It definitely helps that moving a character around a 3D environment is something that feels more at home on a game controller than the earlier games designed around the player constantly being able to click anywhere on the screen. If there is one area where this game is markedly improved over the other games in this series, it's the controls, which make the transition to the console much more smoothly this time, although there's definitely still a learning curve here. I will say that both of these issues seem somewhat better in some of the expansion content, at least. And while the voice cast here isn't horrible, it simply isn't anywhere near the caliber of the earlier games in the series. Unfortunately, the characters here feel somewhat flat compared to the prior games, and that renders much of the game feeling somewhat generic. The story starts off well enough, with the city of Neverwinter besieged by an undead plague and the queen's attempts at researching a cure dashed when her academy comes under attack from mysterious forces. Ugh.Īnd while every one of Bioware's games up to this point featured a stellar story and world-class voice acting, this time I felt that what was on offer was at best “okay”. Oh, one other thing – each time I fired up the game, it made me re-watch the game's long (and ugly) opening cinematic. Also, while the prior games thankfully let players change the text size, there are only two text size options here: small and microscopic. It is honestly baffling to me how a game that looks this terrible can perform this poorly. however, despite how absolutely archaic this game looks, for some reason it still has frequent framerate issues, with the game at times even stuttering. Extremely low-poly characters, bland textures, a featureless sky. Neverwinter Nights was never an impressive-looking game to begin with, but time has only made its flaws more noticeable. But as poorly as the 2D graphics of the other games in this series of Enhanced Editions have aged, I'd argue that the 3D graphics in Neverwinter Nights have fared worse than any of them, save for perhaps the original Baldur's Gate. I will say that it is a huge improvement not having to constantly fiddle with the zoom function and choose between not seeing any detail in the world and characters, and not being able to have a good sense of your surroundings. So the question with this release becomes, does it make a difference that this is the most recent of these games to get a remake, and the jump to 3D polygonal graphics? If you read my review of the Nintendo Switch ports of Baldur's Gate and Baldur's Gate II Enhanced Edition and Planescape Torment and Icewind Dale: Enhanced Editions, you'll know that I felt that those collections both suffered severely both for being old games built around old mechanics designed with the PC in mind, and the 2D graphics of those games had aged really poorly. The game was subsequently given a remaster on PC and Android in 2018, including all of the game's expansion content, with a port to consoles, including the Nintendo Switch, coming a year later. The first game they made to use polygonal graphics was Neverwinter Nights, first released on PC in 2002. Players: 1-64 Co-Op / Competitive (Online)Īfter the release of the now-legendary Western RPG Baldur's Gate on PCs in 1998, developer Bioware followed that game with multiple other similar games using the same game systems, also using the Dungeons and Dragons license but telling different stories set in different areas of the same world.
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