Neverwinter Nights 2 was something of a mixed blessing. Though generally hailed as superior to its predecessor in terms of gameplay and mechanics, it was still plagued by gameplay choices which made the solo campaign feel patchy and shallow. The story was a fairly standard fantasy fable, the characters were varied but generally unengaging, and the confounding ending left many players feeling a little robbed after all the hours they had poured into their character. It was a great achievement, but still a disappointment.
Thankfully, however, someone at Obsidian Entertainment has been listening to the fans.
Mask of the Betrayer, the first expansion pack for Neverwinter Nights, seeks to rectify many of these problems with a new story, new characters, new features and various gameplay tweaks which return the player to the oldschool RPG days of Baldur’s Gate and Planescape: Torment.
STORY
You begin by importing your character from the official NWN2 campaign, or by creating a new one and immediately leveling them up to level 18. As the story opens, you find yourself in a cave, hundreds of miles away from where NWN2 ended. The silver shard which played such an important role in the previous story has been cut out of your chest, your companions are gone and you have no idea how you arrived here.
Beyond that, it’s difficult to describe the story without dropping spoilers, but as the plot unfolds it becomes clear that something is terribly wrong with you, and that you are going to need all the help you can find if you hope to survive.
The story is Mask of The Betrayer is, in many ways, narrower and more focused than that of NWN2. Rather than yet another tale of an ancient evil rising, with yourself as the only one who can stop it, this story is intensely personal – painted with shades of grey rather than black or white. Your decisions matter, even those which may seem insignificant at the time.
In tune with the game’s narrower focus, there are fewer companions to travel with this time, but each of them is rich, engaging and firmly intertwined with the main story. Instead of the usual D&D clichés – the burly dwarf, the spunky rogue, the arrogant mage and the self-righteous paladin – these characters are unique, flawed and magnificently realised. They will respond realistically to your actions, potentially turning on you if you manage to make them suitably angry, and your relationships will have a powerful impact on the course of the story.
And this time, thankfully, Obsidian remembered to add an ending. Not just one ending, but many, reflecting the multitude of choices you must make during the game, tying up the fates of your companions from both MOTB and the original NWN2 campaign.
GAMEPLAY
Since the story of MOTB is set after your experiences in NWN2, Obsidian have raised the level cap from 20 to 30, adding countless new epic spells and feats. By the end of the game your party of four will feel like an army of titans as you cut a swathe through ancient vampires with astonishing ease. But that’s not to say that the game lacks challenges, you will need to keep your wits about you if you want to survive the key encounters. Thankfully, MOTB is free from the endless dungeons with hordes of monsters which made NWN2 drag on at times. Like the story, dungeons are now focused and challenging instead of massive and dull.
A welcome addition to the game is an enchantment system which grants the ability to imbue any item with magical properties using various essences which you collect throughout the game. Whereas the recipe system for crafting in NWN2 was convoluted and left you carrying around a ridiculous amount of ingredients, enchantment in MOTB is simple, straightforward but full of possibilities. It is now possible to make any item powerful, making it easier to play the way you want to play.
But my favourite tweak to gameplay has to be the new rest system. NWN1 was designed with multiplay in mind, and the resting system reflected that – it involved simply sitting down for five seconds, after which you would be fully healed and all your spells would be ready again. MOTB returns to the days of Baldur’s Gate. It now takes eight hours to rest, and if you are in an unsafe location there is a chance that you will be ambushed in your sleep. This, combined with the fact that the passage of time becomes an important factor in the story, means that you now need to think carefully about where and when you want to rest, further enhancing the game’s roleplaying elements.
PRESENTATION
To reflect the new story and gameplay, NWN2 has been given a bit of a facelift with this expansion pack. Visually the game is now gorgeous, with new shaders making each environment feel unique. The new areas have been meticulously designed, and can be both beautiful and breath-taking. Obsidian have really pushed the Aurora 2 engine to its limits with this title, and shown us just how powerful it can be. The new customisable camera settings give you much greater freedom in how you view the world, overcoming another weakness of the original game.
The music for MOTB is completely new and a significant improvement. The music for NWN1&2 had a tendency to be intrusive and repetitive, but the music in MOTB is subtler and better suited to the story and the settings. The voice acting is also excellent, with each actor seeming to genuinely understand and relate to their character.
CONCLUSION
Ultimately, the real test of a role-playing game is whether it actually encourages and rewards you for role-playing, and by that measure MOTB is a huge success. By creating a rich, unique and thought-provoking story with engaging characters and an intriguing setting, Obsidian has reminded us of what makes this genre so great. MOTB had me emotionally invested in its characters, and is full of extraordinary moments and ideas which will linger with you longer after the epilogue.