Below are user reviews of Neverwinter Nights and on the right are links to professionally written reviews.
The summary of review scores shows the distribution of scores given by the professional reviewers for Neverwinter Nights.
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User Reviews (1 - 11 of 234)
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Combat is the biggest downfall...
4
Rating: 4,
Useful: 11 / 50
Date: May 05, 2001
Author: Amazon User
While the game should be extremely righteous in all aspects, it will have one major downfall... real time combat.
Unlike the other D&D titles this company produced (Baldur's gate, Icewind Dale...) the player is not able to pause the game during combat and issue commands during multiplayer games (dunno about single player games...). The only person who can do this is the DM. I expect latency and lag to be an issue with combat as a result of this in online games. If they would follow in the footsteps of other RTS's such as fallout tactics or pool of radiance and have a turn-based combat option, the game be perfect.
What Neverwinter Nights is and isn't
5
Rating: 5,
Useful: 144 / 168
Date: May 28, 2001
Author: Amazon User
Having followed the development of Neverwinter Nights for almost two years now, I think I have a feel for what this game will mean to Computer Role-Playing Games.
Neverwinter Nights (NWN) is not a Massively Multiplayer Game, it wasn't designed to be such. It is not a single-player Game although it will ship with a single-player campaign. NWN was designed for a small group of players (up to 64 currently) to play through 4-5 hour modules (adventures) very similar to the way Pen and Paper Role-Playing campaigns are structured.
One person controls one character either totally independently or under the supervision of a live DM that can control the playing environment (for instance scaling back an encounter that is too tough for the players).
To PnP roleplayers this game will be a dream come true, a chance to move into the computer game world and create modules without having to learn complicated graphic arts and computer programming techniques. It will also be attractive to the MMORPG player who is tired of the endless pointless series of combats who craves a Roleplaying experience. It will challenge Mod Designers who have up-to-now had their own private playgrounds due to the steep learning curve cost of entering the world of Module Design.
Will this lead to a plethora of modules being produced (most of them bad)? I personally hope so, because as with PnP roleplaying it was typically never the bought modules that yielded the memorable experiences.
Neverwinter Nights will not be Baldur's Gate and it will not be EverQuest. It will be something different, its own game.
NWN is an impressive RPG
5
Rating: 5,
Useful: 6 / 20
Date: May 28, 2001
Author: Amazon User
Everything I have read about NWN impresses me that they have taken the first crucial steps to developing a 4GL world design application, as well as just a great game to play. Just as Civ2 developed much of its staying power from the huge number of scenario designers that kept the game perpetually fresh, NWN will be played for years to come because there will never be an end to the new situations and storylines. One could play this game forever because new content will be constantly added.
With its incredible graphics and 98% faithfulness to the 3ed rules (some things just are not in the initial release), this promises to be a hit for years.
I've CRPG'd for a long time and I've never seen anything...
5
Rating: 5,
Useful: 62 / 91
Date: May 30, 2001
Author: Amazon User
...like this. I disagree with anyone who says the game is graphically based, and will appeal to people for those reasons. The graphics outshine current MMORPG's (Everquest, Ashernon's Call etc.), but are still a tad below the top of the line CRPG's coming out (Morrowind for example). Being involved in the NwN community (there really is one, and it is huge already) for about 2 years, I find the biggest hype surrounds the NwN toolset.
The ability for anyone to create an area, is astounding. I watched Bioware create a Dungeon in 2 minutes! Sure, it is their game, and it would probably take a newbie 10 minutes to create the same area, but it was large! It would easily take a group of players 20-30 minutes to explore the area. Now bear inmind, that is a small area. Anyone who has played BG2 can attest to area size, and the ones in NwN are twice as big (32x32 compared to 16x16)!
Add to that the 3 billion (literally) different character avatar options (the way they look on the screen), the ability for my aunt Bernidette to make a +3 sword that casts a spiderweb on opponents whenever it hits in 2 minutes, and I think we have a hit on our hands.
I think this may kill EQ, as it is free, and with more than 100 persistant worlds already in the works, I don't see how EQ will be able to compete.
It's too bad Amazon didn't post video clips for games, because I think it would deter all the naysayers, and sell them even more games.
__NOT__ A "Windows" Game
5
Rating: 5,
Useful: 6 / 69
Date: June 05, 2001
Author: Amazon User
Neverwinter Nights is scheduled for release on Linux, BeOS, Mac OS, and Windows ME/98. I doubt it will run under Win95 even.
COuld this be the best RPG?
5
Rating: 5,
Useful: 6 / 40
Date: October 12, 2001
Author: Amazon User
It sad that there isn't going to be a baulders gate 3 but who needs one when you have this? Made by the same people who made baulder's gate bring you never winter nights. You can still use your character from baulders gate and use him here. The view is much more closer like the veiw in Zelda for n64. You can create your own worlds and play them online. This is a must buy for rpg fans!
