And most if not all the optional stuff to do, which took me a little while.<_<
Overall I would give this game a 7.5/10.
Don't get me wrong alot of stuff in the game was intriguing and fun. Like....
1. The overland map and the deaths of party mate being permanent without a ressurection spell or coin, really brought it alot closer to the classic D&D gameplay.
2. RIBSMASHER!
3. The musical score was phenomenal, easily blows the OC's and MoTB's out of the water.
4. The introduction of economics into an rpg game, while not really the best idea I have to admit its an interesting concept, and once you get the hang of it you'll be raking in huge amounts of gold in no time.
5. I liked how they had some of the npc's from the OC, like Nya in Port Lhast, Nevalle, Tarmas, Khelgar, even that silly adventuring group you can hire after you get crossroad keep.
6. After I retired my party and saw the end, I was a little miffed about cultists ruining west harbor and having it simply fade away into the mere, probably because I really didn't go back to the town after killing the dragons. Then came the options to fix that at the end, and after making sure west harbor still existed I was happy.
Now theres a few things that kinda ruined my gameplay.
1. The main story was so WEAK. I mean the main plots of the other games the possiblity the realms would be shattered was palpable and massive amounts of plot and backstory weren't thrown in your face all at once at the end. Although I do have to admit that Sa'Sani being a yuan-ti in disguise was kind of a cool twist, since I NEVER saw it coming.
2. The voice acting, some of it was ok, but what really got me mad was....was...THEY CHANGED KHELGAR'S VOICE ACTOR! AND TARMAS' TOO!!! I wanted to hear Khelgars boistrous voice and attitude he had in the first game, and the voice for Tarmas just sounded so lame. Nothing like the kind yet grumpy wizard from the OC.
Well those are my thoughts on SoZ, an interesting game, but I don't really see myself playing it again anytime soon.
Finished the SoZ campaign, my thoughts.
Débuté par
Mars Project
, oct. 24 2010 11:27
#1
Posté 24 octobre 2010 - 11:27
#2
Posté 08 novembre 2010 - 03:31
You didn't realize Sa'Sani was a Yuan-ti? Personally, I kept waiting for it to be revealed that Volo was actually sent there as a spy to uncover that information and find out who the boss yuan-ti was. Unfortunately, Volo turned out to be oblivious.
Yeah, sadly, the plot for the story was really weak. In part it was a trade-off between having a free-flowing open game and having a deep plot/developed NPC's. With the time they had they once the toolset updates were done they couldn't go as deep as they did for MoTB.
It's really too bad that they will not have another NWN2 expansion or super awesome adventure pack where they focus on the story like they did with MoTB. There could have been a contender for Baldur Gate 2's crown.
Yeah, sadly, the plot for the story was really weak. In part it was a trade-off between having a free-flowing open game and having a deep plot/developed NPC's. With the time they had they once the toolset updates were done they couldn't go as deep as they did for MoTB.
It's really too bad that they will not have another NWN2 expansion or super awesome adventure pack where they focus on the story like they did with MoTB. There could have been a contender for Baldur Gate 2's crown.
#3
Posté 08 novembre 2010 - 03:30
Oh damn, well that'll teach me to read the spoilers threads I guess...
Anyway, the point of SoZ was to be open-ended and not heavily story-driven. Some people like that, some don't. However, there is a difference between a lack of emphasis on story and a weak story; that said, I'd rather they didn't have us facing Realms-shattering forces every time, I mean come on, if I was the Chosen One in real life as much as in games I'd actually get a place in the sports teams and have lightning coming out of my eyes all the time. ;-)
Anyway, the point of SoZ was to be open-ended and not heavily story-driven. Some people like that, some don't. However, there is a difference between a lack of emphasis on story and a weak story; that said, I'd rather they didn't have us facing Realms-shattering forces every time, I mean come on, if I was the Chosen One in real life as much as in games I'd actually get a place in the sports teams and have lightning coming out of my eyes all the time. ;-)
Modifié par The Fred, 08 novembre 2010 - 03:30 .
