Baldur's Gate II: Shadows of Amn: Difference between revisions
fleshing out the audio section a little bit...not much info I must say :/ |
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===Audio=== |
===Audio=== |
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The game's music was composed by Michael Hoenig, a German composer who played for Tangerine Dream. He also composed the music |
The game's music was composed by Michael Hoenig, a German composer who played for Tangerine Dream. He also composed the music for the first ''Baldur's Gate''.<ref>http://www.musicbanter.com/soundtracks-compilations/28417-michael-hoenig-baldurs-gate-i-ii-soundtracks-ambient-albums.html#ixzz2ABLCo2Sx</ref> |
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==Release== |
==Release== |
Revision as of 12:28, 24 October 2012
Baldur's Gate II: Shadows of Amn | |
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Developer(s) | BioWare |
Publisher(s) | Black Isle Studios Interplay Entertainment |
Designer(s) | James Ohlen (Director of Writing and Design; Lead Designer) Kevin Martens (Lead Designer)[1] |
Composer(s) | Michael Hoenig |
Series | Baldur's Gate |
Engine | Infinity |
Platform(s) | Microsoft Windows, Macintosh |
Release | September 24, 2000
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Genre(s) | Computer role-playing game |
Mode(s) | Single player, Multiplayer |
Baldur's Gate II: Shadows of Amn is a computer role-playing game developed by BioWare and published by Black Isle Studios. It is the sequel to Baldur's Gate, and was released for Microsoft Windows in September 2000. Like Baldur's Gate, the game is set in the Forgotten Realms campaign setting and is based on the Advanced Dungeons & Dragons 2nd edition rule set. The game uses BioWare's Infinity Engine, used also in Baldur's Gate, Black Isle's Planescape: Torment, and Black Isle's Icewind Dale series.
Baldur's Gate II opens shortly after the events of Baldur's Gate, and continues the story of the protagonist, Gorion's Ward, whom the player controls, and whose unique heritage has now gained him or her the attention of a new personage, Jon Irenicus. The game's plot revolves around the protagonist's encounters with Irenicus; and its setting, farther south than that of Baldur's Gate, is the country of Amn, mainly in and around the city of Athkatla.
The game received critical acclaim upon its release; in that year, GameSpy, GameSpot, and IGN each awarded Baldur's Gate II its "Role-Playing Game of the Year" award. According to BioWare, it has sold over two million units.[2] An expansion pack, entitled Baldur's Gate II: Throne of Bhaal, was released on June 21, 2001. Besides adding a large dungeon to the game as well as enhancements, it concluded the Child of Bhaal saga, being the final instalment. Baldur's Gate II: Enhanced Edition, an enhanced version of Baldur's Gate II, was announced on March 15, 2012. It is being developed by Overhaul Games, and is scheduled for release in 2013.[3]
Gameplay
Shadows of Amn focuses on exploration of the game world, interaction, through dialogue or combat, with the characters and creatures of that world, the completing of quests, the furthering of the main plot, and management of the player's group of adventurers. The player controls a party of up to six characters, one of whom is the protagonist; if the latter dies, a saved-game must be loaded, or a new game begun. The game uses the Advanced Dungeons & Dragons 2nd edition rules,[4] though with some modifications.[5] It is played from an isometric perspective, and the screen, which is not locked to the main character, as in games such as Diablo or Neverwinter Nights, is scrolled with the mouse or the keyboard. The gameplay, though in real-time, can be paused: in which state commands may be issued to controllable characters, who, upon the game's being unpaused, will attempt to execute them.[6] The game can also be set to pause automatically at certain times.[6] The player interacts with the game world by clicking on characters and objects. Clicking on the ground causes the player's selected characters to move. Dialogue is started by non-player characters (NPCs) at certain scripted times, or by the player's clicking on NPCs who are not immediately hostile. When speaking to an NPC, the player must often choose what to say from a list of responses. Dialogue may lead to quests or important information.
