Neverwinter Nights Gold - PC
About this item
- A captivating Dungeons & Dragons role-playing experience
- Based in the Forgotten Realms, rediscover the magic or explore it anew
- Features Shadows of Undrentide and a number of stand-alone modules
- Includes an 80-hour official campaign, Aurora Toolset, and Dungeon Master client
- Access to a thriving player community brimming with content and support
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Product information
| ASIN | B00009MGVF |
|---|---|
| Release date | November 4, 2003 |
| Customer Reviews |
3.8 out of 5 stars |
| Best Sellers Rank | #116,763 in Video Games (See Top 100 in Video Games) #5,483 in PC-compatible Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Product Dimensions | 7.75 x 5.5 x 1.5 inches; 13.12 Ounces |
| Binding | Video Game |
| Rated | Teen |
| Item model number | 742725249240 |
| Is Discontinued By Manufacturer | Yes |
| Item Weight | 13.1 ounces |
| Manufacturer | Atari |
| Date First Available | May 7, 2003 |
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Product Description
Create your own worlds staged in the medieval fantasy world of Dungeons and Dragons. Gold Edition contains "Neverwinter Nights" and "Neverwinter Nights: Shadows of Undrentide Expansion Pack". Can be played online with up to 64 friends.
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(a) The game is pretty linear. At certain points, you will find that you have a single line of advancement open to you. This happened to me at the end of Chapter One, for example, where I was having a hard time defeating a key enemy, but literally had nothing else I could do other than keep trying until I succeeded. I much prefer the free-form type of gaming (such as you would get from Morrowind), where you can wander off and level up once more before retackling a hard opponent.
(b) I found the game to be tedious at times. Part of this was the UI, which is actually "ok" or even "pretty good." But there are still minor annoyances, like having to buy one healing potion at a time when you really want to get, say, 10. Also, the need to click on "End Dialog" after every conversation is a pain.
But the D&D rules are the main source of tedium. As a spell-caster, you have to "memorize" spells in order to cast them. This means that even though you know a spell, you can't cast it unless it's memorized. So you constantly find yourself needing to rearrange your memorized spells for a specific situation, rest, cast the spells, rearrange the spells back to "normal combat" configuration, rest again, then proceed. This would be less painful if there was a way to save spell configurations and swap them out as a group, rather than having to swap out spells one at a time. But a much better approach is the "if you know the spell and you have the mana you can cast it" approach that most other RPGs use.
This is one reason why I wish Bioware would create a non-D&D game. The D&D rules are just too rooted in the paper-and-dice world, and simply don't support a free-flowing, fast-paced game.
(c) The camera controls can be annoying. I constantly find myself having to twist the camera around so I can pick up something, open a chest or door, or try to talk to someone. Too often I wind up clicking on a hireling, summoned creature, or my familiar. Playing with the camera keeps me from playing with the game, and adds to the feeling that the pace of the game is slow and tedious. Really, why should it take 15 seconds to pick up some treasure that's on the floor?

