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Codex Review RPG Codex Review: Neverwinter Nights – Doom of Icewind Dale

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Tags: Beamdog; BioWare; Creative Titan Limited; Luke Scull; Neverwinter Nights; Neverwinter Nights: Doom of Icewind Dale

Back in 2021, Ossian Studios designer Luke Scull announced that he intended to create an episodic series of Neverwinter Nights modules called The Blades of Netheril that would be a sequel to the game's original campaign starring the Hero of Neverwinter. Its development ended up taking a much longer time than expected, during which Luke also produced enhanced editions of his classic modules from the 2000s, Siege of Shadowdale and Crimson Tides of Tethyr. The decision was made to split the Blades of Netheril campaign into smaller parts, the first of which would be called Doom of Icewind Dale. It was finally released last month, as a new official DLC for Neverwinter Nights: Enhanced Edition rather than a free download as originally expected. Our resident Neverwinter Nights expert Gargaune wasted no time giving it a try. In his review, Gargaune finds Doom of Icewind Dale impressive, but not a masterwork on par with Tyrants of the Moonsea. It's clearly the first episode of a larger whole, with some curious choices made with regards to continuity with the original Neverwinter Nights campaigns. Here's an excerpt:

So you arrive in Targos a penniless refugee accompanied by your first henchman, Kinnuki, an elderly Reghed Priest of Tempos (or Tempus to people who bathe) whom you met on the Bremen docks. While not under siege at present, Targos is under lockdown for fear of the monstrous threat to the Ten Towns, giving you an opportunity to explore the place, meet some shopkeepers and companions, and catch up on what’s menacing the Icewind Dale this time. However, this is not the same sort of setup you encountered in Darkness over Daggerford, Targos has relatively little content to explore and you’ll only need to complete one token quest – an opportunity for Luke to hand you some consolation money after stealing your riches – before you’re set loose on the main plot. You depart Targos with twin objectives: tracking down a local hero on behalf of Speaker Kemp and, for yourself, pursuing rumours of a mysterious masked woman seen haunting Maer Dualdon as bodies keep washing up on its shores, ultimately leading you to face down the latest threat to the Icewind Dale and picking up the scent of the Alazander Series' underlying conspiracy by the end.

As has been typical of Scull’s prior work, DoIWD’s worldbuilding boasts an abundance of Forgotten Realms lore and a comprehensive panoply of iconic characters from various related works. The moment you hit Targos, you’ll start running into a plethora of individuals who either reference events or have themselves taken part in the NWN OC, and the module gives you every opportunity to introduce yourself as the Hero of Neverwinter. You’ll forgive me if I spoil one or two minor moments in the very beginning to touch on your party and, aside from the aforementioned hunter-gatherer, you’ll quickly have the option of recruiting Aarin Gend, demoted from Nasher’s former spymaster to your personal thief, or once more enjoy the haughty company of Sharwyn the Bard. Your last henchman you may (or may not) discover later – Blizzard, a mage and secondary character through TotM. There’s one more, but only for the final battle and we need not spoil that. However, your choice of sidekicks will be mostly mechanical, since their journal entries don't progress as quests (only one packs a twist) and they seldom interject in dialogue. Aside from the NWN material, you may additionally mingle with a bunch of characters from Black Isle’s Icewind Dale series and R.A. Salvatore’s novels set in the same region. Those looking for cliffnotes will also be relieved at the return of in-game booklets summarising the events of relevant prior modules.

This is all well and good, DoIWD draws upon source material to provide the player with a rich and familiar setting to its benefit, but then carries on to bring even more references and cameos into the fold, even going so far as to feature a certain “Neomi”... To the writer’s credit, it never gets too much, but there are a couple of moments when it teeters on the edge and meeting a particular fiend mid-game did actually make me mumble “So you’re here too, huh?” You can only include so many before the player starts questioning how seemingly everyone who is anyone has started converging on the frozen arse-end of the Realms for some thrice-damned reason.

[...] Moving on from combat, skill and ability checks feature with some regularity in dialogue interactions and can lead to different narrative and mechanical outcomes, though I’m sad to say I kept Charm memorised through the whole adventure and never got a chance to use it in dialogue like at the Bron’s tower in TotM. Most agency faces limited, immediate consequences, such as avoiding a fight or extracting additional pay, though some can access or terminate additional plot and quest opportunities – for example, stiffing the mage Jaluth on her optional task will close off a follow-up quest involving the dragons in the next area. Another interesting affordance consists of roleplaying options to murder a couple of mages, which will also provide you with spellbooks that Blizzard can use to swap her repertoire, but at the cost of losing merchants and possibly other repercussions further down the line…

Of course, just because you can talk yourself around a fight doesn't necessarily make it the most profitable solution. When tasked by the Red Wizard Marcos to "gently" evict a meddling duergar's party from his lair, I chose to try Persuasion on a lark, seeing as my skills were middling in that department. Shockingly, I succeeded, netting me a bonus 250XP and the duergar left peacefully, but Marcos complained that hadn't been our deal, awarding me another 1500XP while withholding the promised magical item. Since I hadn't actually intended on persuading the dwarf, I took the liberty to reload and began blasting – not only did I get Marcos' full reward, but I butchered more than 250XP from the enemy corpses plus turned up a small treasure trove of useful gear. So always remember that the RP in RPG stands for roleplaying, but the G stands for greed!

