As a software developer, I’m keenly aware of code re-use, and its cousin, feature re-use. I try to follow good Object Oriented patterns and design my solutions to maximize code re-use, and I expect other developers to do the same. Especially in video games. When a successful feature is implemented in a game that is good, I expect other games in the same genre follow suite. Some people calling this “stealing”, but I call it “being smart”. When something works, you use it.
For instance, “tabbed browsing” is such a nice feature in web browsers that even Microsoft has finally caught on and included it in Internet Explorer 7. So while they aren’t exactly re-using code, they are implementing a feature from other browsers, and that is the essense of code re-use.
So when I see a sequel to a successful video game, I expect a certain amount of code re-use, or feature re-use, to occur. I expect successful features and functions of the previous game, or similiar games, to make the transition to the sequel in whole.
Neverwinter Nights 2 is the sequel to the original Neverwinter Nights, a successful, if not completely accurate or enjoyable, roleplaying game based on the Dungeons & Dragons ruleset. I say not completely accurate or enjoyable because for most people, myself included, it never lived up to the level of gameplay like other D&D titles, such as Baldur’s Gate, Icewind Dale or The Temple of Elemental Evil.
I had two big gripes about the original Neverwinter Nights. First, you could only control one main character and a “sidekick”, which significantly limited your options. After playing games like Baldur’s Gate and Icewind Dale, where you were allowed to control a full party of six different and unique characters with varying classes, skills and abilities, Neverwinter Nights was a significant letdown in the “party development” department. Part of what made Baldur’s Gate so memorable was listening to Minsc converse with his hampster or dealing with Jahera and her meddling harper friends. Plus, with six compansion of varying classes and skills, you could approach difficult combat situations with a variety of tactics. If one approach didn’t work, there was usually another way to win. In short, more companions meant more fun.
The other big problem I had with the original game was that the outdoor environments looked bad; they were blockly and unrealistic, and thus destroyed immersion. One of the main concepts behind Neverwinter Nights was to provide a construction kit for players to create their own adventures. The developers opted for a very easy-to-use world creation system, and because of that, everything in the game world was created with a square “tile” that displayed some part of the environment. This worked great for dungeons and interior portions of the game world that are naturally square and flat, as it made those environments quick and easy to create. Unfortunately, outdoor environments looked blocky and unrealistic.
The basic problem was that the square tile system was too simple; you couldn’t create rolling hills or organic looking forests or swamps. Everything was created flat, with cliff-type “mountain walls” and “ramps” allowing you to navigate from lower to higher ground. It was, without a doubt, the dumbest thing I’ve seen in any video game terrain-wise. Couple that with the release of Dungeon Siege around the same time, which also provided it’s own construction set yet managed to do so without creating a single fake-looking “wall” or completely “flat” outdoor surface, and it made the Neverwinter Nights design decision look like an even bigger blunder.
With that said, much of Neverwinter Nights was done well. The Quickbar was amazingly customizable, allowing you to place anything on it, from spells and weapons to potions and even commands for your henchman. The graphics possessed absolutely silky-smooth animations and camera movement, and the spellcasting effects were superb. It was ripe for a sequel to address the shortfalls, but keep the primary features in-tact.
So here we have it: Neverwinter Nights 2. How does it stack up?
Well, NWN2 looks, at least on the surface, like a sequel should. The same logo, the same artwork, the same box packaging - even the voice over dialog available during the character creation process is the same (so at least we’ve reused some audio files). And the two major problems from the original have been addressed.

First, outdoor environments are no longer constructed with sqare tiles. Instead, they have been replaced with a three-dimensional mesh system that allows for a much more organic and realistic outdoor environment. By pushing and pulling the mesh around, you can create the many uneven undulations necessary to mimic an outdoor environment, like a valley or hillside. Obviously the ease-of-use that came with the old system is gone as well (this is not nearly as simple as selecting and placing a tile), but I think the end result is well worth it. The outdoor environments look much better.
The party size gripe has also been addressed to some degree. You can now control up to three companions in addition to your own character, giving you a total party size of four. This improves combat significantly, since you now have more options available at your disposal.
However, it’s still disappointing compared to games like Baldur’s Gate and Icewind Dale. Four companions is somewhat limiting compared to six, forcing you to make hard choices about who to include and who to leave behind when progressing through the game. In a game like Baldur’s Gate, you might include a less capable character, such as a storytelling bard, just to experience the dialog interactions with other characters in your party, or to open up a sub-quest associated with that character. But in Neverwinter Nights 2, with only four total party members, everyone needs to pull their weight. The storytelling bard has to go.
So Neverwinter Nights addresses the two big issues. That means it’s a hit, right?
