldn’t work for myself or my SO at the time out of the box), and didn’t have the same sense of humor that made DKII such a joy for me. Graphically, it had a lot of the same feel, and the story/concept was interesting, but it just didn’t have the same charm for me. Perhaps the sequel will be better? It certainly looks good , but I tend to prefer the more cartoony feel of Worlds of Warcraft and even the ill-fated Ultima X: Online. I’ve heard (and seen) that the space-station based Startopia by Mucky Foot/Eidos Interactive was pretty much "Dungeon Keeper in Space", but for some reason I just never got into it. I had the opportunity to, but was lacking a little in the hardware arena.

A google for "Dungeon Keeper III" turns up quite a bit, but nothing to indicate that it’s development has been revamped. All that comes up are old articles about it’s announcement, it’s quick demise, and a bunch of old placeholder pages on game ‘zines. Perhaps, with the release of Black & White II coming, Molyneux and his crew will set his sights below ground again, and take us back into the Dungeon. I can certainly hope so.

1,001 Neverwinter Nights

I’ve been playing Neverwinter Nights (hereafter known simply as NWN) for the last week or so. When I was sick, it was one of the few things that really took my mind off the pain and discomfort. Fortunately, my brain didn’t permanently associate NWN with horrible sinus illness, and I can play it now with nary a thought of how I felt playing it before. That is not the case with tea, which I very much associate with being sick.

What can I say about this game, that hasn’t been said many times before? Nothing really… but I can take what I agree with from those reviews, and whittle it down to those things most important to me. That is, after all, what this site is about… talking about those things most important to me.

Anyway, on to NWN. NWN is the follow-up release of the acclaimed Baldur’s Gate (BG) series… I will be referring to that series several times, in addition to other games (mainly Dungeon Siege, to be honest – comparisons are inevitable).

Gameplay:

In short, the gameplay is centered around an extremely intuitive point-and-click system that was (at least for this player) instantly accessible. I was able to jump in w/o reading page one of the manual. They’ve used a radial menu system that is, while very attractive, initially somewhat burdensome. It takes a little while to get used to, but once you do it’s very nice. A similar system was used (also successfully) in Independence War II, so it’s not a concept unheard of.

Unlike BG, you have full control over only a single character, rather than an entire party. You can hire henchmen, summon creatures, or bring in a familiar to beef up your strengths if you want, but you have no direct control over them. They are effectively NPC’s (non player characters) who act as allies that follow you around. They’ll take rudimentary orders, but won’t give up inventory space for you or allow you to take control of their actions. The difficulty of the single player campaign is set assuming you will hire a henchman/woman. I believe it, having tried both ways. Many people consider the lack of a full party to be a fault, but I’ve actually enjoyed being able to play the game w/o having to worry about the skills and personality of an entire party. Being able to focus on a single character has been a welcome change of pace for me… it really allows a higher emphasis on the "Role-playing" aspect of the game, rather than just the quest-solving item-grabbing treasure-hording skill-advancing stuff. I’m creating a real character here, rather than just an object with a name.

The story is carried by interaction with non-player characters (NPC’s). They’ve brought back the conversation trees from BG to great effect… even incorporating your own skills and abilities into the conversations. Have an extremely low intelligence? The dialog reflects that, dropping the vocabulary to the level of a 1st grader or lower. Have high intelligence and/or charisma? The dialog reflects that as well, giving you the occasional chance to "persuade" the NPC to give you more information or reward. The dialog trees aren’t perfect. While they almost always provide choices reflecting a wide variety of attitudes and motives, it’s generally a "best choice" scenario, rather than "this is what my character would definitely say." Such is the nature of the beast, however. I don’t consider it "true" role-playing, but it’s about as near as you can find w/o selling your soul to the MMORPG gods. Additionally, some dialog options are available even after they probably shouldn’t be, but they are still very good… and the main thing I felt was lacking in Dungeon Siege.

In the official single-player campaign, the quests you undertake are engaging and varied. You have a chance to do everything from the typical UPS style "Go get this object and bring it back to me" quests, to being a prosecutor in a trial, to solving puzzles, both simple and complex. The quests range from the simple and common to epic and far-reaching.

