neverwinter nights – Lungfishopolis.com https://greghowley.com/lungfish Video games on our minds Wed, 24 Mar 2010 00:44:54 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 Top Fifty: 45-41 https://greghowley.com/lungfish/2010/06/top-fifty-45-41/ https://greghowley.com/lungfish/2010/06/top-fifty-45-41/#comments Mon, 28 Jun 2010 14:45:23 +0000 http://lungfishopolis.com/?p=2549 Today I’ll continue reviewing my favorite 50 games of all time. Last week, I listed items 50-46, and today brings the next five in my list.

45-Dungeons and Dragons: Tower of Doom (Capcom, Arcade, 1993)
Comparing this updated top 50 list to the list I made years ago, Tower of Doom is one of the few games that has actually moved up. Previously, I’d had it listed in position 50.

Tower of Doom was the best of the 4-player arcade cabinet games. You could play a fighter, dwarf, cleric or elf. You could pick up new weapons, extra arrows for your bow, magic items, and gold to spend in a store between levels. The cleric and elf had a list of spells right out of the Player’s Handbook which improved as they went up in level. Everyone except the elf had a shield that was useful in the same way as the Knight’s shield in Trine. Plus, certain characters had moves that were performed like the special moves in Street Fighter 2. These were bull rushes, rolls, dive attacks, and slides – as useful for evading traps as they were in melee.The game’s combat was far more technical than most sidescrolling beat-em-ups.

There were branching routes in the game, secret areas, and the list of enemies in the game included kobolds, ghasts, troglodytes, manticores, medusa, a beholder, and a couple dragons for stage bosses. That’s the kind of game you’d never imagine having seen in an arcade, and that’s why the game is on my top fifty list.

44-Neverwinter Nights (Bioware, Windows, 2002)
If it weren’t for the Aurora toolset that let you create your own adventures, complete with its complex scripting engine, this game would never be in my list. I viewed the included adventure in much the same way that I viewed Rivers of Light back in the day – as an example of what you could do with the adventure construction set they’d handed you. And I spent long evenings for a year building my adventure, complete with custom music and custom rules for wandering monsters and setting camp. My adventure had four possible endings.

43-Autoduel (Origin Systems, Commodore 64, 1985)
For a game that was released twenty-five years ago, I do a lot of thinking about and writing about Autoduel. And if I could see only one old game remade as a modern video game, this would be it.

The main draw of Autoduel to me was the degree to which you could customize your vehicle. You could create a compact, sedan, station wagon, or van. You could select which tires and which engine to use, and assign armor to the sides and the undercarriage. You could load up with machine guns, recoilless rifles, rocket launchers, flamethrowers, and lasers, positioning them on any side of your vehicle. The game even had smoke screens, oil slicks, mines, and spike droppers.

The best thing is that the game was an RPG. You could take the vehicle out on the road on courier missions, hunts, and missions for the FBI. You’d make money through missions, arena battles, and by selling parts salvaged from other vehicles, and use the cash to upgrade the car you had. Meanwhile, your character’s driving, gunning, and salvage skills would slowly increase.

42-Borderlands (Gearbox, Windows, 2009)

Since Borderlands is such a recent release, I likely don’t have to talk much about it. I’ve written plenty about it on this site already. Great shooter, RPG elements, fantastic art style, multiplayer co-op added quite a lot. Too bad the storyline sucked and the PC matchmaking was broken.

41-Castlevania III: Dracula’s Curse (Konami, Nintendo Entertainment System, 1990)
I have a very warm feeling when I think about Castlevania 3. Had it been out on the Wii Virtual Console earlier, I’d have bought it immediately. Checking now, I see that it was released in January 2009 – guess I’ll have to go buy it.

Until Symphony of the Night came out years later, Castlevania 3 was the best platformer I’d ever seen. It had branching paths, incredibly creative levels, hidden secrets, and three different playable NPCs with vastly different abilities that you could recruit. Grant the pirate could climb walls, which let you get to a lot of otherwise inaccessible locations. Syfa the wizardress got spellbooks rather than the axe/knife type items that Trevor would pick up, so she could throw fire, freeze enemies with ice, or protect herself with these weird power globe thingies that would spin around her. Alucard was the best. His basic attack was a projectile, and he could change into a bat and fly around.

