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![]() | 9.0 out of 495 votes |
![]() | "Why So Serious?" Nov. 17, 2008 |
![]() 7.9 Good A great RPG experience, the beautifully exercised 3rd edition rules. The sounds and music. New spells, sub-races, loads of new monsters, etc. Awful path-finding and friendly AI, dated visuals. RATINGS GUIDE |
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| GAME INFO publisher: Interplay developer: Black Isle Studios genre: RPG MINIMUM REQUIREMENTS PII-350, 128MB RAM, 500MB HDD |
ESRB rating: T homepage: icewind2.blackisle.com/ release date: Aug 26, 02 (released) |
| » All About Icewind Dale 2 on ActionTrip | |
In the gaming business (and a good business it is) we are always faced with making the proper distinction between particular genres. Lately, most developers tend to blend various game genres to satisfy the diverse needs of each player out there. As games evolve, this genre mixing becomes more frequent and it sometimes becomes hard to tell which is which. Some of them are unique and some represented interesting mixtures of game oldies. However, there's a corner in the gaming scene that's reserved for traditional genres, away from the 'spotlight' of game modernization. Black Isle Studios is one of the most influential developers in the domain of traditional RPG titles. Happily, they treated us to a sequel to their admired and long-established game, Icewind Dale, so role-up those sleeves as we step further into the Forgotten Realms.
![]() Sun-Scorching a Goblin. |
![]() Sometimes being invisible can save your skin... |
At the very beginning, you'll notice that the plotline is not as linear as in the original Icewind Dale, which is undoubtedly a commendable improvement. You start off as an adventurer that came to the city of Targos that desperately needs aid against relentless raids of Goblin and Orcish hordes. Once you help the town forces fend off a number of serious attacks, you will be assigned to complete several very challenging tasks. One of these is to secure the passage through Shaengarne Ford and help the reinforcements from Neverwinter cross the Shaengarne Bridge. As you progress, your tasks will become more and more challenging; but, as your characters gain experience, various skills, and abilities it will be much easier to go through these challenges and quests.
Before we get deeper into the gameplay details, I should stress that this game was meant for players who are well-acquainted with RPG lore. Although the difficulty issue should not present a problem since the game offers you to adjust it to 'easy,' 'normal,' and 'hard,' that still doesn't change the fact that the game requires solid knowledge of D&D rules. It seems to me that Bioware's Neverwinter Nights presented a far more elaborate approach in terms of general game difficulty optimizations. What I'm trying to say is that in Icewind Dale 2 you cannot possibly just choose a character and expect things to go smoothly. Even if you choose a group of pre-made characters, you still have to know how to employ their magic skills, fighting abilities, and so on. If you're familiar with the D&D 3rd edition rules (like feats, skills, selecting the right equipment, and similar stuff) then you can be sure this is a game made for your taste. The principal of gameplay doesn't differ much from the recently released RPG, Neverwinter Nights. For those of you who have played the first Icewind Dale game, this time around you'll have even more fun journeying through the lands of the Forgotten Realms.
When you modify your characters at the beginning of the game, you will immediately observe how easy it is to make a fresh and unique party of adventurers. Choosing from a wide variety of new classes and a whole bunch of new faiths (for your Monks, Paladins, and Clerics), you can also check out how the new races and sub-races work. For me, this is one of the most enjoyable moments in any RPG, because you have to cautiously distribute points to all skills and feats you plan to use - a successful distribution of these points is best noticed in combat. The most important recipe in any RPG is that you must have the guts to stand up to stronger opponents, because that's where you get your experience and that's what makes your characters stronger. And, more importantly, you'll enjoy the game even more. The great thing about this game is that it really takes all of these RPG facets seriously and by mastering them, you can watch your characters evolve through combat.
The new feats work pretty well and so do the innovative spells. Still, the most crucial innovation in Icewind Dale 2 is the drastically improved interface. Now both the interface and inventory system have some neat and practical solutions that correspond with the intricacies that come with RPG's. Above all, you can now access your weapons, items, and spells, with a single click, which matters a great deal when you're in mid-combat - it basically saves a lot of time and effort. Players who do not wish to burden themselves with various statistics can easily remove the main console so that it doesn't clog the screen. Although, it would be advisable that you pay attention to the console readouts because it is the best way to learn whether your weapons or spells have any effect on the foe. Even so, this can always be detected on screen; if your weapons have any effect on a certain creature, blood or screaming can also be an indicator of successfully inflicted damage :0)
![]() ...or it can get you in even more trouble! |
![]() This is where it all starts. |
Speaking of monsters and foes, it's nice to see that the game has so many new and interesting entities for players to combat with. The variety is simply amazing and you can be sure that each and every one of them presents a challenge to your RPG skills. The enemy AI doesn't have any particular flaws from where I'm standing. In fact, I really had to concentrate and ponder every move I made in order to lure and defeat some of these bad guys. Still, I was rather disappointed with how friendly AI responds in general. Primarily, your characters do not seem to have the ability to deal with even the simplest situation. The game offers you a chance to turn the friendly AI off in case you wish to personally issue commands. Well, you can call me a nimrod and all, but I didn't exactly notice any difference. The truth is, whether the damn thing is 'on' or 'off,' it won't make a significant improvement of your group's performance in combat. Which means that you are pretty much gonna have to deal with any combat situation by handling your characters individually. Luckily, the developers made it possible for you to pause the game, which gives you a slight breather and you can give out orders by using the turn-based approach. Sadly, this advantage doesn't do much for the obviously incomplete team AI routines.