Graphics:

Baldur’s Gate used the isometric Infinity engine. NWN, instead, uses the fully 3D, Aurora engine. This makes for a beautiful game, with the high points being the textures and lighting. The textures are rich and deep in color (I’m using the 64MB option), and shadows are cast from light sources in ways you would expect them to be, including the way they move as you pass objects with torch in hand. The inevitable comparison is with the recently released Dungeon Siege. There are several important technical differences between the two, with the main one being the seamless world of Dungeon Siege vs. the area-based world of NWN. DS has no loading screens once you get into the game, while NWN does. Not a major issue as far as I’m concerned. However, I just think DS is a "prettier" game. NWN’s tiles and graphics look a little "cleaner" and more "sanitary", making believable ruins and war zones somewhat more difficult to achieve. Additionally, the tile set can be somewhat repetitive in some situations. In many ways, I’m reminded of Vampire: The Masquerade – Redemption, in the overall quality of graphics. This shouldn’t be surprising, given that development on both was started at about the same time – 5 years ago. I haven’t looked into creating my own tile sets yet, but several custom jobs are already available, so I imagine even those shortfalls can be overcome. NWN is indeed a very pretty game, and I can see it holding it’s own for among cRPG’s for years to come.

Sound:

Quality of sound has never really been that important to me, but lately I’ve started to realize how important it is, and how much of a difference it can make. First, the music. Jeremy Soule did the soundtrack for NWN, as well as DS and the upcoming Icewind Dale II (which is the final gasp of the Infinity engine… I’m looking forward to it). He did a great job. The music adds a depth to the overall atmosphere to the game that cannot be overstated. As for the sound effects, they are also top-notch. Effects such as the clashing of swords, the breaking of chests and barrels, and the spell-effects make for a terrific experience.

Multiplayer:

I can’t speak much to this, b/c I’ve only played it a few times. Lag seems to be an issue… I’d recommend LAN or broadband play only. However, seems to me that the ability to play with friends on-line is one of the major strengths of this game, and what will keep us all playing for many many months to come… if not longer. I like the addition of quick-keys, Tribes style, for speaking stock phrases. It makes communication during the campaign much easier… voice would be better, but that still has some ways to go I think before it’s stable and a feasible option.

To me, this isn’t one of those games, like Quake, where you jump out on any random server to play for a while. It’s a role-playing game, after all. Can you imagine knocking on random strangers doors trying to find a game of D&D to play?

Really?

You’re a freak. I can’t.

For me, this is the kind of game that I’ll play exclusively with friends, either on-line or on LAN. No public servers, thank you very much.

Toolset:

While the single player campaign is worth the price by itself, the toolset is truly remarkable. With the toolset, some time, a little scripting knowledge and a fair helping of talent, you can create campaigns every bit as complex as what was shipped with NWN. In fact, the very tools used to create the game were shipped WITH the game… you simply cannot ask for more than that. The tools are remarkably easy to use, stable and intuitive. I would say that learning them is about as difficult as learning Photoshop or Illustrator… but keep in mind that the more complex your ideas, the more likely you’ll need some knowledge of scripting and programming to pull them off. The scripting language, NWScript, looks to be a derivative of C, so bear that in mind when you start thinking about designing your own world.

Several of my own friends, myself included, have started work on separate modules that may (or may not) be tied together to form a larger campaign. We’re all very excited about this, and are looking forward to seeing what each other comes up with.