The game begins with character creation,[7] where, through a series of configuration screens, the player creates a player character protagonist, choosing such things as character class, abilities, skills, and alignment.[8] Alternatively, an existing character from Baldur's Gate or Tales of the Sword Coast can be imported.[9] Once in the game world, the player may recruit certain NPCs to travel with him or her, though only five may do so at a time; and, depending on who is present in the group, bickering, romance, and side-quests can all result. They often converse with the player or with one another, and at times interject into the player's conversations with others. When a character in the group gains the necessary experience points, he or she gains a level.[10] Experience points are awarded for certain player actions, such as killing enemies or completing quests.[11] The party also has a reputation, which is affected by the player's moral actions, and which, along with the party leader's charisma attribute, influences how NPCs in the game world react to the player.[12] The characters in the party will also complain if the party's reputation conflicts with their alignment.[13] Resting heals the characters in the party and refreshes those who are fatigued; also, resting allows a character to memorise spells.[14]
From the interface can be accessed[15] the area and world maps;[16] the journal, which tracks important information, such as quests and the game's plot;[17] the inventory page, which is used to manage and equip items;[18] the record screen, which is used to view information about, as well as level up, characters in the party;[19] the mage book and priest scroll screens, where spells can be inspected and memorised;[20] and the options screen, where settings may be altered, saved-games loaded, or the game saved or quit.[21]
Character classes and kits
One of the things the player chooses during character creation is character class:[22] fighter, ranger, paladin, barbarian, cleric, druid, monk, thief, bard, mage, sorcerer.[23] Different classes have different special abilities and restrictions;[23] for instance, a thief character may be used to detect and disarm traps, can unlock some containers and doors, and can do other things as well. But thieves may use only leather armour and only certain types of weapons, and cannot be of lawful good alignment. Most classes also have subclasses, or kits, that may be chosen. The kits have special advantages, and, for most, disadvantages.[23] A cavalier, for instance, which is a sub-type of the paladin character class, has advantages against monsters such as dragons and demons, but cannot use missile weapons.[24] At some point in the game, the player may join or take over a stronghold. The type of stronghold is determined by the protagonist's character class.
Movement and exploration
The player moves through locations in the world by directing members of the party in the isometric view, which depicts a localised area, such as the streets of a city district or the corridors of a dungeon. Areas that have not been visited are blackened out,[16] encouraging the player to discover what is in that part of the map. Of the explored sections, a fog of war is in effect; terrain and buildings are always visible to the player; however, NPCs and hostile beings are only visible if they are within the direct line of sight of controllable characters. Characters see up to a certain distance, and cannot see what is around buildings.[25] The player can arrange the party to move in a formation, helping to ensure weaker characters are protected from danger.[26]
When the party reaches the boundary of a map, the player is presented with the World Map, and is able to move to other important places, like towns, forests, or named locations divulged by characters.[16] Travel between locations is abstracted; though the game immediately switches to the new location, within the game world some time has elapsed. When travelling between locations, there is some chance the party may be ambushed, which places the party in some temporary place until combat is resolved and the characters leave the area, whereupon the location is no longer accessible.
Combat
When the player clicks on a hostile being, which has a red circle round it, his or her selected characters will advance to attack it. The hostile character's or creature's state of health (Uninjured, Barely Injured, Injured, Badly Injured, or Near Death) is shown on a tool-tip, which appears when the mouse pointer is held above it. Combat in Baldur's Gate II follows the Advanced Dungeons & Dragons rules,[27] using such things as THAC0, armor class, and simulated die rolls.[28] Rather than a group-based turn, each character's action timing is determined individually; for the game runs in real-time.[29] With the exception of sorcerers, magic users must memorize spells before they can be cast.[30][31] Spell-casting takes time and may be disrupted by attacks or other spells.[31]
Multiplayer
The game also has a multiplayer mode, in which up to six human players can adventure through the game, controlling player-made characters as well as recruited NPCs.[32] The content of the game is otherwise the same,[32] and one of the players controls the protagonist.
Plot
Setting
The Forgotten Realms, the high fantasy campaign setting in which Baldur's Gate II is set, is a fictional world, perhaps similar to a medieval Earth, but having its own peoples, geography, and history. In the Realms (as its inhabitants refer to it) fantastic creatures and mythical peoples are a not uncommon sight; and magic is an art practised by many. The gods of the Realms are, like those of ancient Greece, many and varied, though individuals tend to follow one deity or another; for instance, paladins may follow Tyr or Helm, whereas a mage, or wizard, may be a follower of Mystra. Some famous personages of the Realms are Elminster, the Sage of Shadowdale; Drizzt Do'Urden, the celebrated drow ranger of Icewind Dale; and Volothamp Geddarm, master traveller and gazetteer, and author of the censured "Volo's Guide to All Things Magical."
Baldur's Gate II takes place mainly in Amn, a country on the subcontinent of Faerûn. This country, known commonly as the Merchant Kingdom,[33] lies south of Baldur's Gate; and wealth being the chief concern of the region, trade and economy are the driving forces in it.[33] The capital city of Athkatla, around which a fair portion of the game revolves, is the most important in Amn, and is ruled by the anonymous Council of Six, though the local thieves' guild, the Shadow Thieves, has also considerable power in it.[34] The Shadow Thieves, though operating all along the Sword Coast,[35] are based in Athkatla.[36] Another powerful organisation in Amn are the Cowled Wizards, who regulate the use of magic in the region.[35] Besides Athkatla, there are other places the player will pass through: an island, on which stands both the port town of Brynnlaw and the asylum Spellhold; the Underdark; the city of Suldanessellar; and, for a short while, Hell. There are also other places, which, if the player accepts certain quests, or depending on his or her choices, may be explored. These are the Umar Hills, where people have been disappearing; a temple ruins, fallen under the shadow of the Shade Lord; the de'Arnise Keep, home of the de'Arnises, but recently overrun by trolls; the town of Trademeet, being attacked by animals; a druid grove, connected with Trademeet's woes; the Windspear Hills, where the player becomes entangled in the intrigues of Firkraag, a dragon; the underwater Sahuagin city; and the Planar Prison.
Baldur's Gate II is set in the year 1369 DR,[37] or Dale Reckoning, and thus takes place not long after the Time of Troubles (1358 DR), when, the Tablets of Fate having been stolen, the gods walked the land as mortals.[37] (In fact, the protagonist has some connection with the Time of Troubles; see below.)
Characters
During the Time of Troubles the gods walked the land as mortals.[38] Bhaal, the then God of Murder, foresaw the Time and its leading to his doom, and walked the land before it.[38] He left behind him a score of mortal progeny, whose later deaths, when they were slain by heroes, should fuel his rebirth.[38] The game's protagonist is one of these offspring;[38] but, through the choices of the player, his path may be either good or evil. He grew up in the library fortress of Candlekeep, his guardian being the mage Gorion.[38] Imoen was his childhood friend,[38] and accompanied him on his adventure along the Sword Coast, where he learned of his heritage, and at length defeated his half-brother Sarevok, also a child of Bhaal.[38]
Some notable characters in Shadows of Amn are Gaelan Bayle, who offers the party the help of the Shadow Thieves; Aran Linvail, the leader of the Shadow Thieves; Saemon Havarian, a sailor of doubtful loyalties, who is commissioned to sail the party to an island; Adalon, a silver dragon whose eggs have been stolen by drow; Elhan, the leader of Suldanessellar's military forces; and Queen Ellesime, the ruler of Suldanessellar.[39] Of the hostile characters, Jon Irenicus and his sister Bodhi are chief, Irenicus being the main antagonist. They were once elves of Suldanessellar but, attempting to become gods, endangered their fellow elves; their elfhood was taken from them, and they were exiled from the city. The Forgotten Realms canon character Drizzt Do'Urden also makes an appearance; and if the player solicits his aid, he and his companions will later help the player at a certain point.
In Baldur's Gate II, several characters from the first game make an appearance again, and some are NPCs who can join the player's party. These are Imoen, who has become dual classed to a Mage/Thief;[40] Minsc, a warrior who carries with him a hamster named Boo;[41] Jaheira, who, with her husband Khalid, was a friend of Gorion;[40] Edwin, a Red Wizard of Thay;[42] and Viconia, a dark elf cleric.[42] According to the game, the party at the end of Baldur's Gate included the player character, Imoen, Minsc, Dynaheir, Jaheira, and Khalid. There are also many new NPCs who may join the party. These are Aerie, a winged elf who, at a young age, was captured by slavers and sold to the circus, and has lost her wings;[43] Keldorn, an older paladin, and a respected member of the Most Noble Order of the Radiant Heart; Mazzy, an honourable halfling fighter who leads an adventuring group called the Fentan Knights; Nalia, the daughter of a duke, and who tries to help those less fortunate than she;[44] Valygar, who is of a family noted for its talented magic-users, but hates the art;[45] Anomen, a member of the Most Noble Order of the Radiant Heart, and whose wish is to become a full knight;[45] Cernd, a druid;[45] Haer'Dalis, a tiefling bard, and member of an acting troupe; Jan, a gnome, of the Jansen family;[46] Yoshimo, a thief from the land of Kara-Tur;[46] and Korgan, a dwarven fighter, of evil alignment.[43]
Story
Shortly after the events of Baldur's Gate, the protagonist and his companions are overcome, and taken captive.[47][48] When the game opens, he awakens in a cage. He is then, and has been, experimented upon by a wizard, whose name, though he does not then know it,[48] is Jon Irenicus.[49] He at length escapes from the complex with some of his companions, among whom is Imoen, and emerges into the city of Athkatla. At the entrance to the complex, Irenicus and Imoen are arrested by the Cowled Wizards for the unsanctioned use of magic, and are teleported away.
In the slums of Athkatla, a man named Gaelan Bayle offers the party the help of a powerful organisation, who can find Imoen or Irenicus for a large sum, which amounts to 20,000 gold pieces.[48] At length, they are approached by and offered the help of another rival guild,[49] at whose head is Bodhi;[50] and it is the player's choice whom to side with.[49]
Meanwhile, Imoen and Irenicus have been removed to an asylum called Spellhold, which is situated on an island. But Irenicus soon breaks his bonds, and prepares to do something to Imoen. Back in Athkatla, the party at length receives its assistance from its chosen allies;[50] and, on a ship sailed by Saemon Havarian, gains passage to the island. They then manage to get inside Spellhold, but are there captured by Irenicus, whose plan it was all along to bring the protagonist there, and who has taken control of Spellhold. Irenicus then subjects the protagonist to a process, and takes his soul. Imoen, who turns out to be a Child of Bhaal as well, had earlier undergone Irenicus's process, and her soul has gone to Bodhi, Irenicus's sister. Bodhi then abandons the party to the maze beneath Spellhold, so that she can hunt them after a space of time. When they face her, the protagonist, having lost his soul, loses control of himself and transforms into one of the avatar forms of Bhaal, a creature called the Slayer, scaring off Bodhi. He returns after some moments to his normal self. The party soon battles Irenicus, but he retreats. The party follows[51] and, by way of the Underdark,[52] reaches the surface.
Upon their reaching the surface, they encounter the army of the elven city of Suldanessellar. The elves cannot return to the city; for Irenicus has hidden it with magics. To gain access to it, the party secures the Rhynn Lanthorn from Bodhi, who has stolen the artefact; and upon Bodhi's being slain, Imoen's soul is restored.[53] The Rhynn Lanthorn lights the way to Suldanessellar,[53][54] which has been invaded by Irenicus and his minions. The party proceeds through the city and, at the Tree of Life, learns that Irenicus is draining the power of the Tree, which will doom Suldanessellar. They defeat him; but, because Irenicus still has the protagonist's soul, the protagonist is dragged with the wizard into Hell, and the rest of the party are dragged along also. When they defeat Irenicus, they return to life, and are honoured by the elves of Suldanessellar.[54]
Development
Baldur's Gate II was developed by BioWare and published by Black Isle Studios. It used, as Baldur's Gate had done, the Infinity Engine; and was released for Windows in September 2000. BioWare dedicated the game to Daniel Walker, who was their second employee, and who passed away in 1999.[55]
Baldur's Gate had been the first role-playing game that BioWare had made; and what they learned in making it was applied to Baldur's Gate II.[56] They also felt that, in developing the first game, they did not have enough time to reach their design goals: they had been developing both the content of the game and the Infinity Engine at the same time.[57] In Baldur's Gate II, it was determined that the designers should be allowed "adequate time to allow the game to reach its full potential."[57] Throughout its development, they focused "on ensuring that Baldur's Gate II is significantly better than Baldur's Gate in every way possible, and to make it appeal not only to fans of the original game but also to make it accessible to new fans who never played the original game."[56]
Development of Baldur's Gate II began in January 1999.[58] From the suggestions of fans on message boards and newsgroups, reviews of Baldur's Gate, and internal suggestion lists, a list of constructive criticism was compiled; from this list, a slightly shorter one of features to be added to the game was made.[58] Some of the items on this list were support for higher resolutions, such as 800x600 and higher; 3D support; non-pausing dialogue in multiplayer; drop off panels in the interface; character kits; dual-wielding of weapons; a streamlined journal, and an annotatable map; deathmatch; and inclusion of all the famous AD&D monsters, such as the dragon.[57] Not many features had to be cut; and they tried to keep as many as they could.[57] Because of the engine's maturity, most were fairly easy to add.[57] Ben Smedstad, the producer of the game, said, "The engine was up and running since day one, which is a huge morale booster. When a monster is complete, we put it into the 'override' directory and it appears in the game! This is a huge change from working on the original."[58] Late in the project, deathmatch was removed; while non-pausing dialogue, which proved "the most problematic feature," was removed early on, but in early 2000 was reintroduced.[57]
To avoid some of the design mistakes made in Baldur's Gate, guidelines were drawn up: one set for each department, the level design ones being the longest.[59] These were, however, a work-in-progress and evolved as the development progressed.[59] Many early design decisions were made that did not follow the guidelines; for they were not in their final form until the end of the project.[59] Chapter II is to be noted under this head.[59] Programming constraints were not always followed by other departments, such as design and art, leading to slowdowns in some parts of the game that were difficult, or impossible, to fix.[59]
The process for creating levels had eight stages:[59] (1) an area is mapped out and described by designers; (2) an isometric concept of the level is drawn by a concept artist; (3) the level's models are made; (4) models are placed in the level and are then textured; (5) smaller objects are placed in the level, its lighting is done, and any final tweaks are completed; (6) the level being given to the designers, the clipping, luminosity, height, and search map are done; (7) creatures, items, traps, and triggers are added to it; and (8) its scripting is completed.[59] They found it quite difficult to keep track of changes made to levels; and there were sometimes communication problems between different parts of the team, such as the artists and the designers, resulting in inconsistencies between their work.[59] Ray Muzyka, the co-executive producer,[60] wrote, "We learned to make sure all elements of the team are talking to each other and working as a group, rather than as a bunch of individuals!"[59] However, they felt they had done a good job automating the level creation process; for levels were rapidly designed.[59] "A designer," wrote Muzyka, "might submit a level description and receive it, art complete, a month later ready for scripting, but missing some key features (almost always a door). We would then have to determine whether the omission was important enough to have the art piece redone, or whether we could simply tweak the design of the level to fit the finished art."[59]
During the game's development, a quality assurance department was added to BioWare; and the game's publishers also lent their assistance in testing.[59] Muzyka said that "because of its immense size, Baldur's Gate II was a tester's nightmare," and, "this was compounded by the fact that we didn't do enough testing as areas were being developed."[61] The game contained about 290 quests, each of which had to be tested in both single player and multiplayer.[61] BioWare used a method, introduced to them by Feargus Urquhart, Douglas Avery, and Chris Parker of Black Isle Studios, in which the game's quests were listed on white-boards, with a cross placed beside each quest.[61] Pairs consisting of a developer and a tester were allotted each a quest, and upon their believing the quest to be stable, its cross was deleted.[61]
Muzyka wrote:
In the final days of working on BG2 there was a strangely serene feeling in the office. We didn't experience the headlong panic that is sometimes prevalent while finishing a game, but we certainly did experience considerable stress as we built 21 final candidates in 3 days. After a few long nights with the whole team playing the game over and over again, we reached a point where we built a good final candidate. Then it was sent to the duplicators![61]
Audio
The game's music was composed by Michael Hoenig, a German composer who played for Tangerine Dream. He also composed the music for the first Baldur's Gate.[62]
Release
Baldur's Gate II had gone gold by September 14, 2000;[63] and was released in North America on September 24, 2000, and in Europe on September 29, 2000. A Collector's Edition was also released. It included Shadows of Amn itself; an additional CD, which contained unique armour and weapons, and tracks from the soundtrack; a cloth map; eight character trading cards; and a Black Isle Studios writing tablet.[64]
Shadows of Amn was re-released along with its expansion, Throne of Bhaal, as Baldur's Gate II: The Collection in 2002. In 2004, they were bundled with the original Baldur's Gate and Icewind Dale in Black Isle Compilation Part Two. In 2006, they were re-released with Baldur's Gate and Tales of the Sword Coast as Baldur's Gate: 4 in 1 Boxset. They were also included in Atari's Forgotten Realms Deluxe Edition, which, besides Neverwinter Nights, Shadows of Undrentide, and Hordes of the Underdark, contained all the Infinity Engine games except Planescape: Torment. They were also included in Ultimate Dungeons & Dragons.[65] In November 2010, Baldur's Gate II Complete was released in digital format (Windows only) on the classic games website Good Old Games as part of a deal with Atari-Hasbro; this version includes both Shadows of Amn and the Throne of Bhaal expansion pack. Bundled with it are the game manuals in PDF format, high definition wallpapers, artwork, avatars, and the soundtracks of Shadows of Amn and Throne of Bhaal.
On March 15, 2012, Baldur's Gate II: Enhanced Edition was announced. Being developed by Overhaul Games, it is an enhanced version of Baldur's Gate II, and will continue to use the Infinity Engine, though an updated version of it. The game is scheduled for release in 2013.
Reception
Aggregator | Score |
---|---|
GameRankings | 94.03%[66] |
Metacritic | 95/100[68] |
Publication | Score |
---|---|
AllGame | [70] |
Eurogamer | 9/10[71] |
GamePro | [72] |
GameSpot | 9.2/10[74] |
GameSpy | 92/100[75] |
GameZone | 9.5/10[73] |
IGN | 9.4/10[76] |
PC Zone | 8.5/10[77] |
FiringSquad | 93%[78] |
Gameplanet | 5/5[79] |
Just Adventure | A[80] |
RPGamer | 9/10[81] |
Computer Gaming World | [82] |
Publication | Award |
---|---|
Academy of Interactive Arts & Sciences | Character or Story Development (2001)[83] |
Eurogamer | Best Game (2001)[84] |
Eurogamer | Best Male Supporting Character (2001)[84] |
Eurogamer | