Neverwinter Nights 2is arole-playing video gamedeveloped byObsidian Entertainmentand published byAtari Interactive.It is the second installment in theNeverwinter Nightsseries and is the sequel toBioWare'sNeverwinter Nights,based on theDungeons & Dragonsfantasytabletop role-playing game.Neverwinter Nights 2utilizes an adaptation of theDungeons & Dragons3.5 edition rules.Players createplayer charactersto represent themselves in the game, using the same character creation rules as found in theDungeons & Dragonsgame. They may gain the assistance of additionalpartymembers, and they eventually acquire akeepthat can be used as a base of operations.Neverwinter Nights 2is set in theForgotten Realmscampaign setting—in and around the city ofNeverwinter.The story is mostly unrelated toNeverwinter Nightsand follows the journey of an orphaned adventurer investigating a group of mysterious artifacts known as "silver shards" and their connection to an ancient, evil spirit known as the King of Shadows.

Neverwinter Nights 2
Neverwinter Nights 2 box art for Windows
North American PC cover art
Developer(s)Obsidian Entertainment
Publisher(s)Atari Interactive
Director(s)Chris Avellone
Producer(s)Ryan Rucinski
Designer(s)
Programmer(s)
  • Chris Jones
  • Frank Kowalkowski
Artist(s)Tramell Isaac
Composer(s)
  • Dave Fraser
  • Neil Goldberg
SeriesNeverwinter Nights
EngineElectron Engine
Platform(s)
ReleaseMicrosoft Windows
  • NA:October 31, 2006
  • EU:November 3, 2006
  • AU:November 16, 2006
Mac OS X
  • NA:February 26, 2008
  • WW:March 3, 2008
Genre(s)Role-playing video game
Mode(s)Single-player,multiplayer

Neverwinter Nights 2went into development in July 2004. This sequel was designed with theAurora Engine,also used by its predecessor, and the game's toolset was included in the game's release for players to use in designing their own adventures. The game's design team drew upon older role-playing video games, and decided that the player character would have to earn the respect of others by the things the character does. The game was also designed to be playable with other players online in a cooperative fashion. The game was released in October and November 2006. Official multiplayer support for the game was suspended in December 2012. In response, theNeverwinter Nights 2community developed several initiatives by which players can continue to play the game online.

Reviews ofNeverwinter Nights 2were generally positive. Reviewers were pleased with the changes that had been made from the first game in the series, especially regarding the storyline and party management. The game wonGameSpot's Best Story award for 2006. One of the most commonly raised complaints about the game was the presence of numeroustechnical glitchesin its initial release. Two official expansions and one official adventure pack have been released for the game:Mask of the Betrayerin 2007,Storm of Zehirin 2008, andMysteries of Westgatein 2009.

Gameplay

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Neverwinter Nights 2is played in thethird personfrom atop-down perspective,where the player controls a hero and his or her attendant party. As arole-playing video gamebased on theDungeons & Dragons3.5 edition ruleset,[1]players build aplayer characterin accordance with the character creation rules ofDungeons & Dragons,which includes selecting araceandclass,then assigningskill points.[2]There are sixteen races and twelve classes available, including therogueand thewizard,[3]as well as an additional seventeenunlockableclasses.[4]Neverwinter Nights 2makes use of thed20 systemintroduced inDungeons & Dragons,[2]where adie rollor random number is used to determine the probability and effectiveness of every action, including attacks andsaving throws.[5]The player character can recruit companions during the campaign, and may form apartywith up to three of them.[6]Party members can be controlled directly by the player or given orders dictating how to behave in combat.[7]

An in-game screenshot. Theplayer characterand hispartyare in the middle of the screen. Theinterfaceis around the border, with amini-map,dialogue box, and a variety ofhotkeys.

The game is set in theForgotten Realmscampaign setting.[8]The party is able to explore various areas ofFaerûn—including its cities, forests, and dungeons—while earningexperience pointsand treasure by defeating monsters and completingquests.[2]The entire party collaborates during combat, with characters' behavior determined by their class and abilities.[9]Upon gaining specified amounts of experience, characterslevel up,allowing them to earn new abilities such asmagic spellsandfeats.[2]Some races, like thedrow,are more powerful than others and require characters to accumulate more experience to earn levels.[10]Characters can accessPrestige classes,more specialized versions of base classes, by fulfilling certain requirements.[11]The warpriest, for example, is available to divine spellcasters such asclericsafter they have reached a set level of power.[12]Items such as weapons, armor, potions, and scrolls can be used or equipped by characters,[9]and some equipment changes will affect a character's appearance.[5]As the game progresses, the player character acquires akeepthat can be used as a base of operations. Initially, the keep is in a state of disrepair and must be refurbished using party funds.[13]As the keep is improved, it can generate income and gain stronger defenses to repelsieges.Non-player characterssuch as equipment vendors can be recruited to work at the keep, and the player must manage the training of guards and the allocation of resources.[9]