Things Broken or Damaged in the Game:

There are a few things about the game that I do find fault with. With the Aurora engine, Bioware has taken a few steps back in terms of pathfinding. They’d got that pretty much licked with the Infinity engine. Your party would make very intelligent choices in terms of how to get from one place to another, maneuvering around obstacles and NPC’s. In NWN, we’re back to the original BG. Simple objects will stall a character, forcing you to carefully maneuver around it, looking for a path that will work. Gone is the extremely convenient ability to bring up an overall map of an area, click on a distant point and sit back as your character travels there. Gone is the ability to set intermittent way-points. Your henchmen will take orders, as I’ve mentioned, but they won’t always act on them. I’ve only hired the thief to help out with traps my monk can’t disarm and there have been many times where he’s said in his cockney accent "Oh, I could pick that open easy!" and proceeds to do absolutely nothing. Usually, when this happens, it takes three or four additional clicks on the locked item in question before he actually unlocks it. The henchmen code, so I’ve read, was one of the last things they worked on, and is something I suspect a patch or two could fix. The camera view is limited to between 90° (vertical, top down) and 45°. This is changed by click-holding the middle mouse button and moving up and down. What I’d really really like to see is a range from about 90° to 25° or so, changeable by moving the mouse to the top or bottom of the screen. I’ve seen screenshots where the angle is clearly less than 45°, so I know it’s possible… I just wish it was available. My final issue is with the inventory and shops. If you can, I haven’t figured out how to buy more than one of a given item at a time… so instead, I have to drag/drop 40 potions, rather than click, type ’40′ and leave. The inventory is also somewhat difficult to manage. It’s divided up into 5 areas based on a 10×6 grid. New items always default to the first available space (no problem), but when you have 10 potions lumped together and split them into two groups of 5, the first group defaults to the first available space, rather than in the same area, or (better yet) in your hand to place where you will.

Conclusion:

Lest I end on a sour note, let me conclude by saying that in spite of the problems I outlined above, this is easily one of the very best games I’ve ever played. I’m completely hooked. The single player campaign is deeply engaging, and the sheer potential of the toolset is staggering. The graphics are wondrous to behold (even if less wondrous than DS) and the sounds are (literally) music to my ears. Minor issues aside, the gameplay is like coming home into blissful air conditioning and an endless supply of tasty beverage after an extended stay in the Sahara. I imagine I’ll be playing this game for a long time to come. It’s based on newly developed technology, so some problems are expected. One patch has already been released, indicating to me that the Bioware team is as committed as they’ve said they would be, and I can easily see the Aurora engine being as tight as the Infinity engine became. It may take a few patches, but it’ll get there… in the meantime, there will be hours and hours of fun to be had. :)
I’ve been playing Neverwinter Nights (hereafter known simply as NWN) for the last week or so. When I was sick, it was one of the few things that really took my mind off the pain and discomfort. Fortunately, my brain didn’t permanently associate NWN with horrible sinus illness, and I can play it now with nary a thought of how I felt playing it before. That is not the case with tea, which I very much associate with being sick.

What can I say about this game, that hasn’t been said many times before? Nothing really… but I can take what I agree with from those reviews, and whittle it down to those things most important to me. That is, after all, what this site is about… talking about those things most important to me.

Anyway, on to NWN. NWN is the follow-up release of the acclaimed Baldur’s Gate (BG) series… I will be referring to that series several times, in addition to other games (mainly Dungeon Siege, to be honest – comparisons are inevitable).

Gameplay:

In short, the gameplay is centered around an extremely intuitive point-and-click system that was (at least for this player) instantly accessible. I was able to jump in w/o reading page one of the manual. They’ve used a radial menu system that is, while very attractive, initially somewhat burdensome. It takes a little while to get used to, but once you do it’s very nice. A similar system was used (also successfully) in Independence War II, so it’s not a concept unheard of.

Unlike BG, you have full control over only a single character, rather than an entire party. You can hire henchmen, summon creatures, or bring in a familiar to beef up your strengths if you want, but you have no direct control over them. They are effectively NPC’s (non player characters) who act as allies that follow you around. They’ll take rudimentary orders, but won’t give up inventory space for you or allow you to take control of their actions. The difficulty of the single player campaign is set assuming you will hire a henchman/woman. I believe it, having tried both ways. Many people consider the lack of a full party to be a fault, but I’ve actually enjoyed being able to play the game w/o having to worry about the skills and personality of an entire party. Being able to focus on a single character has been a welcome change of pace for me… it really allows a higher emphasis on the "Role-playing" aspect of the game, rather than just the quest-solving item-grabbing treasure-hording skill-advancing stuff. I’m creating a real character here, rather than just an object with a name.