#4
Posté 22 novembre 2010 - 02:34
This is as good as any topic to celebrate the 2 year anniversary of Storm of Zehir
In case anyone hadn't heard, I was thrilled with this expansion, and the design direction of Obsidian going back to more old-school roots of D&D computer roleplaying games. In addition, the new systems introduced allowed builders more power and flexibility in creating modules and campaigns.
Another concept that I liked, and found so refreshing, was the plot-based structure of the SoZ adventure, instead of a character driven story.
Thanks to this exapanion, the longevity and enjoyabilty of NWN2 has personally been increased.
And now for a gratutitous bit of self-promotion...
If anyone liked the "Party Chat" style conversations, which allowed party members to have specific dialogue options based on a variety of character attributes, I have included these almost exclusively in the campaign I released a couple of months ago:
Edinmoor
http://nwvault.ign.c...h.Detail&id=456
Long live NWN2 and Storm of Zehir!
Harumph!
In case anyone hadn't heard, I was thrilled with this expansion, and the design direction of Obsidian going back to more old-school roots of D&D computer roleplaying games. In addition, the new systems introduced allowed builders more power and flexibility in creating modules and campaigns.
Another concept that I liked, and found so refreshing, was the plot-based structure of the SoZ adventure, instead of a character driven story.
Thanks to this exapanion, the longevity and enjoyabilty of NWN2 has personally been increased.
And now for a gratutitous bit of self-promotion...
If anyone liked the "Party Chat" style conversations, which allowed party members to have specific dialogue options based on a variety of character attributes, I have included these almost exclusively in the campaign I released a couple of months ago:
Edinmoor
http://nwvault.ign.c...h.Detail&id=456
Long live NWN2 and Storm of Zehir!
Harumph!
#5
Posté 22 novembre 2010 - 11:58
Dorateen,Dorateen wrote...
If anyone liked the "Party Chat" style conversations, which allowed party members to have specific dialogue options based on a variety of character attributes, I have included these almost exclusively in the campaign I released a couple of months ago:
Edinmoor
http://nwvault.ign.c...h.Detail&id=456
In your notes for Edinmoor you state that you wanted to add in SoZ crafting but were unable to. I'm sure that if you start with the SoZ Crafting folder I include with the OC Makeover SoZ Edition http://nwvault.ign.c...h.Detail&id=393 and also used in King's Festival http://nwvault.ign.c...h.Detail&id=367 you will find it fairly simple to integrate. Additional information is available in this Bioware thread: http://nwn2forums.bi...72984&forum=114. I'd be glad to answers any questions. In the MotB Makeover and Queen's Harvest I'll also be introducing a 2da file to allow easy user control of the crafting options.
What would be really nice though would be to have a document explaining how the SoZ party-style conversations really work. I've looked at them a bit in SoZ and it just isn't clear to me when you need additional scripts and when not. A guide based on your experience would be very useful to the modding community I think.
Regards
Modifié par Kaldor Silverwand, 22 novembre 2010 - 11:59 .
#6
Posté 23 novembre 2010 - 02:04
Thanks, Kaldor
I recently found out that because I had used a custom script for the on_module_load event, it interfered with the tag-based scripts of activating items. Thus the crafting smith hammer did not work. So far, I seem to have this working by going back to the default on_module_load script.
I have used two of your campaign scripts from King's Festival, the ones that give XP for disarming traps and picking locks.
I think I can make a post in the Toolset forum detailing the party-style conversations. Although it's pretty straightforward. The key is using the conditional parameters on the PC blue node of a conversation.
I recently found out that because I had used a custom script for the on_module_load event, it interfered with the tag-based scripts of activating items. Thus the crafting smith hammer did not work. So far, I seem to have this working by going back to the default on_module_load script.
I have used two of your campaign scripts from King's Festival, the ones that give XP for disarming traps and picking locks.
I think I can make a post in the Toolset forum detailing the party-style conversations. Although it's pretty straightforward. The key is using the conditional parameters on the PC blue node of a conversation.
Modifié par Dorateen, 23 novembre 2010 - 02:04 .
#7
Posté 24 novembre 2010 - 12:05
Oh God the overland map annoyed the crap out of me. I never finished because I was tired of having to load an area every 5 seconds for an encounter. I would have loved it if the overland map was the same camera view as the rest of the game, and encounters were really a surprise and they didn't have to load. *sigh*





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