After more than 20 years, the story of the Hero of Neverwinter finally continues in this epic new adventure from Luke Scull, fantasy author and lead designer of Tyrants of the Moonsea!
In the Ten Towns of Icewind Dale, the Hero of Neverwinter awakens. Stripped of their recent memories and l...
Windows 10, 11 64-bit, Intel Core i3 3rd gen or equivalent, 4 GB RAM, OpenGL 3.3 compatible with 2 G...
介绍
After more than 20 years, the story of the Hero of Neverwinter finally continues in this epic new adventure from Luke Scull, fantasy author and lead designer of Tyrants of the Moonsea!
In the Ten Towns of Icewind Dale, the Hero of Neverwinter awakens. Stripped of their recent memories and left to die by a mysterious power, they must survive a dire threat to the dale as they seek the truth behind their abduction. The answers they discover will shape the very fate of the Forgotten Realms.
Explore the arctic wilderness of the infamous Icewind Dale. Fight snow goblins, ice trolls, yetis, and worse as you navigate the frozen tundra and icy wastes and uncover a sinister plot to unleash a rage-filled godling upon the North. Only with the aid of friends old and new will the legendary Hero of Neverwinter be able to recover their memories and prevent the Doom of Icewind Dale…
Features:
An expansive DLC with 10-15 hours of gameplay
Navigate the world map to explore 14 areas in Icewind Dale including Icewind Pass, the Dwarven Valley, and the Reghed Glacier. Visit several of the famed Ten Towns!
Recruit from 5 different companions for your party, including returning characters from the original Wailing Death campaign as well as Tyrants of the Moonsea
14 new monsters to face off against, including new creature portraits
16 new music tracks and 24 new ambient area tracks bring Icewind Dale to life in all its majestic beauty
An official sequel to the Original Campaign that also ties in with the Shadows of Undrentide, Hordes of the Underdark, and Ossian Studios’ campaigns
Purchasing Doom of Icewind Dale will help support development of the rest of The Blades of Netheril campaign—an epic continuation of the Hero of Neverwinter saga and a love letter to Neverwinter Nights and its community.
I don’t mind paying $10 for a new mod. I also don’t mind paying community developers for the games they produce. They are all cheap entertainment and good for testing problem-solving skills.
If someone has a problem with paying for s game, there is a simple solution: Don’t. Go away and sulk.
As for DoID, it has kept me happily exploring and fighting for hours.
I look forward to bludgeoning Iceblood and Arctus.
Keep these coming.
It's not quite the quality of the main campaign (which it's advertised as a continuation). There are some bugs with quests and events, but nothing gamebreaking. The story is super simple, though overall it's a fun little adventure. And more NWN content is always very welcome.
1) Advertised as a long awaited sequel to the NWN:OC, it really feels more like a stand alone module story wise. Sure, there are some references thrown in here and there, but the module's plot would suffer absolutely nothing if those references were cut out. I understand tat DOID is only the first step in a larger narrative, which may in the future have more ties to the original campaign, but as it stands alone (I can not review content that doesn't exist yet, and therefore need to judge the module on it's own merit) - it's poorly tied in.
Sure, you meet Pavel (the tutorial henchman from OC), and Sharvyn and Arin Gend. There is talk of some falling out between the protagonist and Nasher over the whole Aribeth drama but these are really trivial things when compared with what is actually going on in the story.
The Ten Towns are under attack, and the BBEG has absolutely no connection to Neverwinter or our protagonist.
Yes, there is the second plot (The Masked Lady) - but it is underdeveloped, clearly to become an overarching theme for the remainder of the Blades of Netheril saga. However, as mentioned before, that is still to come. I mark this as a negative.
PART1/2
i've just paid £172.19 for the 'launch complete' version of Falcom's Daybreak 2 & i just paid £6.49 for a new campaign for NWN1 a 20+y old game;
i'm happy to buy anti-DRM games on GOG for professional quality where a lot of effort has been put into them;
whether people are inevitably compelled to create because they are artists/engineers/capitalists/whatever ; it is their 'baby' ; not mine ; & they can charge whatever $ they want for it & develop it however they want;
if it's good enough i'll buy it ; & the $$$ versions for some games which include mostly useless DLC might be better renamed 'supporter/collector's edition';
i still consider NWN 2 & Diamond benchmarks even by current standards & even graphically & the camera is better than Obsidian's later POE2;
they are of the few games where you have the option to use the same customisable character & its small saveable file in different end-user-creatable campaigns & sub-games ; they have quite deep & complex systems & universal rules that apply to all characters including 'enemy' characters; & you can run these games on older slower relatively more DRM-free hardware & OSes including Windows XP Embedded which i'm quite fond of;
devs might take advantage of what the engines of these games can do well (compared to just using the latest engines & high-level scripting languages (someone else created) for hi-fi gfx):
characterization / reactivity / dialogue / story / lore / voice-acting / music / branching choices / art style;
if Falcom or Obsidian collaborated with the Capcom programmers of the Dragon's Dogma franchise for their fluid real-time gameplay & systems-programming talents in some kind of non-linear customizable expandable island/planet-hopping pirate-ship or mech-carrier game this would be my ideal type of game;
mechs simply facilitate many systems 'mechanics' / customisability / destructible body parts / metal deform physics / less morbid / fast travel / exit re-entry cinematics etc;
good gaming