The story is carried by interaction with non-player characters (NPC’s). They’ve brought back the conversation trees from BG to great effect… even incorporating your own skills and abilities into the conversations. Have an extremely low intelligence? The dialog reflects that, dropping the vocabulary to the level of a 1st grader or lower. Have high intelligence and/or charisma? The dialog reflects that as well, giving you the occasional chance to "persuade" the NPC to give you more information or reward. The dialog trees aren’t perfect. While they almost always provide choices reflecting a wide variety of attitudes and motives, it’s generally a "best choice" scenario, rather than "this is what my character would definitely say." Such is the nature of the beast, however. I don’t consider it "true" role-playing, but it’s about as near as you can find w/o selling your soul to the MMORPG gods. Additionally, some dialog options are available even after they probably shouldn’t be, but they are still very good… and the main thing I felt was lacking in Dungeon Siege.

In the official single-player campaign, the quests you undertake are engaging and varied. You have a chance to do everything from the typical UPS style "Go get this object and bring it back to me" quests, to being a prosecutor in a trial, to solving puzzles, both simple and complex. The quests range from the simple and common to epic and far-reaching.

Graphics:

Baldur’s Gate used the isometric Infinity engine. NWN, instead, uses the fully 3D, Aurora engine. This makes for a beautiful game, with the high points being the textures and lighting. The textures are rich and deep in color (I’m using the 64MB option), and shadows are cast from light sources in ways you would expect them to be, including the way they move as you pass objects with torch in hand. The inevitable comparison is with the recently released Dungeon Siege. There are several important technical differences between the two, with the main one being the seamless world of Dungeon Siege vs. the area-based world of NWN. DS has no loading screens once you get into the game, while NWN does. Not a major issue as far as I’m concerned. However, I just think DS is a "prettier" game. NWN’s tiles and graphics look a little "cleaner" and more "sanitary", making believable ruins and war zones somewhat more difficult to achieve. Additionally, the tile set can be somewhat repetitive in some situations. In many ways, I’m reminded of Vampire: The Masquerade – Redemption, in the overall quality of graphics. This shouldn’t be surprising, given that development on both was started at about the same time – 5 years ago. I haven’t looked into creating my own tile sets yet, but several custom jobs are already available, so I imagine even those shortfalls can be overcome. NWN is indeed a very pretty game, and I can see it holding it’s own for among cRPG’s for years to come.

Sound:

Quality of sound has never really been that important to me, but lately I’ve started to realize how important it is, and how much of a difference it can make. First, the music. Jeremy Soule did the soundtrack for NWN, as well as DS and the upcoming Icewind Dale II (which is the final gasp of the Infinity engine… I’m looking forward to it). He did a great job. The music adds a depth to the overall atmosphere to the game that cannot be overstated. As for the sound effects, they are also top-notch. Effects such as the clashing of swords, the breaking of chests and barrels, and the spell-effects make for a terrific experience.

Multiplayer:

I can’t speak much to this, b/c I’ve only played it a few times. Lag seems to be an issue… I’d recommend LAN or broadband play only. However, seems to me that the ability to play with friends on-line is one of the major strengths of this game, and what will keep us all playing for many many months to come… if not longer. I like the addition of quick-keys, Tribes style, for speaking stock phrases. It makes communication during the campaign much easier… voice would be better, but that still has some ways to go I think before it’s stable and a feasible option.

To me, this isn’t one of those games, like Quake, where you jump out on any random server to play for a while. It’s a role-playing game, after all. Can you imagine knocking on random strangers doors trying to find a game of D&D to play?

Really?

You’re a freak. I can’t.

For me, this is the kind of game that I’ll play exclusively with friends, either on-line or on LAN. No public servers, thank you very much.

Toolset:

While the single player campaign is worth the price by itself, the toolset is truly remarkable. With the toolset, some time, a little scripting knowledge and a fair helping of talent, you can create campaigns every bit as complex as what was shipped with NWN. In fact, the very tools used to create the game were shipped WITH the game… you simply cannot ask for more than that. The tools are remarkably easy to use, stable and intuitive. I would say that learning them is about as difficult as learning Photoshop or Illustrator… but keep in mind that the more complex your ideas, the more likely you’ll need some knowledge of scripting and programming to pull them off. The scripting language, NWScript, looks to be a derivative of C, so bear that in mind when you start thinking about designing your own world.

Several of my own friends, myself included, have started work on separate modules that may (or may not) be tied together to form a larger campaign. We’re all very excited about this, and are looking forward to seeing what each other comes up with.

Things Broken or Damaged in the Game:

There are a few things about the game that I do find fault with. With the Aurora engine, Bioware has taken a few steps back in terms of pathfinding. They’d got that pretty much licked with the Infinity engine. Your party would make very intelligent choices in terms of how to get from one place to another, maneuvering around obstacles and NPC’s. In NWN, we’re back to the original BG. Simple objects will stall a character, forcing you to carefully maneuver around it, looking for a path that will work. Gone is the extremely convenient ability to bring up an overall map of an area, click on a distant point and sit back as your character travels there. Gone is the ability to set intermittent way-points. Your henchmen will take orders, as I’ve mentioned, but they won’t always act on them. I’ve only hired the thief to help out with traps my monk can’t disarm and there have been many times where he’s said in his cockney accent "Oh, I could pick that open easy!" and proceeds to do absolutely nothing. Usually, when this happens, it takes three or four additional clicks on the locked item in question before he actually unlocks it. The henchmen code, so I’ve read, was one of the last things they worked on, and is something I suspect a patch or two could fix. The camera view is limited to between 90° (vertical, top down) and 45°. This is changed by click-holding the middle mouse button and moving up and down. What I’d really really like to see is a range from about 90° to 25° or so, changeable by moving the mouse to the top or bottom of the screen. I’ve seen screenshots where the angle is clearly less than 45°, so I know it’s possible… I just wish it was available. My final issue is with the inventory and shops. If you can, I haven’t figured out how to buy more than one of a given item at a time… so instead, I have to drag/drop 40 potions, rather than click, type ’40′ and leave. The inventory is also somewhat difficult to manage. It’s divided up into 5 areas based on a 10×6 grid. New items always default to the first available space (no problem), but when you have 10 potions lumped together and split them into two groups of 5, the first group defaults to the first available space, rather than in the same area, or (better yet) in your hand to place where you will.

Conclusion:

Lest I end on a sour note, let me conclude by saying that in spite of the problems I outlined above, this is easily one of the very best games I’ve ever played. I’m completely hooked. The single player campaign is deeply engaging, and the sheer potential of the toolset is staggering. The graphics are wondrous to behold (even if less wondrous than DS) and the sounds are (literally) music to my ears. Minor issues aside, the gameplay is like coming home into blissful air conditioning and an endless supply of tasty beverage after an extended stay in the Sahara. I imagine I’ll be playing this game for a long time to come. It’s based on newly developed technology, so some problems are expected. One patch has already been released, indicating to me that the Bioware team is as committed as they’ve said they would be, and I can easily see the Aurora engine being as tight as the Infinity engine became. It may take a few patches, but it’ll get there… in the meantime, there will be hours and hours of fun to be had. :)

Dungeon Siege Single Player Campaign

I beat Dungeon Siege last night… at least the Single Player portion. It wasn’t bad. Typical fantasy plot, nothing fancy or special about it. In fact, it merely reinforces my thought that the real strength of this game isn’t the game itself, but the ability to create your OWN game out of it. I can’t wait for those editing tools to be released so I can start in on my own… Single Player was good, but Multiplayer will own!

I posted earlier about some of the things I liked and didn’t like about the game. I’m pleased to say that most of the things I’d change were already there and I just hadn’t found them, while some of the rest are easily fixed by small mods. The BSOD’s have mysteriously stopped, the Party AI is still a bit off and the pausing when someone joins a multiplayer game is still there (those pretty much require a patch from the blokes at Gas Powered Games). Of the rest, only the lack of a thief class, and the ability to use your quickslots for anything remain.

This is easily one fo the best games available right now… in my humble opinion, for any platform.