Neverwinter Nights 2: Mask of the Betrayer (PC)
A mage, a shaman and a bear walk into a forest...
1/30/2008 12:00 AM | 1 Comments | Page 2 of 2
What's Hot: Compelling plot; Superhero levels; Lots of loot
What's Not: Less varied NPCs; You can't do everything; Camera still an issue
There are some curious choices in plot structure. In chapter one you can access areas for which you won't be ready until chapter three. If you can't beat them, why would they let you in? In one dungeon, "The Skein," many important rooms are difficult to find, and if you don't find them, you are left with a course of action that will prevent you from ever finding them. Some paths close off some side-quests, making it very difficult, if not impossible, to do and see everything. Some areas require specific characters to be in your party for full plot value, but you won't know that until you've been there. Be prepared to retrace your steps or return to an earlier save.
Even though the story is short and confused at times, it takes you to some really interesting places. You will find yourself in the "shadow world", a place that looks very similar to the normal world only everything is in black and white except for you and spell effects. This is a simple graphical trick, but it works because it is so unexpected, sort of like "The Wizard of Oz" in reverse. This shadow plane rewards you for exploring places a second time, leading to new quests and new characters.
You will also visit the Academy of Red Wizards, a school where faculty conflicts are fatal. A recent coup has left corpses all around you, but classes still go on. If you like puzzles in your role-playing game, this is the location to enjoy.
Your companions aren't as interesting or varied as they were in
Neverwinter Nights 2. You won't even find a true tank to sign on until the end of the first chapter, almost forcing you to play something that can both deal out and deal with serious damage. Personality-wise, only the spirit shaman Gann really stands out as an individual. If you win great influence with a particular character, he/she will confer bonuses on you. Suck up to the Red Wizard and she'll give you a spell reward, for example. (Not terribly useful for a fighter or barbarian, of course, but she's sweet on you.)
Because you have epic characters, some battles are over fairly quickly. Spell spam litters your screen with special effects until only your guys are left standing. But you'll run into the other extreme, as well. Chapter three throws a half-dozen ancient vampires at you in a single battle, and there's no way you win this the first time through. The variation in challenges gives the feeling that you are leading a powerful party, but that other more powerful things exist. Even superheroes need to feel vulnerable.
Obsidian hasn't managed to create the tools and support system that have made Bioware's
Neverwinter Nights a modmaker's dream, and
Mask of the Betrayer has done little to lower the entry barrier for user-created content. What they have done, though, is demonstrate -- once again -- that they are storytellers with a good sense of the pacing and plotting that a strong adventure needs. Though far from perfect,
Mask of the Betrayer has good writing, interesting subquests and spectacular battles. It's good enough to make me look forward to whatever Obsidian plans for the 4th edition rule set.
This review is based on a retail copy of the game purchased by the writer.