The levels included factories full of giant pendulums and spinning gears, rivers that you’d have to wade through unless you could freeze the water with Syfa’s ice power, and an amazing level where blocks would drop from the sky, eventually allowing you to climb on them to reach a high ledge. Maybe you had to play it in order to get it, but I loved it.

Make sure to come back next week for games 40 through 36, which include selections from the racing, rpg, fps, and light gun genres.

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Thoughts on Bioware https://greghowley.com/lungfish/2010/03/thoughts-on-bioware/ https://greghowley.com/lungfish/2010/03/thoughts-on-bioware/#respond Tue, 09 Mar 2010 17:30:44 +0000 http://lungfishopolis.com/?p=2436 I’ve made no secret of the fact that Dragon Age: Origins is the best game I’ve played in years, due primarily to the writing. The storyline and the characters are absolutely stellar. But as good a job as Bioware did with the game, I can’t claim to have loved everything they’ve done. Let’s take a quick look at the IPs Bioware has created over the past decade or so.

1998: Baldur’s Gate
The IP that put Bioware on the map is arguably still the best series they’ve ever produced. While in my opinion Dragon Age’s setting, storyline and characters surpassed those of Baldur’s Gate, there are still many things about Baldur’s Gate that remain superior: exploration, class and spell selection, and available PCs to name a few factors. There’s a reason that Baldur’s Gate remains a legendary name and a gold standard in RPGs.

2002: Neverwinter Nights
Without a doubt, the strongest feature of Neverwinter Nights was the Aurora engine’s make-your-own-adventure toolset. Many things about the Neverwinter Nights game engine bothered me, and despite completing the included single-player adventure, I never loved it.
I hated the fact that you couldn’t control an entire party of adventurers. Although I spent countless hours with the Aurora toolset, it never changed the fact that Neverwinter  couldn’t hold a candle to Candlekeep. I never played Neverwinter Nights 2.

2003: Knights of the Old Republic
Hailed by many as a better Star Wars story than George Lucas’s prequel trilogy, KotOR was met with much acclaim. But the lackluster combat was so very similar to the combat that had annoyed me so much in Neverwinter Nights. Although I appreciated the story, and very much enjoyed The Big Twist, the black and white good versus evil choices that determined your alignment on a very one-dimensional scale never struck much of a chord with me. I never played KotOR 2.

2005: Jade Empire
I enjoyed the gameplay of Jade Empire more than I had Neverwinter Nights or Knights of the Old Republic. It had a single-companion mechanic very much similar to Neverwinter Nights’s and a good guy/bad guy gauge similar to that in KotOR, but the combat was twitch-based. Sure, there were RPG aspects, but I got to manually jump, punch, kick, and dodge. I’ll grant you that by this point, the conversation system in Bioware games was getting very much same-old-same-old, but with much of the remainder of the game working so well, it was easy to overlook the staleness of the conversation mechanics. And Jade Empire had a storyline better than any of the previous Bioware games. Jade Empire 2 would be very nice.

2007: Mass Effect
TO hear some speak of it, Mass Effect was the second coming. The premise of a race of super-machines threatening humanity sounded absolutely fantastic. What we got in reality was a shooter that didn’t feel much like a shooter. It had a somewhat innovative conversation system, but the same black and white good vs evil mechanic that had bored me in KotOR was replaced by a black and white paragon vs renegade system. And the closest to unstoppable robots we ever got was the geth, a robotic race of utterly unremarkable peons for the PC to shoot at. Oh, and for some reason they could put people on giant spikes in order to change them into zombies. For some reason. I’m not in a hurry to play Mass Effect 2.

2009: Dragon Age Origins
Where to begin? Bioware took the one game they’d made which had been absolutely fantastic (Baldur’s Gate) and they did what they could to make it even better. And I’m not just talking about better graphics.

