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Tags: Beamdog; BioWare; Neverwinter Nights; Neverwinter Nights: Darkness over Daggerford; Ossian Studios
Last month, we published a review of Ossian Studios' Tyrants of the Moonsea module for Neverwinter Nights: Enhanced Edition by our resident Neverwinter Nights expert Gargaune. I'm happy to report that Gargaune decided to follow that up with a review of Ossian's other Enhanced Edition DLC module, the Baldur's Gate-ish adventure Neverwinter Nights: Darkness Over Daggerford. Unlike Tyrants of the Moonsea, the original free version of Darkness Over Daggerford was basically complete when it was released following the cancellation of the NWN premium module program back in 2006. Its 2018 Enhanced Edition rerelease offered mainly audio/visual improvements and bugfixes, which normally wouldn't be significant enough to merit a review. However, since we never actually published a review of the original module, it's a fine opportunity to finally give it the attention it deserves. Without further ado:
Read the full article: RPG Codex Review: Neverwinter Nights – Darkness Over Daggerford
Last month, we published a review of Ossian Studios' Tyrants of the Moonsea module for Neverwinter Nights: Enhanced Edition by our resident Neverwinter Nights expert Gargaune. I'm happy to report that Gargaune decided to follow that up with a review of Ossian's other Enhanced Edition DLC module, the Baldur's Gate-ish adventure Neverwinter Nights: Darkness Over Daggerford. Unlike Tyrants of the Moonsea, the original free version of Darkness Over Daggerford was basically complete when it was released following the cancellation of the NWN premium module program back in 2006. Its 2018 Enhanced Edition rerelease offered mainly audio/visual improvements and bugfixes, which normally wouldn't be significant enough to merit a review. However, since we never actually published a review of the original module, it's a fine opportunity to finally give it the attention it deserves. Without further ado:
Per Ossian themselves, their ambition for Darkness over Daggerford was to recreate a Baldur’s Gate-like experience, referring to the BioWare title’s open-world structure in particular. And to that end, Miranda’s little studio delivered a feature that was sorely lacking in the original release and one that remains among NWN’s standout post-launch additions – a true and proper world map! Indeed, DoD is the most “open world” NWN module I’ve played to date and Ossian genuinely succeeded in recapturing that original BG feeling of roaming the countryside looking for trouble. After being set loose from Daggerford itself, situated in the northern part of the map, you’re free to explore a large, semi-contiguous region stretching out to the south, along the Trade Way heading to Baldur’s Gate. The world map in DoD isn’t just a nice visual flourish on your destination list like in the later TotM, but consistently involves discovery – e.g. to reach the Wild Hills for the first time, you’ll have to travel in its direction from the Western Farmlands, Gillian’s Hill, or the Wild Pastures, but you can’t just hop over from the Eastern Farmlands unless you’ve already visited the Wild Hills before. Quest destinations will reveal some major locations on the map, while others you’ll discover as proximate to your current location.
Daggerford isn’t the only civilized settlement in this area either, as you’ll also visit the hamlets of Gillian’s Hill and Liam’s Hold, while veering off from the Trade Way to either the East or the West will reveal farmlands, wilderness and the odd surprise. As a nice touch, the developers also took a moment to make Daggerford and Liam’s Hold seem more alive with ambient NPCs who shut nearby open doors and clear the streets after dark, replaced by torch-bearing watchmen, though it’s a purely cosmetic affair and won’t afford any special gameplay opportunities. Each map location has its own quests and encounters, and the designers crisscrossed objectives over the world map efficiently, such that you can expect to be doing some regular back-and-forth and getting to know Daggerford’s environs quite well. Areas don’t respawn, but travelling from one to the other has a chance of triggering one of a number of repeatable random encounters which also net a little bonus XP. Additionally, DoD is the originator of the fatigue system I mentioned in my TotM review: going for more than 36 in-game hours without resting will afflict you and your henchmen with a -1 to all Ability scores, unless you’re immune to Ability Drain, and have characters play a tired animation (which will bug you when you’re trying to swap gear while exhausted). DoD’s map scope and travel times are (unsurprisingly) well suited to seeing this mechanic in action with some regularity, particularly when you’re first unlocking locations on the map, though leaving from a random encounter area results in an auto-rest. As became the standard post-HotU, resting advances the clock by 8 hours and doing it in dangerous locations has a chance of spawning a hostile encounter right on top of you, so you have a theoretical incentive to make use of your room at the Happy Cow or other local accommodations.
