Neverwinter Night 2 Platinum ( 4 DVD )
Seconds in, I could see that Neverwinter's combat had retained its sense of power and explosive immediacy. My great weapon fighter, newly shrunk to dwarven size, swung his blade with a flick of the left mouse button and exploded in a frenzy at a touch of the tab key. Neverwinter's focus on action lacks the novelty it once commanded in the days before WildStar and Elder Scrolls Online stomped onto the scene, but few MMOGs do such a good job of capturing the experience of clobbering baddies with sharp, shiny blades. Somewhere, we're led to believe, an adherence to Advanced Dungeons & Dragons serves as the foundation for all this, though that connection is a notable loose one. Consisting mainly of three action bars and two daily skills, the combat system provides the kind of fun that could catch on well when Neverwinter makes its jump to the Xbox One later this year.
The
combat holds up so well, in fact, that my time "sampling" the newish
hunter ranger introduced last December turned into a leveling
extravaganza that had me pushing to the level cap in just a few days.
For leveling, it's probably a personal record. The absence of this
staple fantasy class stung at launch, but it seems that slight wait
wasn't for naught. There's a pleasing Legolas-style quality about the
class: hit tab, and the iconic bow is switched out for a hotbar
dedicated to finishing off enemies with a pair of lengthy daggers; hit
shift, and he darts out of harm's way in an explosion of leaves.
I
also found some of that excitement in the new scourge warlock class. I
only toyed with it across 10 or so levels, but that was enough time for
the class to attract me more than similar classes in games such as World of Warcraft or Guild Wars 2.
Here again, the focus is on movement. Press shift, and the warlock
hovers across the landscape towards the next target, occasionally
blasting foes with flames that cause them to rise from the dead as
minions. She provides healing energy with the damage she deals, and her
fluid attack animations make her great fun to play. With the hunter
ranger and the scourge warlock, Cryptic proves that good new classes
will bring back players who have left for other (presumably greener)
pastures.
The downside of my fling with
the hunter ranger was that I had to experience the 12-50 leveling
content all over again. Little has changed in this regard. As it was at
launch, the core levels all feel as though Cryptic studied plumbing
schematics for the leveling system, with the heroes themselves acting as
Drano as they clear out the gunk on the way to the boss at the end.
Sometimes you'll stop to pick up quests from non-player characters who
spout stories that are never interesting enough to stick around
listening to, and sometimes you must flip a switch instead of ram a
sword through a goblin's heart. Neverwinter is beautiful at times,
particularly in the forests of the Blackdagger Ruins and in the
snow-capped mountains of Icespire Peak, but it never quite manages to
rise above generic fantasy and assume an identity of its own.
That identity is what made past Dungeons & Dragons games like Baldur’s Gate and Neverwinter Nights
so memorable. If you find a trace of that spirit here, it’s in the
user-made quests found within the foundry. Cryptic may withhold key
features such as loot distribution from player designers in the creation
interface, but the scenarios themselves are filled with old
pen-and-paper D&D scenarios come to digital life. Some are episodic,
and thus provide a reason to venture back to Neverwinter when Cryptic
itself is in a content drought. If the content stumbles, it's only
because the rating system doesn't rotate out new entries as much as it
probably should. One entertaining foundry mission called "Tired of Being
the Hero" has barely budged from its top spot since the days shortly
after launch.
But where do other people fit
into all this? Neverwinter is curiously asocial for an MMORPG, even in
the cooperative dungeons that usually form the foundation of
long-lasting friendships in many of its competitors. They excel in
visual appeal but fall short of any real challenge; most of the time,
you're fine just chopping through foes and bosses as long as your healer
isn't asleep. Healers don't even need to pay that much attention. The
AI-controlled companions that heal you and aid your damage in the basic
level content are allowed to follow you in, leaving Neverwinter's
challenges just a notch about knowing when to stay out of the fire.
And
if you talk? Humorously enough, Neverwinter's popularity across
multiple countries means it's not terribly uncommon to save the world in
groups of four people who don't understand a word you're saying.
There's a nice "citizen of the world" vibe about its community, sure,
and it serves as a nice break from the name-calling and petty arguments
you find elsewhere. It's not good, however, for forming the social bonds
that games like this thrive on for longevity.

For
the MMO connoisseur who's more interested in wrecking his or her fellow
players rather than working with them, Neverwinter also has a fun
multiplayer component, but its battlegrounds are a mass of imbalances
until you get to 50. Reaching the level cap unlocks the dwarven fortress
of Gauntlgrym, however, and there's some fun in its 20-versus-20
battles that capture the thrill of sieges while demanding a modicum of
strategy.
Most of these options existed before.
The succeeding months have brought an identifiable endgame to
Neverwinter that adds vitality to the game apart from the tired
imperative to level an alt. These are Neverwinter's campaigns, which
shuttle you off to familiar locales like Icewind Dale for the promise of
sweet loot if you can stomach the unyielding repetition of daily
quests. In their favor, most of these manage to escape the tube-like
progression of the core zones, opting instead to dole out quests from a
central location that sends you to victory among various points of the
compass.
Taken together, Neverwinter's design would fall flat in a traditional subscription MMORPG, but it doesn't rank far below Path of Exile
in terms of providing so much great content for so little. It also
isn't as insistent on robbing you as the bandits who prowl its sewers;
indeed, it's quite possible to reach the level cap without any
assistance from the cash shop. Neverwinter seems to want to be the type
of game that you can drop into with few complications after an absence
of a few weeks or months, and it does this well.
The
downside of all this is that the items you can buy are a bit on the
pricey side, as if to make up for its otherwise liberal model. That's
always been the case, but this tendency was most egregiously emphasized
when Cryptic recently listed the price for the new Dragonborn race at
$75. That borders on farcical; Skyrim sold for less when it launched.
And as cool as they look, I'm not sure I could ever shake off the fear
of what other players would think about my spending habits as I hulk
about with my spiffy tail and scaly skin.
It's
hard to hold this against Cryptic, however, since the studio gives away
so much for free. Tossing money at Cryptic for lesser purchases, such as
accelerators for training minions or finishing crafting tasks,
certainly makes life easier, but I accomplished my recent race to 60
with my Hunter Ranger without once spending a penny. I felt a little
ashamed, in fact, as though I were pirating.
But
that frantic, free run up to the level cap says much about Neverwinter;
in spite of its many flaws, it always manages to entertain with its
movement-based combat and unrelenting action. Lose yourself in its
trance, and it achieves and maintains a level of addictiveness that
flags all too soon in other free-to-play MMORPGs like TERA: Rising.
In a genre that's increasingly overcrowded, Neverwinter manages to
establish itself as a game that's never fully boring, never too eager to
rifle your pockets, and, well, never quite fun enough to stick around
in for too long.