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BREAKING NEWS: NEW NWN2 PREVIEW


Llyranor

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http://www.totalvideogames.com/articles/Ne...95_0_0_10_0.htm

 

During the course of the presentation, Urquhart explained that one sub-race was intentionally left out because of their perceived suitability in a combat-based RPG: the Ghostwise Halfling. For non-Dungeons & Dragons players, the sub-race has developed psychic powers, which for the developers didn't sit well compared to the more physical skills of the other sub-races, and therefore Obsidian decided to leave them out of Neverwinter Nights 2.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

 

The more recognisable Prestige Class of character attribute allows players to decide upon whether their avatar will be one of eight types including Paladin, Monk, Fighter, Druid, Cleric, Barbarian, and new for Neverwinter Nights 2, a Warlock or Bard (the latter currently being work in progress with Wizards of the Coast.)

What the crap?

 

The single-player campaign during the West Harbour Harvest Competition, where the populace (including the player) can take part in a series of melee, spell casting, and thief skill events. In short, the event acts as a tutorial for newcomers, though Obsidian insists that the competition will also prove to be fun for veterans of Neverwinter.

Hmm, could be interesting, depending on how they pull it off.

 

The game will feature the perspective from two cameras, the more traditional at-distance third-person, and a third-person over the shoulder cam. Conversations in the game will also be handled in two distinct ways; the first will aim to be more cinematic and will feature voice-overs and lip-synch (these will be used in the main narrative threads), whilst the second will use the typical RPG text boxes.

Having these options should be useful for modding, in any case.

 

Key to creating a strong atmosphere, the lighting in Neverwinter Nights 2 is dynamic, allowing modders to change the atmosphere of the gameworld. Day/night cycles are available too, from dawn through to dusk and everything in between, with the toolset featuring three different light to help create a realistic lighting system: the sun, the sky, and the ground itself. The colours of the lights can of course be changed by the modders too, which was cue for Urquhart to produce some of the most trippily lit environments this side of a 1950s 3D-movie without the silly glasses. Cloud and fog densities can also be changed and amended via the toolset, so there's a lot of scope for gamers to create a very moody environment.

I will probably waste all my time messing around with these kinds of settings :blink:

 

Obsidian once again recognised that modders had to be able to, well, modify the water to suit their own visions, and to that end the team developed a multiplayer water system. Such a system means that gamers can actually anything from flowing water through to molten lava (if the lighting and the colours were changed appropriately.) As with the lighting system, the water system so far seems to be very versatile, and something that many within the Neverwinter Nights community are sure to go a little crazy over. Together with the three layers, water in the game also features reflection and refraction techniques that further bring the effect to life. The tool set includes an 'eye-dropper' that enables gamers to designate the water level, together with the ability to change the flow of the water itself.

:wub:

 

Colour tinting and scaling can be attributed to pretty much everything in the game including the palette of buildings and other assets from within Neverwinter Nights thanks to the addition of a so-called 'Tint Map' texture. Besides giving the community the ability to change the colour of buildings to a sickly shade of green, it also means that they can create the tallest, thinnest structures (or characters for that matter).

I also remember reading somewhere on the NWN2forums that it'd be possible to create 'vertical cities'. That flexibility is pretty cool.

 

September ;_;

Hadescopy.jpg

(Approved by Fio, so feel free to use it)

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"During the course of the presentation, Urquhart explained that one sub-race was intentionally left out because of their perceived suitability in a combat-based RPG: the Ghostwise Halfling. For non-Dungeons & Dragons players, the sub-race has developed psychic powers, which for the developers didn't sit well compared to the more physical skills of the other sub-races, and therefore Obsidian decided to leave them out of Neverwinter Nights 2."

 

Good. Focus on the core classes. Throw in some of the ridiculous Prestige Classes, but keep those reasonable also. I've always hated psionics in DnD. I mean, from the very beginning.

 

"Key to creating a strong atmosphere, the lighting in Neverwinter Nights 2 is dynamic, allowing modders to change the atmosphere of the gameworld. Day/night cycles are available too, from dawn through to dusk and everything in between, with the toolset featuring three different light to help create a realistic lighting system: the sun, the sky, and the ground itself. The colours of the lights can of course be changed by the modders too, which was cue for Urquhart to produce some of the most trippily lit environments this side of a 1950s 3D-movie without the silly glasses. Cloud and fog densities can also be changed and amended via the toolset, so there's a lot of scope for gamers to create a very moody environment."

 

If anything from this game is going to encourage me to build a mod, this is. Awesome.

Fionavar's Holliday Wishes to all members of our online community:  Happy Holidays

 

Join the revelry at the Obsidian Plays channel:
Obsidian Plays


 
Remembering tarna, Phosphor, Metadigital, and Visceris.  Drink mead heartily in the halls of Valhalla, my friends!

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Well, we didn't get any Prestige classes in NWN 1 til the first expansion so it doesn't bother me. As long as all the baseline core classes are in the game and they are true presentatives from the PnP I will not have a problem with the classes in NWN 2. I do wish Ghostwise was in though. Halfling barbarians rule!

 

As much goodness this game sounds like it has I am not going to get drawn into the hype. We need to dscern what is actually good about this game and what is actually marketing hype done by the developers. I got caught up in the hype of the original NWN and the OC was substandard.

Edited by Judge Hades
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For what we've seen earlier, all the 3.5 core classes are there including Ranger. They couldnt get away with removing Rangers, just imagine all the poor(tragic) Drizzt fans out there? :p"

Edited by Kaftan Barlast

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For what we've seen earlier, all the 3.5 core classes are there including Ranger. They couldnt get away with removing Rangers, just imagine all the poor(tragic) Drizzt fans out there? :("

 

Good point. I always thought Drizzt, mainly Drow were a bit silly myself. I always play rangers/hunters/survivalists though. If there are any true main heroes of fantasy goofiness, they are rangers. Unlike other classes, a ranger can't really be a fully evil bastard, can they?

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Yes they can. Tippi, a halfling turned ghoul, was a ranger rogue that hounded my PCs for a time. She was very good at killing and hunting her prey. She never killed the PCs for she likes to play. She would simply kill those associated with them for no more the reason to hurt and be viscious. When they finally killed her a lot of my players gave a hoot of joy.

Edited by Judge Hades
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.....of course, it looks like I'll get a Warlock so I'll be happy either way.  :(

just remember to name your warlock Volourn so everyone on the forums can be happy :D

Life is like a clam. Years of filtering crap then some bastard cracks you open and scrapes you into its damned mouth, end of story.

- Steven Erikson

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"No they don't, or the devs would have added them"

 

WOTC. Game devs don't matter when it comes to what fits in the Realms. IT's just that they're not exactly easy to add in a game; not ebcause they don't fit.

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

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ghostwise halflings is excellent combatants. if nwn2 emphasis is on core, then this fact is even more true. using basic feats and classes and races of 3.5 D&D, a spring attack barbarian multi-class (add fighter or ranger or rogue depending on your particular personal powergaming notions,) character offers some very powerful builds.

 

also, the ghostwise special ability ain't really anymore psionics than is so many other minor mind affecting/reading/enchantment kinda spells. sleep? charm? heck, it seems like virtually every fiend or celestial gots a kinda magical telepathy that allows it to communicate with any critter... and the ghostwise talent is far less broad than the telepathy thing. if the ghostwise ability is "too psionic" for some folks we gotta wonder how they reacts to other such perversions in da rules.

 

nevertheless, the ghostwise "psionic" ability is not really useful in a sp crpg game. in pnp a clever player can use in many ways that just can't be translated to crpg. got no problem with dropping the ghostwise, 'cause it really wouldn't work in a crpg anyways...'least not w/o lots of resources being spent to actualize... and that ain't cost-effective.

 

HA! Good Fun!

"If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927)

"Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)

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