Spazmo
Erudite
Tags: BioWare; Neverwinter Nights: Hordes of the Underdark
<a href=http://www.gameshark.com>GameShark</a> have a <a href=http://www.gameshark.com/pcgaming/articles/448916p1.html>review</a> of <a href=http://www.bioware.com>BioWare</a>'s <a href=http://nwn.bioware.com/hordes>Hordes of the Underdark</a>. They like it and it scores <b>8.4 out of 10</b>.
<br>
<br>
<blockquote>Hordes of the Underdark is all about choices. The 6 new prestige classes round out the 6 given in Shadows of Undrentide, giving all starting characters a class they can work towards if they want to. In addition you have much more choice in how your character appears. Dye kits let you recolor your armor, and the inclusion of real robes as well as the craft armor and craft weapon skills means the end of being forced to wear embarrassing clown suits just for their good stats. The most important choices you are given are the choices between good and evil. In the original campaign the evil choices were rarely satisfying, as you generally did the same things that the good characters were doing and all that was different was that you were a jerk about it. With multiple endings and some major plot affecting choices, you finally get the feeling that your actions have impact on the plot, as well as having consequences with your henchmen.</blockquote>
<br>
<br>
Isn't it funny how reviewers will conveniently ignore the lack of something like this in previous titles but then go right ahead and praise the hell out of it when the developer finally does do it?
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPGDot</a>
<a href=http://www.gameshark.com>GameShark</a> have a <a href=http://www.gameshark.com/pcgaming/articles/448916p1.html>review</a> of <a href=http://www.bioware.com>BioWare</a>'s <a href=http://nwn.bioware.com/hordes>Hordes of the Underdark</a>. They like it and it scores <b>8.4 out of 10</b>.
<br>
<br>
<blockquote>Hordes of the Underdark is all about choices. The 6 new prestige classes round out the 6 given in Shadows of Undrentide, giving all starting characters a class they can work towards if they want to. In addition you have much more choice in how your character appears. Dye kits let you recolor your armor, and the inclusion of real robes as well as the craft armor and craft weapon skills means the end of being forced to wear embarrassing clown suits just for their good stats. The most important choices you are given are the choices between good and evil. In the original campaign the evil choices were rarely satisfying, as you generally did the same things that the good characters were doing and all that was different was that you were a jerk about it. With multiple endings and some major plot affecting choices, you finally get the feeling that your actions have impact on the plot, as well as having consequences with your henchmen.</blockquote>
<br>
<br>
Isn't it funny how reviewers will conveniently ignore the lack of something like this in previous titles but then go right ahead and praise the hell out of it when the developer finally does do it?
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPGDot</a>