Neverwinter Nights 2 Preview

S'drawing in. Tom borrows someone's pointy hat.

Those who read me regularly will know that while I support goblins, elves, magi and whatnot and uphold them fully, there's little record of the words 'Dungeons' and 'Dragons' ever being thrust firmly enough together that I've been gaily trapped in their midst for any length of time. I dabbled in Baldur's Gate: Dark Alliance, but that's about the extent of it, and not exactly a badge of honour in the dark recesses of the Internet to which this link's likely to propagate. What in the name of all the dice that have more than six sides, then, you're wondering, am I doing writing about Neverwinter Nights 2?

Good question - glad you asked it.

I never experienced Bioware's Neverwinter Nights in its full splendour - I was probably busy jumping on the heads of turtles. But, sitting in a rather plain office at the back end of Atari's Lyon headquarters, watching Obsidian Entertainment's Ferret Baudoin go from playing a very pretty, fully 3d PC RPG, to an interface that allowed him to toss houses around, blend them together, insert demons and then spawn them 300-foot high, piqued my interest. Whereas NWN always sounded clever to me but a bit clunky, witnessing the NWN2 toolset first-hand pumps elixir into that little bit of my heart reserved for things like TrackMania, RollerCoaster Tycoon, and Far Cry Instincts' level editor. Making your own 3d environments is often hard; NWN2 can't boil it down to child's play, exactly, but it certainly looks like I could figure it out. And it's a 3d world that it's promising. Far more than a level.

Before I kick on with that though, let's cover some basics. NWN2 is built on the D&D 3.5 rules, and players will be able to bring along up to three NPC companions, and switch to them to queue up actions - Baudoin tells me these are the basic changes to the dynamic. This being more of a toolset tour, I didn't get to explore that side of it fully - but what was apparent was the detail of the environment, through worlds of trolls, bone spiders, demonic, normal-mapped pit fiends and, more importantly, a next generation vision of Neverwinter. The player's character is finely detailed, caught by dynamic lights and shadow as he stalks, branches clawing the air as they sway, mist churning over the surface of a stream bridged by creaking timber; where NWN's tilesets were largely pre-set, NWN2 will allow you to place individual objects on the tiles - as have the designers, and then some.

'Neverwinter Nights 2' Screenshot illithid

Spaghetti faced Illithid.

Obsidian, charged with building on Bioware's success, talks about the importance of impact. The world won't change substantially around you, but the game's reaction to you will owe a lot to your alignment. There'll be a divergence at some point, and it'll have a significant bearing on what happens later. Obsidian's thinking hard about all this, Baudoin says - some classes like the Paladin, for example, will see their power greatly diminished if they slope off to the dark side. Meanwhile, the devs' fastidiousness on the issue of alignment even goes as far as the livestock. Chickens, deer and other harmless animals roam around - is it specifically evil to kill them? Baudoin laughs and says they're talking about it, and one of the biggest questions in that tiny area of the game is whether it's "evil" to kill a dying pet? For love, or hate? Probably sounds daft, but it's easy to see where all this attention to detail comes from when we reload into the toolset.

The Neverwinter Nights 2 editor is a complicated-looking tool, but a quick demonstration suggests it won't be off-limits to anybody who's ever dabbled in MS Access or any other multi-paned utility - and it has the same kind of layout flexibility as Photoshop, allowing you to position panes where you want them. Navigation's tabbed between areas, conversations and scripts, so you can edit them simultaneously instead of, for example, having to remember a lot of specifics from one when it comes to sorting out another. Selecting a simple building, Baudoin demonstrates how easily it can be rotated at any angle on the terrain, and actually overlapped with other similar buildings to form unusual layouts. Placing curbs, crates, barrels and benches is point-and-click, and the same goes for things like creatures and trees.

'Neverwinter Nights 2' Screenshot arms

How many fingers am I holding up?

Most of everything can be modified to a certain extent on the right side of the screen. Spawn a pit fiend for example and you can alter his height and hitpoints. I wanted a tall one, obviously, because I'm childish. It's also possible to select multiple buildings of the same type at the same time and tweak their values collectively - tweaking the colour scheme and trimming, for example. This'll be particularly useful if you want to build up forests, actually. Baudoin talks of "speed trees". By changing their seed values you can spawn incredibly varied foliage, sprinkling them around with the left mouse button. One of the great things about a project like this, Baudoin confirmed, is that all the work that the artists do can be made available, even if it's not used in the main game - so in other words, they made too many trees. As well as numbers and variety, it's possible to make things a lot taller - there'll be elevation changes on externals this time.

More interesting than simply making villages and forests though is the prospect of shaping them. The terrain tools look excellent - allowing you create hills and valleys, painting them with grass and other flora of your own selection, even blending the textures together for realistic transitions. Within the world-viewer, the grass waves in the wind - just as the clouds swirl around in the sky. At your command, obviously - you can even speed up the day and night cycle. Head indoors and you can position everything where you want it rather than having to rely on pre-fabricated areas, and wherever you go you have a lot of control over the lighting. Light and shadow is largely dynamic, but you can play with light sources and indeed the way they affect things. Once you're all done, you can test how things look by heading straight into the game itself to have a go.

'Neverwinter Nights 2' Screenshot fighter

This sword says it's not a blouse.

Easily my favourite aspect, however, is the story side of things. I expected branching conversations and such, and that's there, but particularly fun is the idea of using a cinematic camera ala Knights of the Old Republic. Facial close-ups look good - and while only the single-player will enjoy the benefit of lip-synching, the whole game world will be able to stare at your socks if that's where you point the camera. I don't recall there being much Neverwinter Nights machinima - that might not be the case for long.

Certainly it's the director in me that's most intrigued.

And, just to clarify, there is no director in me. I have about as much artistic talent as a blind, quadriplegic rat trapped in a sales job. But I like Lego, I like TrackMania, I like tinkering with things, and that side of me is drawn to Neverwinter Nights 2 like the aforementioned rat would be to self-serving cheese. I may not know the first thing about Dungeons & Dragons, but I want to play with Neverwinter Nights 2. Who knows - maybe playing with it will make me want to play it too. Either way, it's now on my list. Roll the dice, guys.

Neverwinter Nights 2 is due out on PC in spring 2006. Screenshots on Monday.

Comments (21) Latest comment 6 years ago

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  • hula hoops #1 6 years ago

    This sword says it's not a blouse. ... LOL
  • Xerx3s #2 6 years ago

    "How many fingers am I holding up?"

    30. 6 thumbs & 24 fingers. Now what do i win?
  • Arganoid #3 6 years ago

    I found Neverwinter Nights to be extremely tedious. Played through two thirds of the game in the hope that it would get better (after all, all the reviews said it was great), but it never did.

    We tried multiplayer on our LAN at work, but it wasn't long before everyone gave up due to various crashes and glitches.
  • Perry #4 6 years ago

    Was not fond of NWN, much prefer Dungeon Seige 2. Editor sounds interesting though, and I am the same, not usually into that stuff.
  • kangarootoo #5 6 years ago

    NWN was a bit more slow paced than Dungeon Siege. Closer to Baldur's Gate, where Dungeon Siege was leaning more towards Diablo territory. I rather liked NWN, but I have a penchant for old school RPG games. If you like stuff a little bit faster paced it may not be your bag. Can't comment on NWN2 though of course.

    Whilst on the subject of goblins with axes to grind, I recommend everyone have a nosey at the Dark Messiah movies over at,

    h ttp://www.mightandmagic.com/us/darkmessiah/teaser/

    Note, the flash page doesn't work in my vopy of Firefox but was OK in IE after a Flash Player update.

    The game is a Source Engine based RPG from the people that did Arx Fatalis. Arx was pretty well regarded by miliners of the pointed variety, but was rather too slow for everyone else. This new one (which smells like Arx 2 under Ubisoft's wing to me, no bad thing I might add) looks like it will have something for everyone with nifty looking combat, havoc physics and plenty of grumpy goblinoids who are as happy picking their own noses as they are cutting off yours.

    One of the movies is a brief (like very brief, of the sales pitch variety) interview with Gabe Newell.
  • Gurgeh #6 6 years ago

    The NWN game was OK, the expansions were much better. The toolset in NWN wasn't all I had hoped for. I didn't mind the coding, but there wasn't enough explanation of how to balance encounters and the tilesets weren't flexible enough. The potential was definitely there and if you put enough effort in you could do remarkable things.

    This time round the toolset sounds more flexible, I just hope they improve the documentation and tutorials.
  • Roamer #7 6 years ago

    Good to see that I'm not the only one anticipating Dark Messiah with hints of childish joy. Also; Hellgate:London looks great.
  • mastertigurius #8 6 years ago

    Loved NWN, and I'm really looking forward to NWN2. From the screenshots I've seen, it looks like the graphics are going to be astounding!
  • Hunam85 #9 6 years ago

    Gah, there focusing on the editor side again, not happy, i want to buy a game, not a hack and slash with an editor
  • Ryuken #10 6 years ago

    I did mind the script coding, too bad they aren't making some kind of wizard for that. The campaign of NWN was the biggest lowpoint in Bio's history, it was only the toolset that really did it in the end. Hopefully OE now gets both things right.
  • Genji #11 6 years ago