Another obvious downside, which comes with friendly characters, is the bad pathfinding. For such a complex RPG, I didn't expect such a substandard pathfinding system. To be honest, it really spoils the overall impression of the game, since it's time-consuming and very annoying. The problem arises when you order a character to head for a certain location and you watch him end up in some completely unexpected part of the map. Or, what's even worse, the character sometimes refuses to move at all (!?!). Black Isle Studios recently released a patch for the game, although I don't think it straightens this issue out.
Yeah, yeah, I know you'll probably claw my eyes out if I tarnish the Infinity Engine. So, I'll just be as objective as I can. The point of the matter is that the Infinity Engine is old and that is why Icewind Dale 2 won't make break-troughs in terms of visuals. I fully realize that all you need in order to play a great RPG is some dice and a vivid imagination, but why make a CRPG in that case?! I'll admit that's not where the game's true potential lies. Anyways, the game does feature real-time day and night shifts and some spells cause cool visual effects. Also, you can beef up the resolution from 800 x 600 to an impressive 2048x1536. So that's about all I can mention about the graphics.
I think that most of you shouldn't be discouraged because the game doesn't have any spectacular 3D visuals to offer, because the sound qualities truly make up for all of that. They create are really exciting atmosphere and the huge variety of character voiceovers also does the trick.
On an overall note, thanks to the enhanced character creation system, you now have a chance to make a unique-looking RPG hero of you very own. After creating your ideal character, you're faced with a challenge of properly using all of his/her potentials. Immersed in a good story, slicing enemies, completing quests, advancing you group's experience, are all elements that will keep you going in Icewind Dale 2 and they represent game's essential qualities. These features are all well-balanced and can guarantee some long hours of fun RPG fun.
| Marc | [mail] Sep 03 2002, 12:53 pm EDT | |
| OMG ! the GFX do suck ! | ||
| comlink | [mail] Sep 04 2002, 02:54 am EDT | |
| "Sadly, this advantage doesn't do much for the obviously incomplete team AI routines."
You might want to pick another AI script than "passive" (I think that's the default). Makes a world of difference in how your guys react to enemies. AI scripts or no, you can't just tell your guys to "attack" and expect them to whip out the proper spells, equip bows, select the best sword to fight with, etc. For the AI routines to work correctly, you must let your guys stand there and figure out what to do for themselves. So, after you select the proper script for your chars, don't tell them to attack! Works ok, but no AI is better than I am in deciding what to do and where to launch that fireball:) That's really the point in this (along with BG1, BG2, IWD): it's a stratagy game. What's the deal with party AI anyway? Why was it even put in these games? The whole point in playing is figuring out how to win battles, with small bits of linear conversations inbetween. Man, I hope I don't sound like a fanboy, but... What's with bagging on the graphics??? You just reviewed Medival: Total War and thought the graphics were ok. This is almost the same type of game. "I fully realize that all you need in order to play a great RPG is some dice and a vivid imagination, but why make a CRPG in that case?!" Why make a turn-based stragey in that case? Ugh, that DID sound like fanboyism. Sorry:) I'd like a to hear your thoughts. I'd hate to think I wrote this without enlightening anyone. |
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| Vader | [STAFF] [mail] Sep 04 2002, 03:38 am EDT | |
| Ha, don't worry about the fanboyism thing comlink, I'm still suffering from lordoftheringsitis.
As for the AI, I think it really matters at some points during the game, because you cannot attend to every character at once now can you. Even if the game does let you switch to the turn-based mode, I think that in the end most people want easily control their charaters in real-time... Of course, I could be wrong. The game is not a real-time strategy, but it does need some polishing I'll tell ya that. [ This comment was edited by Vader on Sep 04 2002, 07:38 GMT ] |
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mom: WHAT!?!? | ||
| Vader | [STAFF] [mail] Sep 04 2002, 03:46 am EDT | |
| You think you could expand on that just a little bit? | ||
IceOnFire: Like that guy who didnt wonna do fanboyism, I like the graph... | ||
| fatBastard(); | [mail] Sep 04 2002, 06:18 am EDT | |
| Bravo Vader I salute you. This is one of the only reviews of an Infinity engine game that seperates the game from the engine in an objective way.
