This vid a is nice microcosm of many of the faults of NWN2.
We open with that lovely, gorgeous, soothing sound of Neverwinter, the
themes of which were created by the original game:
And then a cut-scene is abruptly thrown in front of our face. The animations of the cut-scene are all jittering and highly prosper, lashing you out of the NWN trance, cameras all over the place, NPCs flailing like epileptics.
The dialogue for the cut-scene starts out ok. Its fairly routine stuff though and we prepare to go through the predictable motions:
Obviously evil thug: "What demon, no screams for us? Maybe we should brand you, that'll loosen your tongue."
NPC we're supposed to save: "Leave me alone, I've done nothing to you."
And job done, we know everything we need to know about what's going on, why we're going to get involved and how we're going to resolve this situation. And yet our text options do not appear yet. First, we have to have some more, fully voiced (!) text to plough through:
Evil baddy 1: Weird, highly distracting exposition regarding information we haven't a clue about nor care about.
Evil baddy 2: "etc... those bounties on bandits he posted - and a bandit with demon blood... etc"
The first line instantly vanishes in a sea of meaningless info-dump, while the second line vanishes because it sounds like the guy's performing some kind of tongue-twister for his own amusement: "bountiful babes aboard Blackbeard's bountiful Bounty."
Then she says she's not with the bandits (already implied in her first line, so it's just a repeat) and calls them stupid, the 'big' change here is that they've suddenly decided to kill her for being lippy. Which is narratively absurd. Either it's important that someone is to be interrogated or they would have killed her immediately. It could just be idle banter, casual threats, etc, and a case of reading the sentence too literally, but, unfortunately it's not. In order to suddenly create an immediate crisis, the bad guys have to jump from 'escorting a prisoner for interrogation" to "murdering on the spot", a literal case of "oh my, that escalated quickly".
And now we're allowed to butt-in:
1. This doesn't look like a fair fight.
2. Were you all planning to murder her without me? Where's the fun in that?
3. Leave that woman alone.
And our options are equally absurd:
1. Are we even sure a fight is going to take place? Are we for certain the guy wasn't just making idle threats? Or has a fight been fully established yet?
2. An ok option.
3. Why? Why would anyone expect a group of soldiers to suddenly "leave someone alone" just because some random guy asked them to.
And not one of these replies is a simple: "hey there, what seems to be going on here?" type option. The obvious entry question. Not to mention the fact that this option should have been way higher up the dialogue tree, before the expositions and repeated claims of innocence and sudden veer towards murder.
The definitely evil soldiers then deliver some more exposition, about how they're hunting bandits and arrested the
demon for looking
suspicious. A pretty legit thing to do. Before you hear from Neeshka again you're given another list of options:
1. By Killing her? What did she take?
2. Fine with me - Don't let me stop you.
3. I wont let you murder her in cold blood.
These options are better, these could have been the first set of options, right after the first two lines of dialogue. You're now starting to get to the point where you're starting to press the options without bothering to read them properly, in that "get on with it" mentality. 'Keep pressing the fight option until it happens'.
The soldiers explain that she hasn't stolen anything, they're just looking for bandits and she fits the MO. Neeshka then says she's not a part of any bandit groups. They tell her to shut up etc.
Now... what an amazing missed opportunity we have here. The soldiers have admitted she hasn't stolen anything. What a golden opportunity to allow D&D 3.5's vast array of social skills to play a part in the game?
1. I could inform my good friend, your commanding officer, that you killed an innocent (bluff)
2. Do you really want to stain your careers by potentially killing an innocent? (persuade)
3. Are you a law enforcer or a vigilante, because I collect vigilante heads as trophies (intimidate)
4. Fight! (save Nishka)
5. Fight! (kill Nishka)
6. Ignore all and move on (possibly hang around to loot/talk to any left over bodies).
But no, what we get is:
1. Ignore and move on.
2. Repeat of the last set of option's no.2
3. Repeat of the last set of option's no.3
And if we're going to be that basic about it, all of this could have been over at least 1 minute ago.
And then we still get more and more lines of NPC dialogue, four more to be precise, oh look, there goes another 30 seconds.
Finally, you get the fight. Which is a bit crap. [the sounds effects are the same as NWN]
Then Neeshka starts talking. And she talks really quickly with a really high pitched voice. And I'm sorry to all you beautiful, gorgeous, perfect, babes/women/females/etc who frequent these boards, but a male only has one reaction to a fast talking, high pitched female voice, he goes into "yes, dear" mode. For all intents and purposes Neeshka sounds like this:
"DidYouRememberToPutTheTrashCansOutAndIwasHopingToWatchDallasTonightIreallyLikeJoanCollin'sShoesIwasThinkingOfGettingApairButI'mNotSureIfTheHeelsWouldSuitMeDoYouLikeDallas?"
"Yes, dear."
And barely a thing she says enters one's consciousness. It's just a cut-scene for the sake of a cut-scene babble to get to the point you new would happen 5 minutes ago.
This whole 5 minute scene could have been condensed by at least 3 minutes and, at the same time, been more involved
and better presented.
Now apply these 3 minutes to the entire game, it's really not that long until you realise there are literally
hours of really crap content to
plough through with barely any redeemable combat to make it feel
worth it.