I gave up when I lost one, then had him come back and chase a gaseous form all over the place! No way to recruit him again. The henchpersons are quite weak and the interface is such that you can only give a few limited commands and no way to equip them, so they are a liability. Perhaps it just comes with the vampire monsters that one uses? Overall, the respawn and drop in function of the swarms can make this a slog and challenge for weaker PCs, and without a worthwhile henchperson, you will die often! The areas are huge so you definitely need a hasted PC and there are swarms of respawned monsters, some fairly formidable, so I was forced to use an area effect weapon to get through them all! One weird thing: If you kill a vampire you will see their gaseous form head to the nearest door, but there are no coffins to stake, so this is a wasted function, I would have to say. There are some side quests that seem to be feasible. And this module is huge, almost like a persistent world! You also have to be careful as to who you ask for a quest, as you will be stuck on that one until it is done, without having others to work on as well. The quests that you are given are seemingly undoable, as you get absolutely no hints as to where to find the items or miscreants that might be involved in them. Storm of Zehir currently lacks a solid release date, though publisher Atari claims the game will hit shelves this Winter.Tried this again and was frustrated. It's a small flaw, but after playing through SoZ with a full party and an interactive map, you'll never want to go back to the old ways. Unfortunately, it seems that these two new systems took quite a bit of re-programming to implement, so neither will function with the original Neverwinter Nights 2 campaign or that found in the Mask of the Betrayer expansion. As you travel you may encounter any number of hazards or boons, including random enemy encounters, treasure or dungeons.Īfter the decades of overlapping D&D storylines, I found it fitting that I would stumble across random dungeons in the woods that have no bearing on my particular story. ![]() SoZ, however, forces you to actually travel the world, through a detailed map. In previous NWN games, long-distance travel was accmplished with a click on a 2-D plane which would automatically send you to your destination. The other big addition to SoZ is the inclusion of an interactive world map. There is a slight framerate drop caused by having more entities on screen, but it's nothing too terrible. Most impressively, the expanded party system doesn't seem to bog down computers that can comfortably run the original Neverwinter Nights 2. If you (hypotheticaly) happen upon a vain woman who can only be convinced to help your party if you stroke her ego, but your main character lacks the charm to woo the lady, it's a simple matter of switching to whichever of your party members happens to be the most suave and carrying on the conversation that way.Īt first glance I was convinced that this new system would make the game incredibly easy, but instead it serves to make SoZ more easily resemble the pen-and-paper Dungeons & Dragons games from which the computer series was spawned. This versatility extends beyond combat as well. In Neverwinter Nights, this would precede a long, dangerous fight with the undead, but in NWN2: SoZ, assuming you were smart and added a cleric to your party, you can simply switch over to your cleric with a single button press or mouse click and cast Turn Undead, before switching over to your Wizard to nuke the abominations in a fiery explosion. Say your rogue happens to be wandering through a dungeon and you happen upon a group of zombies. ![]() ![]() ![]() Combat, interaction with the world, and leveling your characters all use basically the same mechanics that NWN fans have enjoyed since the first NWN game, only now you're able to see the world through the eyes of three additional people.
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