Obsidian Entertainment made a bold move when deciding to continue the story of Neverwinter Nights 2, with the Storms of Zehir expansion trying to recapture the particular fragrance of a classical dungeons and dragons game. While most of the dedicated fans will probably regard this title as another massive success and a source of endless fun, for the newcomers it is rather a hit or miss due to the sheer complexity of the gameplay and the weak storyline which might have a deterring effect on the less committed ones.
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The storyline is rather simple and far from impressive, the main character and his party being some of the few survivors of a shipwreck that leaves them virtually defenseless on a hostile island populated by the evil Yuan-ti. This shape shifting creatures are the main villains in Storm of Zehir, the latter being an evil god they've decided to worship; your allies are the unreliable members of a merchant company lead by a mysterious figure known only as Sa'Sani who's willing to help you as long as you remain useful serving their own goals.

It takes a lot of time playing this game and patience, to be capable of giving a definitive yet pertinent verdict about its quality, although being a fan of the Neverwinter Nights franchise helps, because it takes a lot of time to master this expansion. What is made crystal clear from the first minutes is the fact that complexity is the cornerstone of the game, and paying attention to details early on is paramount. Instead of taking care of a single character like in nowadays RPGs and count on your teammates to assist you, there is a full party to raise and command during the tense moments of combat.

First of all you are bound to choose the four characters that you want in your team, each with his own abilities, personality, attitude and skills, so customization itself will take much more than expected. Of course there is the option of letting the game decide for you and follow the "recommended" pattern, but it would be really a shame not to create a character exactly as you like it when you've got such a great pallet to choose from. Virtually everything can be personalized to fit your vision of the hero, and the best part is that most of your choices will have a deep impact later on as the storyline unfolds.

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Stealth can be very useful when engaging an unsuspecting enemy and especially when you roam the overland map because it can provide you with the opportunity to evade an attack that would otherwise decimate your group. Charisma and intellect are equally important when you prefer to tackle a challenge with a different approach, and talk you way out of trouble, but sometimes intimidation works just as well, so a mighty warrior can make a powerful impression. Healing is of course very important too, so a priest able to heal serious wounds is quite an appropriate addition to the party, while the sheer damage inflicted by a wizard can shatter the enemy.

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The bottom line is that a player should take the customization part seriously and choose the best characters to build up a party, because although time consuming it will make you life much easier later on. While you spend a great deal of time customizing the party, it's impossible not to be a bit worried about the prospect of controlling each character in the upcoming fights and the funny thing is that it gets even better (or worse - depending on the vantage point). After completing a bunch of quests you earn enough money to hire another mercenary and soon after, another one, so in the end you'll find yourself leading a small army of six characters.

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Maybe the best asset of Storm of Zehir is the freedom provided by the overland map, which allows you to decide if you want to stick to the main quests or venture into the thick forests that are scattered all around, searching for extra challenges. For the more inquisitive players this option can really save a rather tedious story line and make the entire gaming experience a very exciting one, because you'll never know what you'll encounter when you embark in your own quest.

On the downside, travelling from one major city to a remote town or dungeon can prove to be a bit too challenging for those who choose not to waste a lot of time exploring the world map, but rather complete the quest given to them. Even if you go to great lengths to avoid combat, this occurs pretty frequently and since you can't rest anywhere but at the inn it's most likely the ambushers will catch you off guard. In this context it's wise to save frequently because sometimes a foe appearing from nowhere can ruin all your previous progress.

The more you play and explore the remote regions on the world map the more comfortable you get with the game mechanics, but even after a lot of practice you'll still be more than glad that pausing the game is available before and during combat. With such a multitude of orders to be issued and up to six party members to command it would be literally impossible to control effectively each character in combat and maximize their offensive capabilities. Healing is crucial because dying is permanent in Storm of Zehir and you'll need a resurrection spell to revive a lost companion, and with the damage dealers tending to chase a fleeing enemy, it pays off to pause for the extra seconds needed to heal him.

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Ultimately the goal of the game is not just completing the main and side quests but earning enough cash to start your own merchant company by establishing trading posts in many villages, buying caravans and defending them as they travel great distances to generate income. With so many teammates in the party it's quite a challenge to get them well equipped and although most of the items are affordable, the pristine ones are much more expensive.

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Conclusion:

The main problem of having a full party is not just the extra difficulty in handling them, but the fact that you constantly get the feeling that the game misses a compelling central character. The dull narration is another weak spot of Storm of Zehir, but otherwise Obisdian can be quite proud for this expansion which seems capable of inheriting the Neverwinter Nights legacy.

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Gameplay: 77

Leading a full party in combat and being able of pausing the game when things really heat up is not something we get too see very often nowadays so even if it's not the most exciting way of fighting your foes it's at least original and should be regarded as a welcomed distraction. The story could have been much better but the catchy side quests and the freedom generated by the world map, compensates this minor inconvenient and makes the entire experience an exciting one.

Graphics: 73

Storm of Zehir is definitely a step in the right direction as it looks better than the previous titles but the characters don't seem very sharp and there's still plenty of space for improvement here. The map looks rather flat and uninspiring, but the towns and villages are nicely designed as well as the interiors of the houses and inns.

Sounds: 76

The music is without a doubt the highlight of the sounds section as it brilliantly succeeds in immersing the player into the gaming experience, while combat sounds are equally appealing. For a game that relies heavily on interaction with friendly NPCs and enraged enemies, it's a pity that the voice acting is nothing to shout for.

Multiplayer: 79

Having a party is generally considered to be a good thing in RPG games and it certainly appears to be a blessing in Storm of Zehir, because having a reliable teammate in your group, greatly enhances the entire gaming experience. With both Internet and LAN connections available the Neverwinter Nights enthusiasts should have a lot of chances of combining their forces, which guarantees the lasting effect of this expansion.

Hardware: 71

Overall the game runs smoothly on nowadays computers and the only frustrating issues are the loading screens which take way too long each time they appear, and unfortunately they do very often.