Firstly, the system of game mechanics. In the past, they’d used Dungeons and Dragons rules. Baldur’s Gate used 2nd Edition rules. Neverwinter Nights used 3.0. The current D&D ruleset is 4th Edition, and it’s dog crap. Bioware made the decision to create their own rule system, and I couldn’t be happier with it. It’s very different, but it’s probably my favorite RPG rule system other than Fallout’s SPECIAL system.

Secondly, they took that tired old black vs white good vs evil character alignment system and trashed it. In its place, they set up a system whereby each of your NPCs will have a different opinion of you based on their own values and their opinions of the various decisions you make throughout the game. It may sound like a small change, but in practice, it’s hugely different, and aside from making the game deeper, it leads you to care about the characters with whom you travel.

2011: Star Wars: The Old Republic
Oh, good. Another MMO. Based on a game that everyone other than myself loved. I’m not particularly interested.

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Variations on a Theme, Part VII: Construction https://greghowley.com/lungfish/2009/12/variations-on-a-theme-part-vii-construction/ https://greghowley.com/lungfish/2009/12/variations-on-a-theme-part-vii-construction/#respond Thu, 10 Dec 2009 15:45:54 +0000 http://lungfishopolis.com/?p=2266 Since I first played Adventure Construction Set on the Commodore 64, I’ve been a big fan of games that let you create your own worlds. The more detailed, the better. After the fourteen-year-old me played through Rivers of Light and dissected it with the editor, I created many an adventure. I assembled fantasy worlds where I created my own magic swords, my own versions of manticores and wyverns, and my own castles and dungeons. I created a remake of The Goonies after having seen the movie for the first time. The restaurant, the tunnels beneath, the pursuing Fratellis, and One-Eyed Willy’s pirate ship. I also remember adding a toilet that would attack you in the basement of the restaurant for some reason. I probably just thought it was funny.

The Adventure Construction Set was a fun start for the twelve-year-old me, but it was just the beginning. I don’t think I got into videogame world-creation again until my adult life, when Neverwinter Nights was released with its Aurora Engine. The C-like language that they gave you enabled me to program my own rules for resting, where you were only allowed to set camp once per day, and you had a chance to be interrupted by wandering monsters. At an inn, you healed fully and there was no chance of monsters.

Neverwinter’s scripting engine allowed me to set scripted events, triggers, and traps, and do more than you’d ever expect. All in all, I spent a good year creating my Neverwinter Nights adventure. I think there was only once person who ever played it, and not to completion, but I had fun and learned a lot.

Today, games like LittleBigPlanet allow people to create some pretty amazing things, but as a console game, it can’t have as deep a toolset as a PC counterpart could have.

Andrew Armstrong brings things a bit further, incorporating RTS games and Sim City into his construction theme. I suppose that if I expanded like that, the one game I’d certainly include is Dungeon Keeper. The game is ancient, but it’s still very good.

In closing, I really enjoy games that allow me to create worlds, but the whole operation is so time-consuming that I can only really get into it once every ten or fifteen years.

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Keepers: Neverwinter Nights https://greghowley.com/lungfish/2009/08/keepers-neverwinter-nights/ https://greghowley.com/lungfish/2009/08/keepers-neverwinter-nights/#comments Thu, 27 Aug 2009 19:00:56 +0000 http://lungfishopolis.com/?p=1567

Keepers is a weekly segment in which I discuss games I’ve played that I’ve seen fit to keep after playing. I generally sell a game that I’ve finished, so the only reason I keep one is because I plan to replay the game some day. Classifying a game as a “keeper” is generally a badge of merit.

I’ll admit: I didn’t like the Aurora Engine games (Neverwinter Nights) as much as I liked the older Infinity Engine Games (Baldur’s Gate, Icewind Dale) but I did play all the way through Neverwinter Nights, and afterwards I spent a solid year working on a module for the game for which I coded some pretty slick custom systems. In fact, reading through my notes about the game now, I find myself strongly motivated to reinstall so that I can check out the adventure I spent so many hours building back then. It’s been five years, and I’ve forgotten most of it.

Neverwinter Nights uses a very solid adaptation of the 3.0 Dungeons and Dragons ruleset, and has some amazing scripting tools. If you’re interesting in getting a copy of the adventure I wrote for NWN, send me a note or leave a comment.

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