Posts Tagged ‘kobolds’

New NWN2 Expansion

You wait for ages for a Neverwinter 2 add-on pack, and then you get run over by a bus, meaning you can’t play either of them. Someone get the cleric with the Resurrect sharpish.

Can I re-use my DrOW gag? No. No, I can't.

Anyway, following on from the recent Mask of the Betrayer, Atari have announced that there’s a digital download module-pack incoming. It’s Neverwinter Nights 2: Mysteries of Westgate and it’s by Ossian Studios, who you may remember from the NWN premium-mod-turned-fan-favourite and IGF winner Darkness over Daggerford. It offers fifteen hours of adventure and – we speculate wildly – features more Kobolds than you could shake a +2 stick at. Download only, it’s to be released in Autumn 2007 which is now, so they better get a move on.

(Story via NWN vault.)

Review: NWN2: Mask of the Betrayer.

Glorious corporate paymasters Eurogamer have published my review of the first add on pack for the second Neverwinter Nights game.

I have to give Mask of the Betrayer this: its qualities were enough to make me decide to restart the original Neverwinter Nights 2, so I could go all the way through the game and into the expansion pack in an enormous fantasy quest. This says something. It’s a big fantasy PC videogame quest like Grandma used to make.

Assuming your Grandma worked at Black Isle, obviously.

The rest is here.

Not joking about that either, meaning that I’d expect some NWN2 blogging here sooner or later. It’s an interesting experience to go back to the start of NWN2 after being in the expansion pack because it’s so vanilla. I mean, I like it, because I’m a big dirty geek, but it’s merely well-executed utterly derivative fantasy. More another time, I suspect.

The Right To Bear Arms +4

[First of our SPECIAL GUEST posts by friends of Rock, Paper, Shotgun. This time it’s world-traveler and local-bemuser Quintin Smith, who I once spurred into hitting on girls in the manner of an Oblivion conversation. No, really.]

There’s a degree of masochism involved in playing roguelikes. As well as choosing to suffer through hideous tile-based graphics and razor-sharp difficulty spikes you have to deal with the total loss of progress with each death. But you know what? It’s just so hard to find the freedom and unpredictibility they offer anywhere else.

So that’s my excuse as to why, after swearing them off as a genre following a long hot summer where I was having my heart broken by Zangband on a nightly basis, I’ve started again. I’m playing Iter Vehemens ad Necem this time, which is a little less polished and forgoes races and classes but manages to squeeze in a plot and gets nice and specific with regards to body parts. Limbs can be lost (and replaced with poor-quality substitutes), heads can be struck (causing blackouts and brain damage) and groins can be melted away.


It is, naturally, just as rat hellbastard hard as all the others. The very first thing you’ll want to do is kill the pet dog you start the game with, because while it’ll help out in combat it’ll also chow down on any and all bodies you leave behind, contract leprosy from a zombie corpse and silently infect you. You’ll find out you’ve got leprosy when one of your limbs abruptly falls off. This happened to me. It happened during combat. And it happened to the arm I was carrying my sword with.

Not one to be easily licked, I proceeded to kick the kobold I was fighting with to death, which I managed in the nick of time because my legs fell off directly afterwards. Recovering my sword and boots from the pile of rotting flesh I left behind, I rolled around thoughtfully for a while before remembering I had found the holy book of the goddess of healing. I sent up a prayer and lo and behold, she cured me and granted me new limbs!

…quartz ones!

These worked out better than you’d think, right up to my encounter with a Dwarven suicide bomber. I might have been okay if the explosion had just shattered my limbs, but it broke all my potion bottles too. And so it was that Sir Quinns XIV bled to death trying to roll out of a room full of broken glass.

There are lots of lessons to be learnt from roguelikes, and not just ‘Buy cans of banana flesh from the starting village, eat the contents and put your potions inside them’. I’d like to see more games use the one-life structure. For something that can conjure up enough horror, tension and elation to leave you punch-drunk developers seem so damn scared of using it.