
After Icewind Dale 2, Interplay decided to drop the Infinity Engine and go 3D.
Neverwinter Nights, developed by Bioware in Canada and released (under the Black
Isle label) in 2002 for
Windows, Mac OS X, and Linux, was the first RPG in the
new style. While you can choose between three camera modes, they
are all third person and similar to an isometric view. Combat is
real-time.
I can't say very much about this game; it charmed me at the
beginning, seeming to combine many of the things I liked in Daggerfall and the Fallout series. But then I lost interest pretty fast.
Mods
The game comes with an editor, which I found not very easy to use,
and there are only few and mostly marginal mods available. The best
place to find them is
Neverwinter Vault.
Surround Gaming
Back in 2005 when I first wrote this, Neverwinter Nights was the
only single-player RPG that supported Surround
Gaming. Later it was been joined by Oblivion (and Morrowind, with a 3rd party
patch).
Surround Gaming support in Neverwinter Nights is good. There is
no fiddling around with the settings. The game will recognize the
Matrox Parhelia and give you additional screen resolutions, up to
3840×1024. I suppose that with a 3GHz processor this will not be a
big problem either. When Bob Colayco tried it in 2002, 3072×768 still was the
largest reasonable choice.
Actually Surround Gaming makes even more, or at least a different
sense in RPGs than it does in shooters. In an RPG you usually have lots
of little windows you'd like to but can't keep open all the time because
they get in the way. With surround gaming, Neverwinter Nights puts them
on the side monitors, leaving the
view on the center monitor free.
TruForm
Neverwinter Nights is one of the few games that support ATI's
TruForm (Radeon 8500 and above). To enable it, you must set
Enable Truform=1 in the game's INI file.
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