NWN = Faster more efficient D&D
5
Rating: 5,
Useful: 44 / 86
Date: October 29, 2001
Author: Amazon User
Although this game is still not released it is already revolutionizing modern gameplay. Neverwinter Nights combines real-time game play, very customizable and fully rendered graphics, and all the customization capability of Dungeons and Dragons. Users will be able to use the exact same tools that Bioware used to make their campain to make their own. You will be able to create weapons with customizable
- blades
- guards
- pommels
The Armor Customization lets you change all the following pieces individually from a huge library of models.
- Base
- Neck
- Torso
- Pelvis
- Right Shoulder
- Left Shoulder
- Right Bicep
- Left Bicep
- Right Forearm
- Left Forearm
- Right Hand
- Left Hand
- Thighs
- Shins
- Feet
Beyond this when making your own modules you can place "encounters" instead of painting down enemies. Encounters calculate the power of a party and add monsters of the appropriate difficulty based on your requirements. THus, no matter whose playing the encounter will have teh same difficulty.
This game will be amazing.
Since I can before it is out!
5
Rating: 5,
Useful: 4 / 19
Date: January 27, 2002
Author: Amazon User
I first of all have always been looking for a good AD&D type game with multi-player capabilites and story/plots/customizability more than any other game. But the BIG bonus for me is the fact that I am a Linux user! It is great to see a Brand name company come to realize the potential, as well as, make a game equal on ALL platforms.
Wow...
5
Rating: 5,
Useful: 31 / 60
Date: February 03, 2002
Author: Amazon User
I normally don't get hyped up for games, as a gamer who has played games for years, 90% of the time they end up being less than expected (such as Black and White, Civilization 3, etc). But after hearing from some online players talk about this new game coming soon. I decided to spend a few minutes to check out some previews...but then the minutes turned to hours, and hours turned to days grasping every bit of info I can on this wonderful game and telling friends about it!
First off, it has a great single player adventure, the developers made a 60-80 hour long single player campaign that is going to be great, the developers put a lot of time and energy to make sure the single player experience will be truley great and not lacking in any way (like most other games). It has been made by the same developers of Baldur's Gate, so you know it has to be good!
If your not satified with the single player campaign, no problem, make your own! Neverwinter Nights will have an easy to use adventure creation set, which will have easy step-by-step tools that can help guide even the newest player, and special modes and scripts for the most experienced of pros to help create their own dungeons, cities, castles, adventures, weapons, and armor in a flash.
Once you make your world, you can host it online as a "Dungeon Master" and take control of all aspects of online play. Maybe posess a monster to take an oncoming online party, or help guide a lost adventurer, or even tell a story to intensify your own world...it is all up to you!
If you don't want to create your own world and just want to step into the online action, no problem! Just create your own persona with billions of different combinations of armor and equipment. All stats and rules are based off of the Dungeons and Dragons 3rd edition rulebook, so the creators of the game aren't making up numbers as they go, so you can expect to have well-balanced races and classes.
Just log on and connect to a server with worlds created by players like you, you can have a different types of games to play on each server you join. Want to hack and slash dozens of monsters? Just pick a hack and slash server. Want to experience immersive online quests? Just pick a questing server. Neverwinter Nights should appeal to all players of all genres.
So even if NeverWinter Nights is half than expected, you can be sure its going to give Everquest and other games of that genre a run for their money. One thing for sure is that you definatly have a buyer here!
"Toolset" is easy to use, and incredibly powerful.
5
Rating: 5,
Useful: 22 / 34
Date: March 20, 2002
Author: Amazon User
No one has yet really encompassed how incredible the toolset really is. I have seen a video of one of the developers designing a map and then playing it. It was awe-inspiring. At first it seemed exactly like Starcraft's map editor, he simply clicked on a tile type and started dragging around his cursor on the map, creating rooms. He then made one room into an island over lava, the editor automatically created the island effect when he circled lava around it, and then he placed a load of creatures in almost EXACTLY the same way as with starcraft. He then, without changing modes or rendering, zoomed in and panned up, so as to look at his dungeon in a first person view. My jaw dropped, and then it dropped lower. He double clicked on a creature and loaded up its AI script - C++, and started to change how it would react to different players. Then he went to another option, a much more simple to use and user friendy program, and edited the dialogue that the creature would use in different situations! The whole dungeon took about 10 minutes to create.
He then saved and loaded up NWN, and went straight into his dungeon. It took him about 30 minutes to finish playing it.
My somewhat long-winded point is this, with 10 minutes of programming, he had 30 minutes of quite enjoyable playing time. What can a person do with a few days? Especially when, unlike with starcraft, multiple maps can be stacked easily and efficiently in their intuitive "module" design, each new map being about 32x32 tiles big (or smaller if chosen, and it should be noted that the 30 minute dungeon was 10x16 and did not come close to using up all of its space).
For the toolset alone, I cannot WAIT to get NWN.
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