Before the online component was disabled (seeDevelopmentbelow), the campaign ofNeverwinter Nights 2could be played with other players, but only from the beginning of the storyline. The rules could be modified for multiplayer games, such as deactivatingfriendly fire.ABioWarecommunity account was required to play online, and players were able to search for game servers matching their style of play.[2]Players could upload and playmodulesonline created with the Electron toolset, which is included with the Windows version of the game.[14]

Story

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Setting and characters

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Neverwinter Nights 2takes place in and around the city ofNeverwinter,in theSword Coastregion of Faerûn.[15]The first part of the game is set in the small Sword Coast village of West Harbor, which was the site of a battle between an evil host led by an entity known as the "King of Shadows" and the warriors aligned with Neverwinter.[16][17]The player character's fate is tied to this battle, during which his or her mother was killed. During the campaign, the player has the opportunity to recruit party members to aid in the cause, including the violentdwarfKhelgar and a vocal youngtieflingNeeshka.[2][18]Antagonists include the King of Shadows,[17]a manipulativeLuskandiplomat named Torio,[19]and thewarlockAmmon Jerro.

Plot

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The game's openingcinematic,portraying the main antagonist, the King of Shadows (left), in battle with thewarlockAmmon Jerro

Neverwinter Nights 2is composed of three distinctacts.[20]The game's first act begins in the village of West Harbor, where the player's character was raised as an orphan by theelvenrangerDaeghun.[3]After a festival, the town is attacked by a group, led by agithyanki,in search of an unnamed object. Afterward, the character is sent by Daeghun to retrieve a mysterious silver shard from a nearby cave,[20]which was left there years earlier after the defeat of the King of Shadows. The character then sets out for Neverwinter, meeting other adventurers along the way, several of whom are available for recruitment. In Neverwinter, Daeghun's half-brother Duncan offers a more comprehensive explanation of the situation.[21]Duncan instructs the party to speak with Aldanon, a sage who reveals the shard's connection with a deadwarlockand his descendant, a farmer named Shandra Jerro. However, the githyanki kidnap Shandra and the player character must rescue her. At the end of Act I, the party dispatches the githyanki, rescues Shandra, and learns of the origin of the shards.[22]

In act two, the party discovers that an evil wizard, Black Garius, is plotting to subsume the power of a powerful entity known as the King of Shadows. The party interrupts Garius during the scheme and Garius is apparently killed. As a reward, the protagonist earns a title ofnobilityand is awarded a stronghold, Crossroads Keep, by Neverwinter's political leader, Lord Nasher.[9]After tracking down Ammon Jerro, the warlock who fought the King of Shadows and the grandfather of Shandra Jerro, the player character learns that the King of Shadows was once known as the Guardian, a powerful creation of the ancient fallen empire ofIllefarn.The Guardian was corrupted after tapping into a dark magical energy called the Shadow Weave. Thereafter the Guardian destroyed Illefarn in a misguided attempt to protect it. Ammon is initially unwilling to help the player character, but after inadvertently slaying his descendant Shandra, he repents and joins the party.[23]

Act three introduces the Shadow Reavers, a sect of powerful undead mages that include a revived Garius, still intent on resurrecting the King of Shadows.[24]The player must prepare Crossroad Keep for imminent battle by fortifying its troops and lands. After additional shards are retrieved by defeating Shadow Reavers, the shards are reformed into a powerful unique weapon for the player character, the Silver Sword of Gith. The sword, stolen by Ammon Jerro in the first battle against the King of Shadows, is the only weapon that can resist the enemy's power. The army of the Shadow Reavers lays siege to Crossroads Keep and is repelled by the occupants.[11]After making their way through Garius' new stronghold, the party engages the mage in a second confrontation. After Garius is defeated, good members of the party begin the final fight against the King of Shadows. Evil and neutral characters (including the player character, if applicable) can decide to attack the King or fight alongside him. Acutsceneafterwards details the battle's effect on the world, and ends on acliffhangerwhich is continued in theMask of the Betrayerexpansion pack.[25]