Of course you did diz the divine Infinity so line up for your spanking :o) No, seriously I would like to comment on your points of criticism. First off I would like to say that I agree with you that the frienly AI has never been perfect in the Infinity engine but then again it really doesn't matter (at least not to me). The difference between a game like IceWind Dale2 and Dungeon Siege is that in IceWind Dale2 you, the player, orchestrate the battles whereas in Dungeon Siege you observe the battles. No offense to you Dungeon Siege fans out there but in my book that's pretty boring. The whole point of having a party in a RPG is to be able to use your partymembers to complement each other and as a whole be stronger and more versatile than any one character. This can only be done with the use of strategy and before and actual Artificial Intelligence has been invented, no computer simulated AI wil EVER be able to beat the human mind. In short: I've never used the party AI as I know I can do better myself. Secondly, you are absolutely right that the pathfinding is ... how to put it ... bad. This has always been a problem in Infinity games all the way back from the beginning with the original Baldur's Gate. However, it is easily countered by moving shorter distances at a time thus always ensuring the party will move where and how you like AND it gives you a strategic advantage when exploring new areas since it helps keep your party together (a heavy armoured fighter usually moves a lot slower than a robe clad wizard). Vader wrote: "I fully realize that all you need in order to play a great RPG is some dice and a vivid imagination, but why make a CRPG in that case?!" Well, I can only speak for myself ofcourse but to be able to play a Pen'n'Paper RPG you need to be at the very least 2 people (the storyteller and the player/players). I'm now at an age where most of my peers all have jobs (including myself), a spouse, and quite a few of them have kids as well. Imagine how that effects their "playtime". If I want to play a tuesday evening at 10 p.m. the chances are slim and if I want to play a friday night at 3 a.m. there's no way in hell that's going to happen. When we were younger we had all the time in the world and the so-called "all nighters" was not an uncommon sight. Now, however, I'll be lucky if they have a few hours to spare 1 or 2 times a month and frankly that just doesn't cut it for me. That leaves my trusty computer and a game like IceWind Dale2 so personally I'm very happy that games where gameplay is put above glittering eyecandy is stil being produced (though sadly the frequency is slowly declining). Cheers! Oh by the way, when using an abbreviation (RPG) where the addressing of the full phrase (Role Playing Game) uses "a" (ie. a Role Playing Game) but the pronunciation of the abbreviation's first letter should tricker the "an" variation, which is the correct one? (in other words: is it called "an" RPG or "a" RPG?) |
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comlink: I think it's up to you, whichever sounds better. I'd pick "a... | ||
| comlink | [mail] Sep 04 2002, 09:21 am EDT | |
| I thought it was icky, but to really play these games "right" you have to do this: See enemy, hit space, tell your cleric(s) to cast buffs, tell your mages/sorcs to cast any summoning spells, tell your fighters to attack the enemy frontliners so the mages don't get whacked, then hit space again.
*You just completed round one* Then wait until your mages/sorcs are done casting, then hit space, tell them to cast something like Magic Missle or Force missles (that in IWD2?) on any enemy spellcaster to interupt their casting of Lowtax'es Something Awful. *round 2 completed, enemy laying mostly dead by now, mop-up commences in round 3 with fighters* Being able to stop time whenever you want to issue commands is on of the main features in infinity engine based games. It's the way it was meant to be played. Hardcore CRPGers care not for fancy distracting graphics, or the fact you can't play without pausing right around every 6 seconds (one round). :) My brother offers this: "You pause like you quicksave in SOF2." Basically whenever you do something. Addition to post: Forgot to mention, the pathfinding sucks in every Infinity game, I hate it. Specially IWD1. Aw man was it annoying! And a lot of the maps were shaped like a coiled snake or a slab of intestines, so getting back and forth was a Tard. [ This comment was edited by comlink on Sep 04 2002, 13:27 GMT ] |
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fatBastard();: Precisely!!! comlink: You seem knowledgable in the ways of the Infinity. Tell me, ... fatBastard();: Not feeblemind no, but I have seen a monk slay a dragon in o... comlink: Ancient Lich? Hmm... Trying to remember... Can't! Was that t... fatBastard();: Yes Kangaax, that's the one I'm talking about. The first thi... ReDeeMeR: Yup I know the bitch, I couldnt pass through him :(
I coul... comlink: I could have beat him much easier if they hadn't nerfed the ... fatBastard();: The most exasperating thing was that only right after I fina... | ||
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