The module also features automatic Search checks here and there as you roam around, and passing them may reveal a tucked-away chest or a fresh corpse for you to rob. I’m chuffed to say DoIWD does this correctly, like in Swordflight or Pathfinder: Kingmaker, meaning the hidden object is only discovered on a successful check and will otherwise give no indication of its presence so as not to invite the player trying to game the system. And yes, that was a stab at Baldur’s Gate 3. Aside from that, a thorough explorer will be rewarded in knocking on every door they come across, as the odd hut or barn may turn up a valuable item on inspection, although the game shows no rolls here.

[...] What Scull's been strong at in the past – worldbuilding, dialogue, art direction – is similarly superb in DoIWD, but what didn't necessarily excel before is much the same and one or two aspects would bear course-correction. Going forward in TBoN, I’d like to see proper dungeon-crawling make a return, perhaps a slightly more modular scope to open-world exploration, and I’d advise treading lightly around the continuities of related adventures. Where we go from here is interesting – as a series of fan modules, TBoN was originally intended to comprise of seven smaller installments, though the author’s suggested a publishing deal might require consolidating DoIWD’s follow-up content into two larger chapters instead. Personally, I feel like a broader chapter scope could accommodate a more open structure if the narrative allows and I’d prefer it that way, but in any case, I hope we won’t have to wait as long to find out given where DoIWD leaves things. Whether the completed series can steal that “definitive single-player NWN experience” accolade I awarded TotM is still in the running, and with the artistry already in such good shape, I suspect the answer will hinge primarily on matching gameplay fortes.

In summary, Doom of Icewind Dale is an exciting adventure delivering strong plot-driven action with a high grade of aesthetic polish and, while just this opening chapter can’t bowl me over the way Tyrants of the Moonsea or Darkness over Daggerford did, it’s absolutely worthwhile on its own and generously indulges that certain nostalgia for a beloved piece of D&D history. As a fan-module-turned-DLC, it doesn’t meet the scope and production values of the flagship expansions, but it pulls ahead of other Premium Modules like Wyvern Crown of Cormyr or Pirates of the Sword Coast and the €8 RRP is fair value for the quality and runtime of content on offer. For my part, I came away well impressed and eager for the next installment, and if you care to follow suit, Doom of Icewind Dale is available on any storefront of your choosing, so long as it’s either GOG or Steam.​

Read the full article: RPG Codex Review: Neverwinter Nights – Doom of Icewind Dale
 

Gargaune

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EDIT: Steam reviews are 53% but I trust Gargaune
So I've just had skim of the Steam reviews to compare notes, I see 67% positive ratings, which admittedly isn't great even if it's a small sample size. However, the most common complaint among both positive and negative reviews appears to revolve around combat challenge, and I've noted that 1.02 has revisited the balance. I'm going by Scull's comments and what I inspected in the Toolset, but Crispy's started over on the new build and reported he found it much improved.

Some other complaints in there I could see where they're coming from even if I don't personally view as showstoppers, like companions having little story interaction, others I don't quite get (e.g. rest and "fast travel" restrictions - eh?). Admittedly, while I'm not as h4rdc0reZ as some of the lifers here, my priorities may still skew a bit from the average Steam reviewer.

If you're on the fence, I'd encourage you to read through my review in full rather than just bottom lines, either mine or others'. When you summarise, you tend to focus on the things you yourself value most, but in the body of the review I tried to be as thorough as I could and at least touch on everything that came to mind.
 

flushfire

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However, the most common complaint among both positive and negative reviews appears to revolve around combat challenge, and I've noted that 1.02 has revisited the balance.
Haven't tried again after the update so all this is probably pointless now, and you already mentioned it in your review, but a big factor in the imbalance is the lack of equipment early on. If you had problems as a caster class imagine how it must be for martial classes. Leveled casters are strong even naked, a leveled fighter with nothing but a weapon dies to everything. Many of the comments I've about the difficulty stem from this, people find it difficult then someone replies "git gud it's so EZ I'm soloing with a cleric". I felt the tuning is too geared towards munchkins which TBF I think anyone who's still interested in this is likely to be.
 

Luke Scull

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Thanks for the review. It's very fair and reaffirms my own thoughts about where the DLC lands.

I agree the somewhat mixed Steam reviews are partly down to the poor difficulty balance at launch. Between the item strip, de-levelling, lack of multiplayer, "cliche" amnesia plot hook, etc, there are are also enough other reasons for a disgruntled player to drop a negative review that I doubt it will climb from Mixed back to Positive even after the balance was fixed within the first week. Which is annoying because I think it's a very solid module by NWN standards.

On the positive side, I get the impression sales numbers have been strong.
 

Gargaune

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I doubt it will climb from Mixed back to Positive even after the balance was fixed within the first week. Which is annoying because I think it's a very solid module by NWN standards.
I wouldn't write that off, your Steam's 67% out of 53 ratings, only takes a couple of votes to swing. It's absolutely a solid module and while there may be other gripes, I don't think they'd move most players to a negative first impression now that the rough start's been patched out. I'd expect Mostly Positive any day now and a full Positive is very feasible. Also, your GOG ratings are excellent, 4.5/5 verified.

Anyway, glad you found the review on point, looking forward to the next part. Saw your recent Patreon post so I take it won't quite be next Friday.
 

Gargaune

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Many of the comments I've about the difficulty stem from this, people find it difficult then someone replies "git gud it's so EZ I'm soloing with a cleric". I felt the tuning is too geared towards munchkins which TBF I think anyone who's still interested in this is likely to be.
Well, clearly it's not just munchkins who are still interested in NWN, hence the pushback. I don't think that the module was initially geared towards powergamers, but rather that they're very likely to form the QA resource for a personal project like DoIWD. If your few testers are mostly grizzled Swordflight veterans, no wonder Joe Public's gonna have a rough introduction.
 
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Roguey

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I’m chuffed to say DoIWD does this correctly, like in Swordflight or Pathfinder: Kingmaker, meaning the hidden object is only discovered on a successful check and will otherwise give no indication of its presence so as not to invite the player trying to game the system. And yes, that was a stab at Baldur’s Gate 3.

Swen's an im-simmer, as far as he's concerned, if you pore over every inch of terrain, the game itself shouldn't prevent you from finding what's there. Just a different design philosophy.
 

luj1

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From the perspective of the traditional RPG experience, NwN modules shat on BG3 with impunity

BG3 is a scripted movie, with quite an inferior ruleset, and a lot of socio-political diarrhea to wrap it all up
 

Woran

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> Neverwinter Nights – Doom of Icewind Dale

I cannot get over this title. What's next, “Baldur's Gate: Quake and Fallout at Mario's Portal” ?
 

Gargaune

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Swen's an im-simmer,
It's too early in the year to revisit this crap, bait me again in a couple of months.

as far as he's concerned, if you pore over every inch of terrain, the game itself shouldn't prevent you from finding what's there. Just a different design philosophy.
If that were the case, it would require no skill check and just show up on proximity. Both games use the same philosophy, the D&D one, it's just that one did it right and the other didn't.
 

Roguey

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If that were the case, it would require no skill check and just show up on proximity. Both games use the same philosophy, the D&D one, it's just that one did it right and the other didn't.
Perception in BG3 represents your character's ability to notice things effortlessly, not whether or not you notice it period.
 

Gargaune

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Perception in BG3 represents your character's ability to notice things effortlessly, not whether or not you notice it period.
You realise that suggestion, as desperately absurd as it is, still wouldn't justify the implementation? The "Perception: Failed" pop-up doesn't affect the "effort" of finding the object, it doesn't alter the DC or the mechanics around it, your Perception skill is still the sole and absolute factor in whether you do or do not notice it. All it does is freely announce the presence of a secret that neither the character (abstract, RPG design) nor the player (concrete, immersive sim design) noticed, it's just a built-in invitation to metagame.
 

Roguey

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You realise that suggestion, as desperately absurd as it is, still wouldn't justify the implementation? The "Perception: Failed" pop-up doesn't affect the "effort" of finding the object, it doesn't alter the DC or the mechanics around it, your Perception skill is still the sole and absolute factor in whether you do or do not notice it. All it does is freely announce the presence of a secret that neither the character (abstract, RPG design) nor the player (concrete, immersive sim design) noticed, it's just a built-in invitation to metagame.
A bit silly, but that's the gameplay they want. I don't see it as all that different from going around in Search Mode in the Gold Box games or Taking 20 all the time for searching everywhere which is something that was in 3rd edition but not implemented in NWN (presumably because there's no human DM to provide downsides for doing that all the time and they didn't want to do a random encounter system like Gold Box).
 

Gargaune

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A bit silly, but that's the gameplay they want. I don't see it as all that different from going around in Search Mode in the Gold Box games or Taking 20 all the time for searching everywhere which is something that was in 3rd edition but not implemented in NWN (presumably because there's no human DM to provide downsides for doing that all the time and they didn't want to do a random encounter system like Gold Box).
And? You could say "that's the gameplay they want" about every bad design ever. In 5E or 3E, whether it's an active Investigation/Search or Passive Perception/Passive Detect (yes, NWN also distinguishes), the argument is that the DM isn't supposed to announce that there's something hidden in the vicinity, they'll either say "you don't see anything" or keep quiet respectively.

Do you seriously not see the aberration of giant neon sign saying "there's a SECRET around, come here and scum?" Seriously, Roguey, sometimes you pick the weirdest hills to die on.
 

Roguey

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And? You could say "that's the gameplay they want" about every bad design ever. In 5E or 3E, whether it's an active Investigation/Search or Passive Perception/Passive Detect (yes, NWN also distinguishes), the argument is that the DM isn't supposed to announce that there's something hidden in the vicinity, they'll either say "you don't see anything" or keep quiet respectively.

Do you seriously not see the aberration of giant neon sign saying "there's a SECRET around, come here and scum?" Seriously, Roguey, sometimes you pick the weirdest hills to die on.
Something isn't bad because it doesn't meet your expectations of how it should be. They left it that way because a lot of people enjoy being told there's a secret to be found and then searching for it.
 

Gargaune

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Something isn't bad because it doesn't meet your expectations of how it should be. They left it that way because a lot of people enjoy being told there's a secret to be found and then searching for it.
Well, a lot of people enjoy Fallout 3, guess it's time to shut down the Codex.

Either way, no, it doesn't cater to people who enjoy searching for secrets... because they're not searching! They're just walking around minding their own business when the game suddenly tells them to bring over a character with higher Perception. A trite, participation award implementation that encourages metagaming and scumming, and it fails at doing something that the 5E source material handled correctly.

You can either rely on the pure RPG approach where your character skill does all the work, or you could mix in some player skill in recognising the environment and the clues therein. You could teach players through the tutorial section that if they're in area with lots of containers, like a storage room, maybe they should engage an active search. Or how NWN's designers sometimes put scorch marks down on the floor to clue players in that it'd be a good idea to be keep an eye out for traps. But in either case you wouldn't tell players "hey, there's something here but you didn't find it, try harder."

Doom of Icewind Dale (or Swordflight or Pathfinder Kingmaker) doesn't go in hard for this sort of stuff, it sticks to the abstract RPG approach, but it does it properly in that respect. Your character walks past a discarded $10 bill, and if they're the perceptive type, they spot it. If they're not... they don't, end of. Whereas in BG3, the $10 bill rings your phone and tells you to get a friend and some eyedrops.
 

luj1

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Seriously, Roguey, sometimes you pick the weirdest hills to die on.

Roguey just likes to justify incompetence. I had these discussions with him before and, according to him, core systems in Pillars aren't good, but "it's fine", because Sawyer didn't know how to design them, or was overworked, or whatever. So he auto-defaults to it's people's fault because they had expectations. Similarly, Avowed sucks, but Patel cannot be blamed, of course, because "she was making a game for herself" (?)

Roguey views everything through a distorted, apologetic lens, and I'm starting to suspect it stems from his own incompetence at Obsidian which I bet Avellone called him out on.
 

Gargaune

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luj1, heh, updated my .txt. Either way, I just used a minor dig at BG3 for comedic effect in the review, don't wanna make this about Larian's game (or Roguey, for that matter), but I think it's proper we compare various takes on similar mechanics between titles. So when a little indie project like DoIWD comes along and does better on something a tentpole like BG3 got wrong, that's worth a nod.
 

luj1

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I think it's proper we compare various takes on similar mechanics between titles. So when a little indie project like DoIWD comes along and does better on something a tentpole like BG3 got wrong, that's worth a nod.

Of course. Lucid critique is better for everyone in the end. People just sugarcoat too much.
 

Grunker

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A bit silly, but that's the gameplay they want. I don't see it as all that different from going around in Search Mode in the Gold Box games or Taking 20 all the time for searching everywhere which is something that was in 3rd edition but not implemented in NWN (presumably because there's no human DM to provide downsides for doing that all the time and they didn't want to do a random encounter system like Gold Box).
And? You could say "that's the gameplay they want" about every bad design ever. In 5E or 3E, whether it's an active Investigation/Search or Passive Perception/Passive Detect (yes, NWN also distinguishes), the argument is that the DM isn't supposed to announce that there's something hidden in the vicinity, they'll either say "you don't see anything" or keep quiet respectively.

Do you seriously not see the aberration of giant neon sign saying "there's a SECRET around, come here and scum?" Seriously, Roguey, sometimes you pick the weirdest hills to die on.

I don't disagree with you about Roguey and weird hills, but someone who likes the mechanical lobotomy that is NWN attacking BG3 for its Perception checks sure is... selective :P
 
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