Development

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Neverwinter Nights 2was unofficially announced on April 1, 2004, when an Atari employee listed the names of several games in development, including a "NWN2" in response to an inflammatory comment onAtari'sforums.[26]The company officially announced the game on August 4, 2004.Obsidian Entertainmenthandled development of the game and BioWare, the company that created the firstNeverwinter Nights,offered support and guidance to Obsidian. The two companies collaborated in a similar manner onStar Wars: Knights of the Old Republic II,an Obsidian–developed sequel to a BioWare game. BioWare joint CEORay Muzykasaid "Neverwinter Nightsremains one of the most important titles BioWare has ever created. We certainly plan to remain involved in the production and development ofNeverwinter Nights 2".Obsidian employed several game designers from the defunctBlack Isle Studios,which developed otherDungeons & Dragonsrole-playing video gamessuch asPlanescape: Torment,theIcewind Daleseries,and theBaldur's Gateseries.[27]Development ofNeverwinter Nights 2began in July 2004, when Obsidian assigned several staff members to work on the project.[28]Staff includedDarren Monahan,the producer of severalIcewind DaleandBaldur's Gate: Dark Alliancegames; Marc Holmes, art director of the firstNeverwinter Nights;[29]andChris Avellone,lead designer ofPlanescape: TormentandKnights of the Old Republic II.[30]

The Electron toolset being used to create amodule

BioWare provided itsAurora EnginefromNeverwinter Nightsfor the sequel.[29]One of the decisions to use Aurora rather than build a new engine from scratch was the toolset—Obsidian wanted players to continue to be able to makecontentfor the game, which may not have been possible with a new engine.[31]BioWare made itself available to Obsidian with technical support on the engine, but Obsidian planned on completely overhauling Aurora, including itscode.[32]The designers wanted to improve the visuals of the first game with additions such as better lighting andtextures,which required significant changes to the engine.[33]The upgraded engine was referred to as Electron. Electron was designed to incorporateDirectXto make it compatible for a potentialXbox 360release, but Obsidian eventually abandoned plans for aportto the system for financial reasons.[30]The toolset that was used to create the game was also revamped, and included several additions like a customizable interface, a new dialogue format,[34]and building assistants—similar to thewizardsfound inMicrosoft WordandExcel.[35]LikeNeverwinter Nights,the toolset was included in the game's release for players to use.[36]

Obsidian drew on older computer RPGs for inspiration on the storyline and gameplay, likeFalloutand theUltimaseries.Obsidian CEOFeargus Urquhartsaid "We've been thinking about a lot of older RPGs, and we have this feeling that something has been lost with recent RPGs."[28]He comparedNeverwinter Nights 2toBaldur's Gate II,stating that he wanted to expand upon the city of Neverwinter asBaldur's Gate IIhad done with its setting, Athkatla. "We're looking at how to make Neverwinter a really intriguing place to be, and make it a place where you go and come back to and go and come back to and have it really be a center for the game," Urquhart said.[37]The game's story, while still revolving around the city of Neverwinter, would be unrelated toNeverwinter Nights.[38]Instead of starting the game as a powerful, important character, players would beginNeverwinter Nights 2as nobodies. Obsidian wanted realism in the game and concrete consequences for the player's actions.[36]The story would be centered on the player character, who would have to gradually earn the respect of Lord Nasher and the city of Neverwinter.[30]

At the beginning of the game, the main character will run into a person of importance and be ignored like any other lump of crap with legs. The powerful simply don't notice those weaker than themselves. It's this kind of philosophy that promises a more cohesive story.

— Dan Adams,IGN[36]

Instead of the henchmen system used inNeverwinter Nights,Obsidian overhauled the game's party format to mimicKnights of the Old Republic II.Like theNeverwinter NightsexpansionHordes of the Underdark,the player would be able to recruit more than one party member. Each character could be directly controlled,[33]but party members would also be able to come to a player's aid even when not controlled, such as summoning a rogue to open a locked chest.[39]Companions would have distinct personalities and their own agendas, but it would be possible for the player character to influence them.[40]Characters can leave the party permanently under certain circumstances.[41]Other changes from the first game include the addition of prestige classes and more exotic races, like planetouched andElven subraces.[10][11]

In 2012,GameSpy,the company providing multiplayer support for the game, was purchased byGlu Mobile.[42]After the purchase, Glu Mobile raised the fees being charged to publishers to provide online services for their games.[43]The new owners then shut down a number of the online services for different games,[44]includingNeverwinter Nights 2.[45]GameSpy claimed that the developers had allowed their contracts to lapse, and, after providing free services for a time, were no longer willing to continue.[45]