But if everything I’ve said so far sounds pretty good, it’s time to change gears for a moment because DoD doesn’t put its best foot forward. Whereas the open world has plenty to get excited about, you’ll have to clear Daggerford before you get to it… While none of its content is bad, it’s nonetheless a rather drab affair and DoD’s weakest stage by far. Along the main plot, you’ll be chasing up some leads for Amara and you’re also given ample opportunity to load up on side quests that you’ll be tackling later on, once you’re actually free to leave town, but it just drags on for a bit too long. The town of Daggerford consists of roughly two rows of buildings in a rectangular courtyard, opposite the ducal palace, and a small, separate docks area, and it’s just not a very inspiring locale. There’s enough quest content to keep you going and even the odd unmarked opportunity, but you’ll quickly find yourself pining for more even on your first time, let alone replays.
Mercifully, once the plot progresses and you’re free to come and go, you’ll be introduced to the world map and find that DoD’s various areas have a solid amount of thematic and quest variety. The thrill of exploration should soon follow and it’s hard to overstate just how different an experience it is from NWN’s mainstream linear modules like HotU, let alone the drudgery of its original campaign. From peaceful farmlands to a besieged castle perched atop the Blade Cliffs, from a swampy Lizardfolk village to a wizard’s tower looming over an impassable chasm, “I wonder what’s going on over there” is a recurring thought for the rambling player. Sometimes it’s the regular adventuring fare, others it’s surprisingly creative, such as the aforementioned Lizardfolk village, which you’ll be infiltrating disguised as a scaly critter yourself, courtesy of a hag with a chip on her shoulder. Another quest will have you undertake a quaint little investigation at a wake with your choice of amusing resolutions. As for the looming wizard’s tower I brought up, I suppose it shouldn’t surprise you to learn it’s puzzles all the way to the top, and not the lean variety, get ready to break out some pen and paper! There are puzzles and secrets in a few other quests and locations, but this is clearly where that one guy on the dev team went “okay, my turn to mess with the player!” And all of these examples are optional side content, the sort you pick up through organic exploration or get brought to your attention under no obligation to complete.
[...] When Beamdog first announced they were publishing the EE version of Darkness over Daggerford, I was fresh off the PM edition a couple of weeks prior. It was early days for NWN’s Enhanced Edition and the big player-side improvements were still to come, but I was chuffed enough with Ossian's work and their sporting decision to release their cancelled project all those years ago that it yanked me right off that fence.
Darkness over Daggerford’s EE treatment added a coat of QA and audio/visual polish to complete the project and it does that very well, bringing it up to a full and proper commercial standard. That said, we have to be fair and recognise some missed opportunities as well. I grant that developing whole new quests and levels might’ve been costly propositions for what was already a complete module, but restoring that cut dragon attack to the stronghold questline or fleshing out the henchmen situation could’ve been some great and affordable ways to add value. I was also surprised that more comprehensive alignment reactivity wasn’t added, though clearly that was a design oversight rather than a budget constraint, since Ossian did undertake an extensive review of conversations and associated scripting. Darkness over Daggerford was already bigger and better rounded than most PMs, indeed it’d have likely been the best of the bunch had Atari given it its commercial release, but there was still room to grow. The final package is good value notwithstanding, but the EE revision comes across as a more modest commitment than Beamdog’s and Ossian’s later collaboration on Tyrants of the Moonsea and the focus seems to have been to fill in the PM’s blanks in quality control and production value rather than revisit and expand its development.
Bottom line, DoD caters to some RPG fans more than to others. If you're looking for a dungeon crawl, this isn't the module for you. If you're in it for a grand, sombre plot, it ain't that either. But if you want something to recapture that Baldur's Gate-like sense of exploration, of roaming the countryside in search of adventure and curiosities, it doesn’t get much better than Darkness over Daggerford for NWN or many other contenders. It’s a charming and lively open-world adventure, which is equally true for the new EE revision with its polished production values (for sale on GOG, Steam, or directly from Beamdog) as it is for the old PM release (available at the Neverwinter Vault). Either package is well worth checking out if that speaks to you, but the EE version will certainly yield the best experience if it’s within your budget, and if one good turn deserves another, Ossian absolutely did NWN fans a solid back in the day.
Daggerford isn’t the only civilized settlement in this area either, as you’ll also visit the hamlets of Gillian’s Hill and Liam’s Hold, while veering off from the Trade Way to either the East or the West will reveal farmlands, wilderness and the odd surprise. As a nice touch, the developers also took a moment to make Daggerford and Liam’s Hold seem more alive with ambient NPCs who shut nearby open doors and clear the streets after dark, replaced by torch-bearing watchmen, though it’s a purely cosmetic affair and won’t afford any special gameplay opportunities. Each map location has its own quests and encounters, and the designers crisscrossed objectives over the world map efficiently, such that you can expect to be doing some regular back-and-forth and getting to know Daggerford’s environs quite well. Areas don’t respawn, but travelling from one to the other has a chance of triggering one of a number of repeatable random encounters which also net a little bonus XP. Additionally, DoD is the originator of the fatigue system I mentioned in my TotM review: going for more than 36 in-game hours without resting will afflict you and your henchmen with a -1 to all Ability scores, unless you’re immune to Ability Drain, and have characters play a tired animation (which will bug you when you’re trying to swap gear while exhausted). DoD’s map scope and travel times are (unsurprisingly) well suited to seeing this mechanic in action with some regularity, particularly when you’re first unlocking locations on the map, though leaving from a random encounter area results in an auto-rest. As became the standard post-HotU, resting advances the clock by 8 hours and doing it in dangerous locations has a chance of spawning a hostile encounter right on top of you, so you have a theoretical incentive to make use of your room at the Happy Cow or other local accommodations.
But if everything I’ve said so far sounds pretty good, it’s time to change gears for a moment because DoD doesn’t put its best foot forward. Whereas the open world has plenty to get excited about, you’ll have to clear Daggerford before you get to it… While none of its content is bad, it’s nonetheless a rather drab affair and DoD’s weakest stage by far. Along the main plot, you’ll be chasing up some leads for Amara and you’re also given ample opportunity to load up on side quests that you’ll be tackling later on, once you’re actually free to leave town, but it just drags on for a bit too long. The town of Daggerford consists of roughly two rows of buildings in a rectangular courtyard, opposite the ducal palace, and a small, separate docks area, and it’s just not a very inspiring locale. There’s enough quest content to keep you going and even the odd unmarked opportunity, but you’ll quickly find yourself pining for more even on your first time, let alone replays.
Mercifully, once the plot progresses and you’re free to come and go, you’ll be introduced to the world map and find that DoD’s various areas have a solid amount of thematic and quest variety. The thrill of exploration should soon follow and it’s hard to overstate just how different an experience it is from NWN’s mainstream linear modules like HotU, let alone the drudgery of its original campaign. From peaceful farmlands to a besieged castle perched atop the Blade Cliffs, from a swampy Lizardfolk village to a wizard’s tower looming over an impassable chasm, “I wonder what’s going on over there” is a recurring thought for the rambling player. Sometimes it’s the regular adventuring fare, others it’s surprisingly creative, such as the aforementioned Lizardfolk village, which you’ll be infiltrating disguised as a scaly critter yourself, courtesy of a hag with a chip on her shoulder. Another quest will have you undertake a quaint little investigation at a wake with your choice of amusing resolutions. As for the looming wizard’s tower I brought up, I suppose it shouldn’t surprise you to learn it’s puzzles all the way to the top, and not the lean variety, get ready to break out some pen and paper! There are puzzles and secrets in a few other quests and locations, but this is clearly where that one guy on the dev team went “okay, my turn to mess with the player!” And all of these examples are optional side content, the sort you pick up through organic exploration or get brought to your attention under no obligation to complete.
[...] When Beamdog first announced they were publishing the EE version of Darkness over Daggerford, I was fresh off the PM edition a couple of weeks prior. It was early days for NWN’s Enhanced Edition and the big player-side improvements were still to come, but I was chuffed enough with Ossian's work and their sporting decision to release their cancelled project all those years ago that it yanked me right off that fence.
Darkness over Daggerford’s EE treatment added a coat of QA and audio/visual polish to complete the project and it does that very well, bringing it up to a full and proper commercial standard. That said, we have to be fair and recognise some missed opportunities as well. I grant that developing whole new quests and levels might’ve been costly propositions for what was already a complete module, but restoring that cut dragon attack to the stronghold questline or fleshing out the henchmen situation could’ve been some great and affordable ways to add value. I was also surprised that more comprehensive alignment reactivity wasn’t added, though clearly that was a design oversight rather than a budget constraint, since Ossian did undertake an extensive review of conversations and associated scripting. Darkness over Daggerford was already bigger and better rounded than most PMs, indeed it’d have likely been the best of the bunch had Atari given it its commercial release, but there was still room to grow. The final package is good value notwithstanding, but the EE revision comes across as a more modest commitment than Beamdog’s and Ossian’s later collaboration on Tyrants of the Moonsea and the focus seems to have been to fill in the PM’s blanks in quality control and production value rather than revisit and expand its development.
Bottom line, DoD caters to some RPG fans more than to others. If you're looking for a dungeon crawl, this isn't the module for you. If you're in it for a grand, sombre plot, it ain't that either. But if you want something to recapture that Baldur's Gate-like sense of exploration, of roaming the countryside in search of adventure and curiosities, it doesn’t get much better than Darkness over Daggerford for NWN or many other contenders. It’s a charming and lively open-world adventure, which is equally true for the new EE revision with its polished production values (for sale on GOG, Steam, or directly from Beamdog) as it is for the old PM release (available at the Neverwinter Vault). Either package is well worth checking out if that speaks to you, but the EE version will certainly yield the best experience if it’s within your budget, and if one good turn deserves another, Ossian absolutely did NWN fans a solid back in the day.
Read the full article: RPG Codex Review: Neverwinter Nights – Darkness Over Daggerford