    Many of the downloadable campaigns were much better than the official ones. The first official campaign was pretty weak, yes, but the appeal of it for me was in the extra content. I loved it. Comparing it to something like Dungeon Siege is just wrong.
  • Smolin #12 6 years ago

    Just wanted to say this was a great article. I'm an NWN junkie: hated the original campaign & thought the add-ons were merely so-so, but got hooked on building & running games. So the toolset is key for me, and it sounds like NWN2 will have an even better one for those of us into the creative aspect of the game.
  • Cyfer #13 6 years ago

    I'm big with the nwn 'Aurora' toolset, i had built several modules, the biggest i was most proud of being a complete nwn version of warhammer's 'the empire', but the thing with the toolset was always the lack of content and freedom, to make half decent worlds i had to use the infamous CEP package which was made by a bunch of bored die hard fans, this actually gave me more toys to...well, toy with so from the sounds of this, we won't have to be waiting for mods to better the experiance for us. now the sequal is about to hit us in the face and Obisian is making it this time around, i have one dire question, are they going to make nwn2 and it's toolset as crap as the rest of their games!!? there is a golden rule with sequals that developers seem to mindlessly forget "if it ain't broke, don't fix it" NWN was and is a great game with a massive community of die-hard fans that will rip you a new one if you do a thing to take the orginal feel for the game away, if anyone was like me and neglected to play the single player modules and skipped straight into the multiplayer side of things with an evil passion to simply remove heads of the hordes of 13 year old yanks trying to roleplay in an old english voice, then your probably not concerned about what is happening in the village of neverwinter, but for some strange reason, Obisian seem to want to stream us tiny bits of rubbish about the single player aspect, this being the first article that doesn't actually make me want to visit the Obisian office with a greater magic bag of slaps because it holds key information on things that the fans are bothered about. great article, some great news, and prehaps with the sequal, i'll aim my evils horrible ways towards an ever so slightly older and more suspecting crowd, thanks
  • foamy #14 6 years ago

    I have the game and the two expansions, but I've never really played single player.. Multiplayer totally rox. Aventia \m/

    Btw, where are the damn screenshots? It's monday already :D

    And I can't see the screenshots page of the game :/
    Does anyone have links to official pics?
    Edited by 1 at 31/10/05 @ 15:03
  • Venkman90 #15 6 years ago

    T'will soon be wednesday...screenies?
  • Randell #16 6 years ago

    Genji has it right, the OC out of the box was poor really. The modules downloaded from places like NWNVault could be awesome. Especially played with friends. We often got together the same group from our schoolday PnP D&D days, up to 4 of us in the same online MP campaign is great fun.

    The community made NWN what it is, not what's in the box originally. A lot of people missed that point!
  • immateriaux #17 6 years ago

    Hmmm, waiting with interest them screenshots?

    I thought NWN was okay but a bit too much barrel-bashing going on with the main single-player story being a bit too "lite". Never finished it. Got to some point in the story where I felt I was just re-threading old ground and wandered off to play Dungeon Seige instead. Which was so different and so simplistic I think I lasted ten minutes just!! Thought MorrowWind was the best of that particular bunch in terms of atmosphere and style (but didn't get anywhere near finishing that one either, for that matter) but nothing in recent years has really given me as much enjoyment as the original two Baldur's Gate games.
  • abrak #18 6 years ago

    Screeny, Sceeny, screen no go! where are the screenshots, let me know....!!!!sry i couldnt resist.. ;o)
  • SeesThroughAll #19 6 years ago

    Hey EG, what's with these one year old concept drawings?
  • jadeia #20 6 years ago

    A lot of us NWN Persistant World developers are already planning backgrounds and getting development teams together to start building the next gen NWN2 Persistant Worlds.

    NWN is and will always be about community content - the Original Campaigns that come with the game are often never touched by most players.

    NWN is truly the only game that allows a group of PnP'ers to gather around a virtual table on a Sunday afternoon and play a great game of D&D.

    The best thing of course, is that when you create your own Persistant World, you can lock it off and filter out all of the WoW and MMORPG players, and you dont have to pay a penny in monthly subscriptions.

    A lot of us are waiting patiently for this, and as a serious Role Player and NWN Developer, this game will be a wait worth while.

    If your looking for Screenshots, I have compiled a good selection of the ones that are available. You can find these all over the web, I just happen to have plonked them all in one easy spot.

    NWN2 Screenshots Compiled here: http://www.rpgn.n et/nwn2screen.html
  • jadeia #21 6 years ago