Well, not entirely. While the game looks like a worthy sequel, there are also some problems that shouldn’t exist, and those problems are dragging the game down.
For instance, in the previous version of Neverwinter Nights, if you wanted your character to be able to easily switch between using a ranged weapon (bow) and dual-wielding swords (or a sword and shield combo), you could stack your two swords on the same hotbar item, and they would “cross-over”, showing both weapons at the same time. Thus, you could swap to the swords with one button click. That sort of functionality doesn’t exist in NWN2, and its absence is somewhat of a head-scratcher considering it exists in the previous game.
The same thing can be said of the “Action Bar”, which is fairly ineffective in NWN2. Knights Of The Old Republic, and its sequel had very well-done “Action Bars”. These bars allowed you to queue up as many as four actions for every character, and those actions could be anything, from healing to special abilities (the Neverwinter Nights equivalent of a “spell”) or even specialized melee attacks. The inclusion of this feature made those two games much more enjoyable to play given their real-time, fast-paced combat implementations. You could pause the game, cycle through the characters in your party, and issue them four commands at a time. This saved you from having to pause the game frequently to issue individual commands to characters to ensure they’re doing the right thing.
Neverwinter Nights 2 has an action bar, but unfortunately it doesn’t allow you to queue up anything other than spells. There’s no way to queue up melee attacks or ranged weapon attacks; there’s no way to tell your archer to shoot three different targets in the next three rounds, spreading the damage around. Consequently, your characters must rely on rather simplistic Artificial Intelligence to do the right thing, or you have to take manual control of your characters via “Puppet Mode”, which turns combat into a laborous affair of micromanagement.
In addition to the poorly realized “Action Bar”, there’s also the equally ineffective “Mode Bar”. Characters can obtain certain abilties via their class or skill selection and those abilities can be toggled through the Mode Bar. One such useful skill is “Defensive Casting”. Defensive Casting allows your character to cast spells in melee combat without automatically causing enemies to initiate an “Attack of Opportunity”. With a simple Concentration check, you can cast a spell without your enemies getting a free swing at you. For a character like mine, a Fighter/Mage with aspirations of becoming an Eldritch Knight, the vast majority of my spellcasting is done in combat (I’m half Fighter after all). I would like to be able to stick my character in “Defensive Casting” mode and just leave it at that. But no, it doesn’t work that way in Neverwinter Nights 2. Instead of being able to turn on Defensive Casting mode and always cast your spells that way, your character continually drops out of Defensive Casting mode for no apparent reason.
Another frustrating “bug” with the mode bar is that modes which shouldn’t have any conflict with each other apparently are mutually exclusive. For instance, you can’t enter “Power Attack” melee mode and “Defensive Casting” spellcasting mode at the same time. When you compare this method to the way Knights Of The Old Republic handled Power Attacks (by letting you determine individual melee attacks as being Power Attacks, and queuing them up in the Action Bar), the Neverwinter Nights 2 method seems stupid and inferior.
The gripes don’t stop though. Remember the super-customizable Quickbar from the original Neverwinter Nights? Well, it’s still here, but severely neutered. You can’t assign party commands to it (like “Guard Me”), nor can you put class specific abilities on it (like a druid’s “Wildshape”). And, as previously mentioned, the whole dual-wield quick-swap is shot too.
Oh, and finally, another huge problem that players are complaining about on the message boards: the view angles suck. Players are complaining about the camera, but it’s not the camera that is broken (it uses the same mechanics as the predicessor). What’s wrong with Neverwinter Nights 2 is that buildings and other structures don’t “disappear” when you rotate the camera around the game world. Your view is constantly being obstructed by walls and roofs that don’t properly turn opaque, and rafters in ceilings that don’t disappear. There is a lot of clipping that is missing from the game engine and it makes the world much harder to navigate and the game much harder to enjoy.
What’s odd about these flaws is that the solutions to them already exist, either in the first Neverwinter Nights game, or in contemporary roleplaying games (Knights Of The Old Republic, for instance). Playing Neverwinter Nights 2 is like surfing the web in Internet Explorer 6. There are other web browsers out there and they have better features, so why doesn’t Neverwinter Nights 2 have them as well?
That said, Neverwinter Nights 2 succeeds more than it fails. It’s fun; the story is bigger, the voice acting is considerably better (and there’s lots of it), and there are more levels. There’s more prestige classes this time around as well and the game world is a bit more open-ended.
If Obsidian, the makers behind the game, can iron out the bugs and implement the features that players have come to expect from this genre of game, then Neverwinter Nights 2 could elevate itself to rare status. I don’t think it will make anyone forget Baldur’s Gate or Baldur’s Gate 2 anytime soon, but with the proper patching it could be a much better game than the first Neverwinter Nights, and that’s all you can ever ask of a sequel.