Neverwinter Nights 2: Storm of Zehir hearkens back to the days of the Baldur�s Gate and Icewind Dale franchises by including full party customization, dungeon crawling, and free exploration of a non-linear game world via an Overland Map. The gripping storyline foreshadows the events that will take place in the Forgotten Realms with the coming of release this June of the Fourth Edition of Dungeons & Dragons® Roleplaying Game.
In the aftermath of the defeat of the King of Shadows, the Sword Coast is in the midst of an uneasy economic recovery. Trade syndicates have sprung up to exploit the post-war confusion for their own ends. The players� party will wade into this uncertain environment; in order to increase their own fortunes, they can either ally with a syndicate to create a trade empire, or cut their own path through Faerûn by preying upon caravans and selling the goods on the black market. As they attempt to extend their influence, players will become aware of a new faction working behind the scenes: the evil, shapeshifting, serpentine Yuan-Ti.
In addition to trading and economic manipulation, the Neverwinter Nights 2: Storm of Zehir Overland Map allows players to explore the Chultan Peninsula and Sword Coast in a non-linear manner never before seen in any of the Neverwinter Nights games. Exploration will take players from well-known locations, like Neverwinter and Crossroad Keep, to more exotic areas, such as the xenophobic jungle nation of Samarach. Groups of highwaymen and monsters populate the Overland Map and the farther from civilization the player roams, the more difficult the encounters become. The 15-hour campaign in Neverwinter Nights 2: Storm of Zehir is also packed with new classes, spells, creatures, and playable races.
Fans of the compelling multiplayer features of Neverwinter Nights 2 will also be able to take advantage of new improvements to the multiplayer experience, while modders will be able to take advantage of the power and flexibility of the Overland Map and Trading System features along with other world-building enhancements.
* Game Features -
# Travel the Sword Coast and Samarach using the open ended exploration of the new Overland Map. Use skills like Spot and Survival while on the Overland Map to avoid ambushes and even find hidden locales and lost artifacts.
# Create your own full party of adventurers. Devastate your foes with a squad of fireball-flinging Sorcerers, form a solid wall of steel with a party of Fighters, or strike the perfect balance in your party by spreading out the classes you choose for your characters.
# Improved party gameplay including streamlined party conversations, a new Teamwork Benefit System, and powerful party feats.
# The world's economy reacts to your adventures and choices. And, through trading and quests, you can expand your merchant company into a massive trading empire.
# Updated classic features: New classes (including prestige classes), spells, creatures, and playable races.
Posted by Manuel33 at 2012-07-28 22:30:17 Voted 9.00 on 07/28/12
A very good campaign!
Posted by Berliad at 2012-07-25 19:22:54 Voted 8.00 on 07/25/12
My vote: 8 - Excellent, Recommended to Anyone (based on engine enhancements more than the game itself)
Party: Human Cleric, Half-Orc Fighter, Wood Elf Ranger/Rogue, and Sun Elf Wizard/Arcane Scholar
Plot hook: as part of a small adventuring party, you set off for Samarach aboard the Vigiliant, a vessel owned by the Samarch merchant, Sa'Sani. As the ship approaches Samarch, however, it suffers a collosal explosion and runs aground south of Samargol. After a thrilling battle with the local goblins, Sa'Sani protects you from arrest at the hands of the Samarch guards in exchange for your service. As you set forth on a variety of missions for her, you become embroiled in a scheme that affects not only Samarach, but the sword coast and even the gods themselves.
Storm of Zehir, the second expansion to Neverwinter Nights 2, started very well. The initial adventures on Samarch were simple but full of terrific atmosphere. There were dinosaurs(!), wonderfully developed goblin cultures, hidden black markets, dinosaurs(!), and the glimpses of what could be an exciting plot. The game is visually stunning, with loads of new placeables and monster models for modders to play with. Unfortunately, while the first quarter or so of the game were full of adventure, I found that the middle portion fell a bit flat. As I wrote last month, the sandboxy style of the game can lead to your characters running into encounters that they clearly are not ready for or intended to experience. While you can say what you will about realism, I ultimately just found it to be frustrating.
Furthermore, many parts of the story seemed poorly executed. The main plot with Sa'Sani and her company's struggles felt a bit chaotic at times. Things happen fast. That's not necessarily a bad thing, but without some build-up or foreshadowing, it sometimes seemed forced. This was even more severe with several of the side quests. There's a big one involving Port Llast that seemed as though I missed several long, important events to foreshadow what ultimately happened. It was really disappointing, as it had good potential.
That said, there were some real gems among the sidequests. My favorite were invariably the ones in which you just went off to explore a mysterious area. My personal favorite happened early in the game when you were asked to explore the remains of what had been the home of three wizards who lost control of their Djinn. The story is told via scraps of paper, items, and the occasional warnings of a pixie who still lives in the tower. It's brilliantly done.
The big innovation of the game was the overland travel map and the accompanying merchant system. The overland maps were beautiful, and in many ways I really enjoyed the sense of scale and wholeness that they added to the game. But after the first several hours of gameplay, travel on the map became a chore. Even while boosting survival skill to maximize the speed of my team, travel on the map was slow and bogged down gameplay. I also found myself almost always avoiding random encounters, which is easy to do once you have sufficient hide skill...and that made me question why they were even there. The only times I did have to deal with encounters were when either a) the game (annoyingly) switched back to my cleric party leader after a load screen, or b) I forgot to get back to my ranger after a conversation. By the end of the game, I was using portals as much as was possible, and avoiding the map at all costs. There were some quests that I didn't complete largely because I didn't want to trek long enough to complete them.
The merchantile system also didn't do it for me. I get the concept, but setting up caravan routes all over the sword coast was tiresome and a major gold suck early...and then, by the end of the game, it was generating so much revenue that I could never possibly spend it all. It had its moments, but I doubt I'll ever want to do something like that again in a nwn2 module.
Combat along the main plot was generally fun and well balanced. I found the final dungeon, including the final battle, to be particularly fun and engaging. Other areas were severely unbalanced for my characters at the time they first experienced them, with little to warn me that this was to be so. As a result, there were an annoying number of times that I had to reload a game after stumbling upon a battle for which I was hopelessly overmatched.
Also...perhaps this is just because of the amount of time I spent in nwn modules, but I think I prefer small parties with a focus on character development. The SoZ model, with four user-generated characters plus two NPCs, doesn't work as well for me. It was hard to develop much personality for my four characters, and in many ways they were little more than hired thugs throughout the game. Plus, there seemed to be far less mechanical detail than was needed in the chat window, which got really annoying.
Overall, I think this is one of those games that tried some neat things, won some small victories, but ultimately fell short of what it might have been. It did enough right that I think it's definitely worth a try. I'm glad I played. But I'm also glad that I finished. If we're judging it for the sake of the game itself, it's a 7 (Very Good, Deserves a Look). If we're judging it for all of the extensions and fixes of the engine that the expansion brought, it's a 9 (Outstanding, a Must Have). I'll vote 8 and leave it at that. _________________________ My NWN Blog FRW Character Creator
Posted by NMorozov at 2011-06-09 03:26:29 Voted 3.00 on 06/09/11
Good engene modification, but primitive game
Posted by darant at 2010-12-19 19:02:38 Voted 6.50 on 12/19/10
Crappy. The endless overland encounters drain the excitement of combat and the quest xp rewards that raise your level by two within half an hour cheapened the D&D experience. So I quit...a waste of money if not for the expansion material.
I lost SoZ due to a catastrophic system failure. Does anyone no how I can re-download it without having to pay for it again? _________________________ Life - you can't win, you can't break even, and you can't even quit the game!
Posted by Jaysyn at 2010-05-25 18:58:46 Voted 9.00 on 05/25/10
Worth the money. _________________________ -=Jaysyn=-
Posted by AshRosen at 2009-10-22 22:12:55 Voted 9.00 on 10/22/09
As an addition to my above comment, it should be noted that this expansion can be purchased for a whopping $5 now. If you were holding out due to the price, you needn't do so any longer.
Posted by AshRosen at 2009-10-22 22:10:15 Voted 9.00 on 10/22/09
I, for one, thoroughly enjoyed the change of pace with this expansion. Gamers are always divided when it comes to radical change. Some welcome it, others loathe it. While the story elements of the expansion are a little on the slim side, there's a lot of fun in exploration and you do get a small sense of Baldur's Gate nostalgia. It is by no means a comparison between the two, however.
And seriously.. for those of you who think that the original NWN OC was good.. please punch yourselves in the face repeatedly. It was some of the most tedious, boring drivel I've ever played. And I'm a long time NWN fan. I RP'ed online for years and enjoyed the SoU expansion quite a bit, and got a LOT out of the original NWN, but I HATED the OC. Absolutely hated the story, and thought Aribeth was one of the most annoying characters in any CRPG.
That being said, tastes differ. Shocking, I know!
Posted by Kissamies at 2009-10-19 08:31:02 Voted 9.00 on 10/19/09
For me, Storm of Zehir was refreshing change of pace. A more old school type of game where story isn't about the player, his/her traveling companions and romances, but about the world around. They could have made another MotB, and I would have liked that too, but I think I'm happier that they went for variety. Sure the story is a bit light, but it isn't bad, really. The illusion of freedom of choice is much better here. Doesn't feel like I'm on the rails that much.
Of course, the big part of makes SoZ so great are the features. I absolutely love the overland map. It's a kind of thing I have missed in cRPGs for a long time. I had forgotten how much I love exploration in these games. There's some things about it that could have been done better, but I love it anyways.
The music is a somewhat minor part of grand scheme of things, but it should be mentioned that this expansion does have the best music yet. Bit patchworky, but great nevertheless. Crafting system is greatest so far too, despite some unfortunate exploits. I like the more serious death system. I like the party creation too, though I could live without it.
Like with Obsidian titles in general, it has a rough, unfinished feel about it, but is still great. Because the story isn't so strong or railroady, it's the most replayable to me too.
Posted by aienas at 2009-10-15 04:58:25 Voted 9.00 on 10/15/09
I have just finished the Storm of Zehir after I bought it in May... Yes, apart from starting to create a party, I didn't play it more and left it as it was. I guess the very beginning wasn't too much appealing for me.
But after I sat full time of this, it was fun. The overland map and fully customizable party creation was great - I enjoyed exploring the areas (nice idea with this tourist thing). I had a strong party of Wizard/Red Wizard, Rogue/Assassin, Cleric/Doomguide and Warrior/Weapon Master. With that, I picked only the fights I wanted - with the shadowy thief in lead...
I encountered no serious bugs (despite exploring all areas in the game). To be honest - the trading system is the best one currently in NWN2 (yes, I played Dark Waters, which I liked very much).
All in all, I was actually surprised how much I enjoyed it. I felt it was a freeform adventure, centered mostly on economic (who is Zehir?), open exploration and the like. Certainly worth the money.
Especially in Poland, where they sell it boxed with Mysteries of Westgate. But that's another story...
I'm not going to sit here n add my vote yet, I'll try replaying again (don't remember if I finished the game the first time I playedlol so I can't give a proper vote. But the biggest thing that got me when I played this the first time is the fact that your character from the NWN2 official campaign isn't recognized but everyone else that went with you to kill the King of Shadows they were there when you died. I made the same comment on another site n was told it was a completely new mod, I was starting over with a brand new character but it was still a lil discouraging to go bk to the keep that you built bk up only to find that everyone that supposedly died with you is alive n kicking but you the character aint nothing to anybody there lol... Seemed a bit unfair... Anyways enoug of my whinning. I'll try this mod again n hopefully beable to finish n vote lol. Thank you for listenin (reading) my bs :) _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
Posted by Rhevan at 2009-10-04 14:15:15 Voted 9.75 on 10/04/09
I was tired of the OC linear game play (and non stop text reading) and at the same time I was looking for a MMORPG that I could play alone offline. SOZ did it, it has a bit of Baldur's gate, a bit of MMORPG feel and a bit of Birthright feel wich I enjoy alot. I love the crafting system and the overland exploration, unlimited encounters possibilities and I like the fact that I can create my own party. Much better than the boring original campaign wich disapointed me. It's just really cool.
Posted by fishnuke at 2009-09-11 14:43:04 Voted 7.00 on 09/11/09
I liked the expansion to allowing Icewind Dale style character arbitration, as well as the overland map. Incredulousness grew to despair which grew to horror as I searched each of the nearly 50 areas in Chult and later on the Sword Coast, realizing that every cave entrance, every temple, was just a single area, often just a little room. Also a bit disappointed that after MotB and epic levels, we'd get yet another 1st level tutorial in how to fight for the beginning. Epic Yuan-ti would be pretty cool. The last fight was thankfully pretty stiff.
Posted by jcamp07 at 2009-08-07 15:14:25 Voted 8.50 on 08/07/09
I thought this was a nice change of pace from MotB. It lacked the epic story and much of the voice acting was terrible, but I had a lot of fun with the classic CRPG feel.
This is much better experience than many of the higher rated Hall of Fame modules that I have played. I'm sure its weaknesses and lack of polish would have been similarly forgiven if it had not been professionally produced.
I may have felt differently if I had payed $30 for this, but it is well worth the $14 that Amazon is currently charging.
Posted by Valkronn at 2009-06-18 09:08:35 Voted 4.00 on 06/18/09
The only things I liked were the chance to build you own party and the raising dead army in porto llast. The rest was boring and poor made, IMHO.
Posted by pdeath at 2009-05-24 15:11:33 Voted 7.00 on 05/24/09
Enjoyable. Its probably better value for money then MoW (Which does have a better story line) because of the new features and because it is truly different then the models you can download for free.
The overland map is the first completely new thing I have seen in the NWN universe for a long time.
Agree with comments that the story line could easily have been improved. However it is truly non-linear without the chaotic nature of the Infinite Dungeons release for NWN1.
But from a technical perspective it was a success (I have just finished MoW with my first Yuan-ti Pure Blood character :-)).
Just playing it, patch 1.22 - no vote yet, only some comments:
+ Party system, dying - not perfect, but a huge step in the right direction for me.
- Party still har several problems: In some locations the 'leader', i.e. the first character you create (before arriving on the ship at start) is placed up front by entering or leaving. That means, when we leave crossroad keep, my wizard is up front and all monster partys beeline to to us, because he has no hiding skill.
- Changing leaders on the overland map using function keys leads to curious effects.
+ Encounter level and realistic XP.
- Not implemented correctly, because summoned monsters never do anything to a party's level range and bring no XP when killed.
- Many small bugs and inconsistencies despite patch 1.22. Sometimes the journal is simply unclear and you have to look into 'quests done' to find out, what happened. Dialogs are often unclear and expect you to look into the journal, because not all is said ind the dialog.
+ Overland map brings a PnP feeling and is well done
- The subareas reachable from the overland map are very ... minimalistic, to put it politely. Some things are not logical - like not being able to rest in a hunting lodge after killing the monsters in it - but able to camp besides it.
+ There seem to be several 9. level wizard spells missing (from the selection during level up)? Where spells taken out of this game? It seems so. Why?
+ Spells are much better - even the greater Invisibility works (they needed two expansions to get this simple thing right...)
+ AI - a huge improvement, but still not there: Playing is often a constant fight with the interface. Sometimes characters are 'teleported' without any reason several steps. In fight and out of fights. (Rubberbanding?). I cannot understand why after 3 expansions they are unable to get the AI right. Either give us an AI which controls the characters in way that we must noht micro manage, OR give us simple options like 'defend against any enemy in a near/medium/far range'. I never used the AI in Icewind Dale and Baldurs Gate, but decided to control it all by hand - but a fighter, when he was told to guard an area, did so. Spells had to be cast by hand, but this was fun - not a constant fight against an AI where you have to pause every round to check was has gone wrong this time. (For example: One of my characters should auto pick up items. Worked like a char for around 1-2 hours. The she stopped, and I never managed to switch on this option for her. Now another character does it.)
+/- The entire game has an unfinished and unpolished feeling, while being enjoyable at the same time
So far my impressions - will vote after I finished it.
Magus
Posted by Shambling at 2009-05-08 12:57:55 Voted 8.50 on 05/08/09
The good:
Making your own group and using all the skills within that group as needed.
Overland Map I like this idea but see below
Visuals were well done some striking scenery here.
Sound was good.
Bad:
Story, I've been through NWN2 why do I want to play though it again in another module.
Combat (minus the end fight was overly easy, I could stand at the entrance to an area and the mobs would just rush me there in 1's or 2's) I understand you were probably trying to add some AI where mobs heard combat and were coming to the aid of their fellows however it didn't work well.
Overland Map gets tedious with the overland encounters too repetetive no variety.
Alot of small areas.
I like the use of the Yuan Ti and the new tilesets are well done but the story is just not great. Playing through the original NWN2 area again = yawn.
Posted by aquiloparry at 2009-04-13 20:55:32 Voted 9.00 on 04/13/09
Gameplay was good, AI, and Chat scripts greatly improved. No more locking other players out during conversations, more comfortable for multiplayer. The NPC loading, and versatile development are a wonderful improvement. knocked off a point for overuse of the outdoor map, and shallow gameplay.
Wish the UI changes had been included at release.
Posted by Ynyss at 2009-03-16 03:59:41 Voted 8.75 on 03/16/09
For a co-op game with buddies, this plays way better than the OC. And, unlike the OC, it feels like it's actually been playtested in multiplayer.
Yeah, sure, there are some "issues" but none of them (at v1.21) have spoiled our gaming experience.
Most importantly, all of the new functionality works fine (overland map, trading, group conversation, party roster).
Ignore everyone who's voted "1" or "10" on this thread and you'll get a fair idea of the quality of this mod.
Posted by ericdoman at 2009-03-08 03:04:23 Voted 8.25 on 03/08/09
Well I have played through it again and increased vote. This time using a N/E party and finishing as a Wd Elf 20 Rgr, Human 20 clr, 19 sorc/1 RDD and a 5 rg/ 5 ftr/ 10BG.
Predominantly it is exactly the same ie no options really available but found/spotted more "blue" encounters and fed One of Many. So it surprised me (spoiler here,you will prob receive 15,000xp for feeding and then killing one of many), I had less xp than my previous CG group who did not fee one of many. Probably fought more often (a lot more) as my CG leader had no real H and MS skill while my NE Rgr was at max.
Well prepared for the chicken encounter but could never find them damn.
Posted by a_c_ulusoy at 2009-03-03 03:57:55 Voted 10.00 on 03/03/09
I found it really good. The story finished abruptly I agree with that, nevetheless I really enjoyed it.
Posted by ericdoman at 2009-02-27 06:54:58 Voted 8.25 on 03/08/09
Having read through (very quickly), all of the vote reviews, my goodness, a 1 then a 10 an 8 then a 2 etc.
I will stand with my 8. I will always give a mod a minimum of 7, especially when it is done for free. This mod is of course a "professional" module.
But I really enjoy playing NWN2 and the vote is based on this and hopefully will give those potential authors of new modules, some extra content.
There is a literal famine of NWN2 modules, due to ? In particular the truly epic ones ie start at 1st lvl and finish 20+. SOZ is one OC and "A Slave Destiny", although it is in French and I am waiting with anticippppation for the English translation.
If we as players had hundreds of NWN2, 5 hour + modules to play. I would have to give SOZ a 5 (Again a min of 7 for independent/free mods) because that is what it would deserve.
Posted by ericdoman at 2009-02-27 04:58:11 Voted 8.25 on 03/08/09
Played through this and finished? as a 21st lvl, Wood Elf 1 rgr/ 5 ftr/ 10 FB/ 5 NW Nine, Human 11 clr/ 10 SL, Halfling 1 rg/ 20 bard and a moon elf 5 wiz/ 1 ftr/ 5 EK/ 10 AA.
Originally I was about 4000xp short of 21st lvl when we agreed to work with Sasani and ending a bit abruptly. Althugh really liked the part where once Volo vinished the narration yu can use lore to correct him. Your character is not exported at the end, although you can export each of your characters.
Very good about rolling for you own companions and then being able to use the necessary companion for skills. Gained quite a bit of xp by using wiz as leader when travelling on overland map as she could spot magical stuff.
Decided on changging her to AA because in overland encounters you'd be lucky to cast 3 spells before NME was fighting you. In Chult there was less time and enhanced bows (+2, +2d6 vs evil and +1 d 6 sonic) with fire/piercing (piercing arrows cost me 4 gp from Jacob), very powerful.
Combats upto mid level were challenging, first encounter with Yuan Ti very difficult. Thereafter pretty easy except the main bosses, had to refight Herald 3 times until I was successful.
Early on trading was very good quite toughish but as soon as we could upgrade etc. Well at the end I had 7 million gold and 200000 tradebars.
The story line and plot were poor I think. I hadn't heard anything about Zehir and what it was until near the end and then it seemed to me that the game thought I knew about it? Nothing in the journal. Very poor really no hints at the beginning.
Couple of gliches. Mid level all of my characters would not be using shield, bows, spear, grt sword. Whenever we had a shield in the inventory it would always be used in combat, lot of punching.
Spells. You could have one overland battle and cast some long term spells. 100 yards down road, jungle etc andother combat all spells, inspirations are gone. Apart from extended grt magic weapon and shocking/bursting weapon used by SL? But 100 yards further down everything has disappeared.
Played hardcore and didn't use any of the npcs. They were all to low in xp ie when we were mid teens they would be 10th. Although because all of the main characters were mine, did miss out on companion interaction this is a big minus in my view. I really enjoy playing games where you have interesting companions, possibility of romance, hiddens secrets etc
The behaviour options, my goodness there are so many. Have to figure that one out maybe something to do with the shield and when some of my characters would charge off on their own.
The chickens because none of my party had any remove curse, dispel spells we could not help so had to leave. Rested up chose all types of dispel etc spells and when we clicked on them again, entered random area they were not there. Could see them on map but nothing.
Used crafting to a certain point but because we had so much gold ended up purchasing.
Not sure how the game ends if you kill sasani or wish to continue adventuring. Don't think it does.
Not sure if I'd want to replay this as I believe I chose the best group of characters
Posted by Deomin at 2009-02-21 06:22:46 Voted 2.00 on 02/21/09
Very Little Appeal. The story is weak and uniteresting. Was really disappointed with the fact that most of the towns were basicly the same and again uninteresting. Hated having to fight randomly for no cause over and over again. AI-good thing, but should have been a part of the original campaign or at least MotB. So basicly, it sucked.
Posted by mefaldi2 at 2009-02-18 22:35:12 Voted 10.00 on 02/18/09
A healthy, deep breath of fresh air after the morbid fog of death of that thing called "MotB", where corpses, skulls and skeletons replaced treasure chests, doors, walls, companions and NPCs (and houses, sky, earth and so on...Depressing).
The party customization, like Baldur's Gate, was great, the overland map very interesting and innovative and the crafting system nice and easy.
The main setback was the lack of interacion with cohorts and some bugs here and there (for example, the infinite XP sphere in the Temple of the World Serpent and some journal entries that did not trigger always properly), but these were nothing to the sense of freedom you feel when roaming through the overland map, fighting encounters and selling resources.
According to me a MUST HAVE (and I have not been payed by the developers to write this).
Posted by ericdoman at 2009-02-17 10:12:19 Voted 8.25 on 03/08/09
Managed to install SOZ finally.
Uninstalled NWN2, then a disc defragmentation, virus scans, disc cleanup and then installation of all NWN2 stuff.
Now waiting to multiplay with a friend.
Posted by ericdoman at 2009-02-16 04:22:35 Voted 8.25 on 03/08/09
serwadion or anybody else
Help
Bought my first SOZ end of November but froze in the middle of installation. I am sorry I can not remember where exactly. Tried to reinstall nothing and again nothing and again, was told by computer I would need to format the (SOZ) disc.
Contacted Atari who told me could not use SOZ, NWN2 or MOTB with vista. The latter 2 have worked OK except for this new patch and I have been playing NWN1 with vista no problems at all.
Anyway nad after 10 weeks approx, I receive a new SOZ disc. Tried to install and near enough immediately, game stops stating there is a CRC error. Tried again and was told that the keys are not valid. Could not even enter NWN2 so after a number of failed attempts of uninstalling reinstalling NWN2 OC and MOTB are OK.
Have sent email to Atari technical support and waiting for feedback and I do not wish to try and install SOZ as it took me hours to uninstall reinstall OC and MOTB..Bought my computer in July 2008 coud it be I only have geforce 8400 video card not 8800 is the problem. Other specs I believe are ok inc 512 gb HD and 3GB ram.
As I mentioned there was a crc error when I tried installing SOZ but everything worked fine when uninstalling/reinstalling OC and MOTB. A bit worried now especially as Mysteries of Westgate will be arriving "soon"?
Posted by Yakbeard at 2009-02-12 18:20:20 Voted 7.50 on 02/12/09
Enjoyed having a core party of my own while still having NPC's along. The conversation system advances are great. The overland map is ok. I'm sure this community will improve it. The music, sound, and visuals are some of the best yet in NWN2. The trade game was a nice side thing sort of like dealing with a stronghold. The multiplayer and program in general seems more stable to me. Along with the usuall new Class/Race/Feat etc. this was a strong addition to the family.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone