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Published by Interplay
Reviewed by JayTee
on 8/8/00
Article
Discussion Forum
First
Impressions
After being extremely disappointed with Diablo II (which broke
another mouse), I was actually pining away for a good old RPG
that required more than strong index finger muscles. I pre-ordered
Icewind Dale, and thankfully, it arrived a few weeks
after the release of Diablo II. After realizing that
I did not have enough HD space left (thanks to my ubiquitous
CounterStrike 6 and having just installed Deus Ex, which by
the way, is quite cool), I decided to trash DII to make room.
It was a good day.
Background
Taking their cue from the outstanding success of Baldur's
Gate (plus add-on Tales of the Sword Coast) and Planescape:
Torment), Black Isle Studios is back with yet another fantasy
RPG, which may have been literally torn from the pages of R
A Salvatore's Icewind Dale series, based on TSR's Forgotten
Realms game world. This should prove most attractive to traditional
pen-and-paper based RPGers, and they have cause to celebrate:
Icewind Dale, despite its technological shortcomings, IS excellent
in one valuable aspect: its game design.
Icewind Dale, a region located in the Spine of the World, is
home to the nomadic Barbarian tribes. Set in the Northernmost
part of Faerun, the Dale is a cold and harsh tundra with a small
number of villages scattered here and there, which are referred
to as the 'Ten-Towns'.
Flipping through the pages of an ancient book, an unseen narrator
tells the tale of a Barbarian-Mercenary war that took place
in the Dale long ago. It was a war waged by a power-mad evil
archmage and his band of mercenaries, who aimed to enslave the
Barbarians. Because they wrongly underestimating the Barbarians,
the mercenaries were being steadily extinguished. Seeing that
defeat was imminent, the archmage, in an act of selfish desperation,
opened a portal to the lower plains that let in the horrors
of the underworld. However, the demons and monsters attacked
all that were living, barbarians and mercenaries alike, and
in the end, the opposing forces had to join ranks to defeat
the hellspawn that kept pouring out of the portal.
Shaman Jarod, leader of the tribe of Barbarians, who worshipped
the deity Tempus, could see that they were losing hopelessly.
Then, in a sighting that was interpreted as an omen, the Shaman
jumped into the portal and sealed it with his own blood.
Fast forward a few years, your band and you arrive at a town
called Easthaven. You learn of disturbing and unexplainable
events happening in the Dale and are given the task to investigate
and ferret out the great evil behind them. Whether for profit
or the good of all the Dale, this serves to be your primary
objective throughout the game.
Character Generation
Highly similar to Baldur's Gate's character creation system,
Icewind Dale allows you to create up to six characters of your
own, utilising AD&D Second Edition standards. While you can
start with less than six characters, I would advise you to have
a full party comprised of very different and far-ranging characters
to make your gameplay more enjoyable and less aggravating (the
game IS difficult to play).
Character generation can be a tiresome process to some (especially
Diablo II aficionados) as it requires you to "roll" several
times to distribute points properly to achieve an optimum starter
character. If you do not distribute your points wisely, you
may discover grievous shortcomings later on in a poorly created
character that would be better off dead as there is no option
to rectify later on. I had to recreate characters over and over
(taking spaces of my deceased characters) because combat is
intensive in Icewind Dale, and every little point counts. What
I would recommend at this point is to choose diverse characters
so that you might enjoy all items in the game. I also discovered
that a mage, thief and cleric are a must (so don't just make
warriors). You won't last long without these, as some monsters
such as cold wights and mummies will not respond to basic hacking
and slashing.
In character generation, I quite enjoyed choosing portraits
for my characters, and those provided in the CD are very well
done. I also wrote bios for my first three characters (because
they survived through the whole game). I learned that you can
even create your own portraits or download those others have
created (links below).
One thing I noticed in the character generation process was
that while I could create bad-ass characters, because of the
way the game itself is designed (good NPCs all round), I could
not progress as easily with them as I could with my "good"
characters. The reason being that most quests are given by good-hearted
NPCs, and you will find NPCs not being very friendly or cooperative
if you are an evil character. Still, one or two guys with attitude
may not be too bad in a party six. As mentioned, I would recommend
making your group as diverse as possible, so that you may experience
a richer first game (oh, you will replay Icewind Dale more than
once).
Interface
Excellent! Let's start with the interface, which again is pretty
the same as Baldur's Gate, but believe me; it is much better
here in Icewind Dale. While I enjoyed Baldur's Gate game interface
the first time I played it, I remember only too well the problems
associated with it. For example, the pause feature was a little
irritating, because the game would resume if you switched to
your spells or inventory screen. Thankfully, they fixed this
in Icewind Dale, where the action remains paused and is only
resumed at the player's command. This may be viewed as a small
adjustment, but it helps a lot.
Another small yet superb modification to the interface is that
you can now see your characters' green circles move in your
map screen. There is a lot of traveling to be done in Icewind
Dale (a complaint about this below) so this helps tremendously
(to mentally urge them to walk faster, if not anything else,
as there's no 'Run' command in the game).
Because Icewind Dale is built on the Infinity engine, path finding
remains an unsolved issue. And since the maps in the game are
smaller and have more tightly woven passages, characters get
stuck or lost quite often, requiring much micro-management in
this area.
Gameplay
Very good. Combat in Icewind Dale is well-paced and persists
throughout the game, where groups of monsters, ranging from
wights to goblins to giants to salamanders, lie in wait of ambush
around every corner. Exploration and combat is forward-progressing;
once an area is cleared, it remains cleared, but there are some
areas that continue to spawn monsters randomly (but not many).
You may rest in most maps when not in combat, but the spawning
of monsters while you rest depends on your roll of the dice
(I always save before resting so that I can reload if salamanders
attack my badly-wounded party in mid-slumber).
What is impressive about combat in Icewind Dale is the monster
AI. By targeting the weakest of your characters and your range-attackers
first, combat is much more challenging and interesting. When
you win, the feeling is definitely more gratifying. Granted
you can pause mid-combat to drink potions (having depleted those
in your belt) and reissue instructions, it is still a daunting
task to kill three or four magic-casting mummies scattered across
a room.
There is one bittersweet feature in Icewind Dale with which
I am still not able to come to terms. While there are tons of
cool items in the game that your party will pick up, the space
in your inventory and the burden limits of your characters require
frequent trips to towns or shops, and there aren't many (Kuldahar
mainly). Also, the items for sale in the shops are mostly crap,
so as you progress, you will realise that trading isn't as lucrative
as looting. I ended up not going back to town at all except
for quest updates.
Another deterrent to taking trips back to town is the engine's
poor path finding, which leads to frustrating micro-navigation
of characters through one map after another just to go back
to Kuldahar. There are no waypoints or town portal spells as
in Diablo II, so it gets quite aggravating rather quickly. There
are NPCs that will offer to teleport you now and then (after
you finish certain quests), but you'll discover that getting
back to these NPCs is another tiresome task, so much so that
you'll rather stay your course of getting to the bottom of things
even if it means dropping some superb items.
This may be disappointing to hardcore RPG fans, but Icewind
Dale is linear, and the designers meant it to be this way. Answering
this question on the game's official
site, the guys at BIS said, "Our game is very linear. The
game was intentionally designed to be linear from the start.
We feel that this makes multiplayer gaming more straightforward.
This doesn't mean that the game is the same each time you play
it, though. Dialogue options and NPC reactions can change according
to the speaker's race, alignment, class, gender, or ability
scores. You can also play through the game multiple times and
find many new and unique magic items."
As you can see, linear doesn't necessarily mean "no good." Depending
on your characters' personalities and how they interact with
the NPCs, you will come to three different endings.
As for how high a level you can achieve with your characters,
my highest was 14 for my thief and mage characters, but since
you're sharing XPs between six characters, the process can seem
a very long one. Not ungratifyingly so, however, as the higher
you go, especially for mages and clerics, the more exciting
the gameplay is. As any RPG veteran can tell you, the importance
of character development is crucial to the experience of a truly
enjoyable game. This aspect of Icewind Dale is commendable,
as you are not given too many experience points too quickly
between one level and the next just so that you can kill bigger
and harder monsters. The progression is smooth, and so is the
delivery of better items to reward your mounting efforts.
Graphics and Audio
So-so. Icewind Dale uses a modified version of the 2D bitmap
system used with the Infinity Engine (as seen in Baldur's Gate
and Planescape: Torment). The hand-painted environments are
beautifully rendered but are nonetheless static and do not allow
for much interactivity. Kudos must be given to the artists at
Black Isle Studios, though, because they gave monsters such
as giants and etins a sense of scale - they were humongous.
There is also one serious problem with a 2D system, and that
is visibility of items. For example, as part of the Astrodome
quest, I had to find the last mechanical part, which I feared
was dropped by a monster that I may have forgotten to loot (with
so much in your inventory, you will forego some looting). Given
that the environment was quite dark, I had to slowly comb through
all the levels (and believe me, remembering one's way in the
Severed Hand was difficult enough, but now I had to find a teeny
bit of machinery on the floor!) and needless to say, it took
me some hours before I could proceed.
The voice acting for NPCs is decent, whereas sound bites for
your own characters may be improved upon - the choices available
certainly did not fit the personalities I wanted for my characters.
Stability
Okay. Before the 1.06 patch was available, there were bugs that
affected the game critically. I remember writing an e-mail to
the support people about a level where I was supposed to kill
this snake-woman called Yxonomei, and after escaping for a quick
rest to recharge my characters, I returned to find that she
had disappeared. A reply from the support guys told me that
she could be found at the top left corner of the map in a room.
This bug is fixed by installing the patch.
The game did crash twice on me, but that may be due to a variety
of problems. Heck, my machine is not problem-free, so I will
give Icewind Dale the benefit of the doubt.
Conclusion
By all standards, and compared to Baldur's Gate, this is one
of the best RPGs I have played this entire year. I cannot say
that this verdict will remain true throughout 2000, because
it will have Neverwinter Nights, Pool of Radiance
and Shadows of Amn to compete with, all of which will
be coming out soon.
If you have to choose between Diablo II and Icewind Dale,however,
I would recommend the latter with all my heart. At least you
get to kill some drow in this one.
Women in Icewind Dale
There are just as many female characters as there are male in
Icewind Dale, ranging from gnomes to elven to humans. If the
beautifully painted portraits are anything to go by, I'd say
that Black Isle Studios recognise that women are into RPGs as
much as their male counterparts.
References
For regular updates, downloads of more art, plus the latest
patch:
www.interplay.com/icewind/index.html
For a very useful walkthrough (which is in the form of a FAQ),
try: www.gameadvice.com/cgibin/faq.cgi?game=i/IcewindDale-DSimpson.txt
For strategies, this is your site (membership needed):
http://guides.ign.com/
For hints, cheats and even an editor:
www.tgeweb.com/ironworks/icewind/cheats.shtml
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