SoU first gander at GameSpot
SoU first gander at GameSpot
Review - posted by Saint_Proverbius on Tue 10 June 2003, 13:35:43
Tags: Neverwinter Nights: Shadows of UndrentideGameSpot has posted their first impressions of Shadows of Undrentide, the expansion pack to NeverWinter Nights. Here's a bit about the quests:
Toward that end, Shadows of Undrentide's campaign offers ample opportunities to role-play, even from the get-go. Like Neverwinter Nights before it, Undrentide packs in a lot of dialogue, and you'll frequently be able to interject with a variety of comments from your character's perspective. In one early quest, we were implored by a woman to save her husband and baby from a pack of kobolds that had broken into her home. We rushed inside the house to find the husband dead, though we managed to recover the child by offering a gem to a particularly greedy kobold in trade. We then returned to the woman and told her we'd recovered the baby safely. Then, recalling that our fighter was of evil alignment, we figured we'd lie and tell the woman that her husband was also alive and well. (Another option was to announce that we had decided to keep the baby, but we weren't feeling that evil.) But our lie didn't quite work, since our fighter wasn't an especially persuasive character. The woman caught us in the lie and ran for the guards, assuming we were the ones who had killed her mate.
NeverWinter Nights packed in a lot of dialogue? Huh?
Also, why the hell would anyone lie about that, even if they were evil aligned? Why would the woman automatically assume that if you lied about it, you were the killer? Wouldn't the killer just say, Hey, the goblins did it! Not Me! or something to that extent? Saying, No, he's alive! I swear it! would be kin to the Monty Python Dead Parrot Sketch.
Thanks to Ibbz for pointing the way.
Toward that end, Shadows of Undrentide's campaign offers ample opportunities to role-play, even from the get-go. Like Neverwinter Nights before it, Undrentide packs in a lot of dialogue, and you'll frequently be able to interject with a variety of comments from your character's perspective. In one early quest, we were implored by a woman to save her husband and baby from a pack of kobolds that had broken into her home. We rushed inside the house to find the husband dead, though we managed to recover the child by offering a gem to a particularly greedy kobold in trade. We then returned to the woman and told her we'd recovered the baby safely. Then, recalling that our fighter was of evil alignment, we figured we'd lie and tell the woman that her husband was also alive and well. (Another option was to announce that we had decided to keep the baby, but we weren't feeling that evil.) But our lie didn't quite work, since our fighter wasn't an especially persuasive character. The woman caught us in the lie and ran for the guards, assuming we were the ones who had killed her mate.
NeverWinter Nights packed in a lot of dialogue? Huh?
Also, why the hell would anyone lie about that, even if they were evil aligned? Why would the woman automatically assume that if you lied about it, you were the killer? Wouldn't the killer just say, Hey, the goblins did it! Not Me! or something to that extent? Saying, No, he's alive! I swear it! would be kin to the Monty Python Dead Parrot Sketch.
Thanks to Ibbz for pointing the way.