Neverwinter Review
Create your own adventure.
I discovered my favorite quest in Neverwinter
about 30 levels in, when I stood overlooking a fiery pit with my
dungeon group scattered around me. And suddenly it hit me: I couldn't
stand these people. I'd grown sick of the tank's inability to hold aggro
and the mage's smartass commentary, and so I slew them and took their
loot. Like Michael Douglas in Falling Down, I'd somehow become the bad
guy – the boss even – prompting five-man groups of adventurers to rush
in and try to take me down. (I've no idea what I would have dropped.) It
was awesome, silly fun you just don’t find in most other MMORPGs,
particularly not free-to-play ones. And here's the really surprising
thing: I was playing a user-created dungeon called Tired of Being the
Hero. For all of the flaws springing from Neverwinter's dogged
linearity, its high-priced cash shop, and over-reliance on instances,
developer Cryptic gives all of us the tools to create more memorable
dungeon experiences than you'll find in its big-budget cousins. Who
needs raids in a fantasy MMO when you can create scenarios like this?
Cryptic certainly gets the high-fantasy ambiance of
Dungeons & Dragons right, at least, but Neverwinter isn’t an overtly
pretty game outside of a few breathtaking vistas. Character models
themselves look like holdovers from the PlayStation 2 era, though
they’re extensively customizable and the world itself is full of little
surprises. Most notably, Neverwinter has a physics system absent from
most other MMOs. Slam your sword into a barrel or bump into a tapestry -
and shock upon shock - they move! (Bummer, then, that you can't sit in
chairs.) Where Neverwinter’s visual failings are most noticeable is in
the sad fact that the models for my character’s armor and weapons
scarcely changed throughout my trek to the level cap of 60. Aside from
my helmet and cloak, I could have taken a screenshot of my Warrior at 55
and claimed he was level 25, and few people would have been the wiser.
Although Cryptic created an extensive storyline that complements this
rich D&D world, it’s not the most trustworthy of dungeon masters.
Even with questgivers delivering fully voiced orders by actors of widely
varying competence, the plot never succeeds in forcing its way to the
foreground of the experience. It doesn't help that quest progression in
Neverwinter is as straight as one of Drizzt's arrows, bumping you from
one quest to another with almost no consideration given to exploration.
Even in the few moments when I thought I'd found a hidden quest hub, I
later found that the natural quest progression would have led me to that
spot anyway. On the bright side, quest hubs are so well spaced that
Neverwinter generally avoids the tedious, pointless jogs from one quest
giver to another, aside from the long gallop back to the stage's
entrance once you've beaten the final bosses in one of the many
instanced solo quests.A good thing, then, that hacking and slashing your way through Neverwinter and its various environs tends to be fun, even though you're limited to five classes (and two of
those are just variations on melee warriors). That's partly because the combat's rather simple, relying on clicks of your left and right mouse button for core attacks and a handful of hotkeys. Indeed, Neverwinter's action combat and its limit of a mere eight abilities owes far greater debts to Diablo III than to the rummage piles of abilities in MMORPGs like World of Warcraft or Rift. Playing as a Great Weapon Fighter, I was impressed by the viscerality and weight of my attacks, and by the fact each ability has its own animation. By the time I hit level 20, I found myself believing that the class captured the "Me smash'em" aspect of warrior combat better than most other MMORPGs I've played. With a wide range of area-of-effect abilities, I'd jump into piles of enemies and laugh as they fell beneath my blade. Perhaps a little too easily, though. With its heavy emphasis on instanced solo dungeons, Neverwinter isn't an actively social game to begin with, and the inclusion of NPC companions only enhances the drive toward self-reliance. As I hit level 16 on my Fighter, I thought I'd need to pick up friends to progress further because I'd taken to chugging health potions with every pull (there's no passive health regeneration). But that's when I picked up my cleric companion. With her steady stream of heals, I could just spring into a pile of enemies and slash away for the rest of the journey, and be all but invincible as long as I remembered to keep them off of her. Oddly enough, you can even take NPC buddies into five-man dungeons with a full group of other players, allowing a little breathing room for your healers during enemy swarms since almost everyone else brings along a NPC healer, too.
This is where Neverwinter's best hope for longevity lies,
as the ability to make your own content - and play and vote on content
made by passionate fans - far outstrips waiting around for official
content patches. Alas, Cryptic placed some odd limits on the Foundry
creation process, such as not allowing enemies to drop specific items
for use later on in the dungeon, which ruins the sense of immersion and
good storytelling. Somewhat humorously, it also includes few safeguards
against "leveling dungeons," which allow you to beat up Neverwinter's
deadliest NPCs and leech off their XP while they just stand there
motionless.
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