Release

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Neverwinter Nights 2wasready for mass productionon October 17, 2006, and was released on October 31 in the United States, on November 3 in Europe, and on November 16 in Australia.[46][47]The Electron toolset was available early for consumers whopre-orderedthe game throughGameStoporBest Buy,as well as exclusive class-specific special items.[48]Alongside the standard version, Atari also published aspecial edition.[49]The United States and Australia "Limited Edition" contained several physical items like a cloth map depicting the Sword Coast, as well as in-game benefits like the "Blessed of Waukeen" feat that grants players a bonus to saving throws.[50][51]The Europe special edition was split into two separate boxes, dubbed "Lawful Good Limited Edition" and "Chaotic Evil Limited Edition", a reference to theDungeons & Dragonsconcept ofmoral alignment.Each box contained the collectibles available in the United States and Australia versions, as well as copies of the originalNeverwinter Nightsand itsexpansions,and a trial code forDungeons & Dragons Online: Stormreach.[52]

Atari licensedAspyr Mediato develop a port ofNeverwinter Nights 2for theApple Macintosh;[53]the game was announced shortly before the Windows release.[54]The initial announcement gave a December 2007 release date,[54]but the port was not shipped to retailers until February 2008.[55]It included the full version ofNeverwinter Nights 2with the exception of the editor toolkit.[56]Atari announced in March 2008 that many of its PC games, includingNeverwinter Nights 2and its first expansion,Mask of the Betrayer,would be available online viaValve'sdigital distributionserviceSteam.[57]A "Gold Edition" bundle was also published in May 2008 containing copies ofNeverwinter Nights 2andMask of the Betrayer.[58][59]A platinum edition containing the original game and both its expansion packs was released on the Steam platform on December 27, 2010.[60]As of May 2013,Neverwinter Nights 2is no longer sold through Steam.[61]

A complete edition that contains the original game and the three expansion packs (Mask of the Betrayer, Storm of Zehir, Mysteries of Westgate) was released onGOG.comon January 24, 2013.[62]

Expansions

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  • Mask of the Betrayer,the game's first expansion pack, was announced in April 2007 by Atari and Obsidian Entertainment.[63]It was released on September 28, 2007, in Europe, on October 9 in the United States, and on November 1 in Australia.[64]Mask of the Betrayer'sstory begins shortly after the events ofNeverwinter Nights 2and is set in the country of Rashemen, amatriarchynear Thay.[65]The expansion contains several new options for character development, including additional races and prestige classes.[66]It received favorable reviews from critics.[67]
  • Storm of Zehirwas announced in June 2008.[68]The pack is set on the Sword Coast and Chult areas of the Forgotten Realms and was released on November 18, 2008, in the United States, on November 21 in Europe, and on December 11 in Australia.[69]Despite being released after the introduction of theD&D4th edition ruleset,Storm of Zehirmade use of the 3.5 ruleset like its predecessors.[68]The expansion featured gameplay with similarities to previous D&D video game seriesBaldur's GateandIcewind Daleand received mixed reviews.[69][70]
  • Mysteries of Westgatewas announced in October 2007. Atari referred to it as an "adventure pack", comparing it to thepremium modulesofNeverwinter Nights.The game was developed by Canadian-basedOssian Studios,the designers of the cancelled premium moduleDarkness over Daggerford.[71]It is set in theDragon Coastcity of Westgate.[72]Atari's initial press release gave a release date of fall 2007 forMysteries of Westgate,[71]but it was not released until April 29, 2009.[73]

Reception

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Reception ofNeverwinter Nights 2was generally favorable.[75][74]It placed number 6 on Amazon's video game pre-order list the week before its release,[77]and was a best-seller for several weeks afterwards.[78][79]It receivedGameSpot's "Best Story" award for 2006, beating out the reader's choice,The Elder Scrolls IV: Oblivion.[76]It was also nominated for aGolden Joystick Awardfor Best PC Game of 2006.[80]The editors ofComputer Games MagazinepresentedNeverwinter Nights 2with their 2006 "Best Writing" award, and it was a runner-up for their list of the year's top 10 computer games.[81]

While some reviewers consideredNeverwinter Nights 2superior to its predecessor,Neverwinter Nights,[11][24][82]the sequel received lower overall review ratings.[75][74][83][84]Implementation of theDungeons & Dragons3.5 ruleset was praised as faithful to the pen-and-paper version,[5][10]withGameDailystating "The 3.5 edition ruleset is in full swing in Neverwinter Nights 2, where critical hits can devastate your entire party."[1]The game's representation of the Forgotten Realms campaign setting was also well received.[20]The storyline was widely considered one of the game's strong points and an improvement overNeverwinter Nights.[2][18]GameSpystated that the single–player campaign was "worthy of its exhaustive pedigree",[7]andGame Informer's reviewer said "This title easily trumps the original NWN's campaign with a vastly superior story and characters".[24]Another reviewer declared it "one of the best written games in history".[11]Aaron R. Conklin ofThe Wisconsin State Journalsaid, "It'd be very easy to be turned off by the first mundane chapters of the game's sprawling plot.... Stick with it: Once your party hits Neverwinter (and reaches level seven or so), the proceedings become significantly more interesting—especially in terms of character interaction and development.... NWN2 is a masterpiece of storytelling and scope."[85]Conklin and Matt Slagle ofDeseret Newswere pleased with the ethical choices in the game, with both noting approvingly that diplomacy was a very valid option that could succeed in place of combat.[85][86]

Other reviewers were less convinced,[87]with Australia'sPALGNreferring to the story as "rather predictable and clichéd".[5]Jonathan Parkyn ofPersonal Computer Worldwrote, "Dialogue is NWN2's key component.... but those who favour fisticuffs may find it tiresome after playing for several billion hours."[88]Similarly, reception ofNeverwinter Nights 2'sgraphics was mixed. Some reviewers referred to the visuals as "new age" and "beautiful",[1][20]but others noticed inconsistencies in their rendering and performance, especially on lower-end PCs.[3][8][24]TheSydney Morning Heraldsaid "The detailed 3D engine allows for lush scenery, giving you a greater sense of exploration as you poke around the rustic villages and murky swamps".[6]Several comments on the audio and voice acting were positive,[2][3]though one reviewer expressed disappointment that some sound effects had apparently been recycled fromNeverwinter Nights.[10]Conklin called the in-game camera "abysmal" and said the game had many graphical glitches.[85]Slagle agreed, writing, "I had a lot of stuttering graphics and voiceovers that were out of synch with the characters' on-screen animations."[86]

The most common criticism of the game was its numeroustechnical glitches.[1][8]Adam Diamond ofIsthmuswas not happy with thepathfinding,writing, "I often found myself traveling solo through a dungeon, my companions spread out far behind me, leaving me vulnerable to attack. What's the point of having henchmen if they're not there to protect you?".[82]Some reviews comparedNeverwinter Nights 2toStar Wars: Knights of the Old Republic II,[5][10][85]a previous Obsidian game that had received similar complaints.[89][90]The bugs were described as disruptive to gameplay and "downright infuriating",[5][10]and one reviewer encountered a "showstopper bug" in the initial retail version that prevented him from playing the game past a certain point.[91]The bugs were said to negatively affect NPCAI,camera operation, and pathfinding.[8][18]One review stated "The launch–to–load time is fairly long so be prepared to wonder if the game has crashed or is loading."[3]Obsidian was quick to release fixes for several bugs,[91]but later reviews still described the glitches as a serious problem.[8][92]1UP.com's review, written two weeks after the game's release, stated "But the sad truth is that NWN2 shipped in a pretty messy state, and even after a couple patches (as of this writing), the biggest problems remain."[8]

The Mac version ofNeverwinter Nights 2received mixed reception, and reviewers complained about its lack of the editor toolkit and its high system requirements.[56][93][94]

1UP.comwriter Matt Peckham caused controversy with his initial review ofNeverwinter Nights 2.A 1UP editor pulled the review from the site and officially retracted it from the print version of the January 2007 issue ofGames for Windows: The Official Magazine,explaining that "we felt that this particular review ofNeverwinter Nights 2did a disservice to fans of the [role-playing game] genre. "[95]The subsequent review by Jeff Green gave the game a score of C+ and is one of the most negative reviews among major outlets.[8][75]A modified version of Peckham's review was later published by theSci Fi Channel,[96]and another version of the review can be found atPenny Arcade.[97]

Modding community

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TheNeverwinter Nights 2level editor and design toolset were widely praised,[85][98]with theDeseret Newsreferring to them as "insanely powerful and complex".[86]Neverwinter Nights 2did not attract as active a modding community asNeverwinter Nights,andPC Gamerattributed this to the complexity and steep learning curve of the Electron toolset compared to theAurora toolsetofNeverwinter Nights.[99]NotableNeverwinter Nights 2modding projects included remakes ofBaldur's Gate,[100]Icewind Dale,[101]andRuneScape.[102]

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