Thursday, 6 November 2008

Fate of a City Module Review

As promised, here's my review for Fate of a City. All in all, this is a fantastic piece of work that seems to have taken a knock in the scoring due to a buggy initial release. With the kind of complexity it has going on, it's no surprise that it's taken a while to iron out the flaws. I'd heartily recommend that you give it some deserved attention.



This is a very impressive module indeed. I'd go so far as to say it's the best I have managed to actually finish to date. The amount of rolelaying, dialogue and attention to detail is extraordinary. Such is the nature of the module's heavy focus on choice and consequence that some players won't appreciate the amount of work that has gone into it versus more linear modules; I did, however, and I definitely understand the author's evident (although polite) frustration at some of the scoring. This module deserves to be ranked much higher relative to the modules around it.

The module has a professional feel, with superb writing and grammar. The design is excellent throughout, although just occasionally suffers from the overly repetitive nature of some of the quests. I don't necessarily agree that there are too many fed ex quests per se – it's more the tactic of constantly extending quest lines with additional, unexpected tasks that can cause consternation. Some of the quests are wonderful – the Shadow Beast quest, in particular, is a wonderfully creepy high point of the game.

Game balance is terrific, as is loot allocation. I thought that perhaps there too many swords on the offing, but given that I played a rogue, I can hardly complain. Gold and purchasing restrictions on the merchants are realistic but can prove slightly inconvenient to the player.

The two companions are terrific and three-dimensional. I never got the big payoff with the nomad girl—is there one?—but building a relationship with her was pleasant nonetheless. The priest of Bane (sorry, I'm terrible with names) had pleasant depth, and I thought the author did a great job of having him espouse the tenets of his god without becoming a one-colour villain. Nice work.

Area design is probably the weakest aspect of the module, being serviceable rather than impressive. There's a general sparseness and lack of artistic flair to the game's areas, but that's hardly a real negative when weighed against everything the module does right. I enjoyed some of the music tracks—particularly impressive if they were original compositions—although a couple were a little repetitive and/or "synthy" for my tastes.

All in all, this module evidently had a massive amount of work and planning go into it, and can be considered a consummate city adventure with no real flaws save area design that is "merely" solid and an apparently buggy—no doubt due to its complexity—initial release. The professionalism in design, writing and scripting rivals a commercial game. I am sure the average score will rise as the module's polish increases, and that it will eventually find its way to a deserved place in the Hall of Fame. My thanks to the author for all his hard work – this must have been a momentous undertaking!


I awarded the module my highest score so far - a 9. Actually, I also dropped a vote of 9 on Lute Hero, which is super duper wondrous fun but not, by any stretch of the imagination, an adventure module. No review, therefore, but you must play it nonetheless!

Monday, 3 November 2008

The Big Post

Oh, hello there. You may have erroneously suspected me dead. Such is not the case thankfully, for the world would be a much colder place were it so.

Yes, I've been neglecting my blogging duties again. Rest assured I'll have my train of Amazonian beauties whip me with their thongs as punishment. What have I been up to recently? In short:

- Playing lots--or at least some--NWN2 modules. Er, and an expansion.
- Visiting Edmonton and a certain Dragon Age developer.
- Procrastinating and fretting. A lot.
- Is that all I can actually remember? Damn me.

So yes, NWN2... Mysteries of Westgate continues to frustrate, but there's light at the end of the tunnel. It's either going to bathe me in its divine radiance and elevate me to the pantheon of the gods, or else burn my mortal form to a crisp and leave my ashes to be scattered by the four winds. Cryptic nonsense aside, I've had the chance to play through a pre-release build of Storm of Zehir. Without wanting to risk violating any NDAs, I'll just say that it's one heck of an expansion and perhaps my favourite NWN franchise product so far, the element of doubt coming courtesy of BioWare's excellent Hordes of the Underdark for NWN1.

In short, the combat design--including party AI--is fantastic, the overland map engrossing and the general gameplay far superior to both the OC and the superbly written but--occasionally!--questionably designed--in my opinion!--Mask of the Betrayer. It's also bloody huge; I racked up around 25 hours and I know I missed a fair load of content. Is Old School the new Black? I wouldn't necessarily say so, but it has its charms. Look out for the expansion later this month, and don't hesitate to buy it unless you really must have a romance for the immer-shun.

And yes, Mysteries of Westgate still holds up in comparison. It's a completely different type of NWN game but equally worthy of your money. No, the new features won't make it in, but then, why would they? It's a city adventure. All three official add-ons--expansions and adventure pack--offer a different experience, and I think that's a great thing for the community.

Right then. BioWare. Whoa, I love these guys. Really. I mean, I've dealt with them for last couple of years and I've never had a bad experience with anyone at the company. Getting invited to their HQ alongside community stalwarts like Adam Miller, Ben WH, Hugie, Stratovarius and the rest was a fantastic experience. Aside from the cavemen in immigration, everyone in Edmonton was as nice as you might imagine.

What of Dragon Age? It's a surefire hit, in my opinion. It seems to take the best parts of Baldur's Gate and adds to them the great strides in cinematics and writing BioWare has made over the years. From the little I saw of the actual game, choice and consequence seem be an important factor alongside an epic narrative and a strategic yet visually attractive combat system. What I saw of the writing impressed me; it definitely seemed more G R R Martin than Forgotten Realms, which everyone will agree is a good thing. As for the toolset, I'm sworn to secrecy, but I think some of the concerns builders might have voiced over the last year or so could well end up being groundless. That's all I'll say, because I'm a smug bastard.

I'd like to give a special shout out to Rob Bartel, who took time out of his schedule to come down and introduce himself during the second day of the presentation. Rob was the Lead Designer for the BioWare Live Team during the ultimately ill-fated Premium Content programme, and was without exception a pleasure to work with. He's a great guy, extremely personable and always willing to offer advice, and we had a good chat in which I discovered David Gaider is apparently the resident narcoleptic. He seemed pretty awake when Hugie, Ben, Tim (Beerfish) and I grilled him about various aspects of writing! It was a pleasure to meet David along with numerous other luminaries at BioWare.

Now, AL4. It's still on, it's going to be for NWN1 first and NWN2 eventually and it might well undergo a name change. It'll be released next year for NWN1 and possibly 2010 for NWN2. Regarding the 1.69 updates for AL1-3, those I hope to release before the end of this month.

I'll be posting some reviews of user modules for NWN2 over the coming weeks, starting with Fate of a City. Check back regularly!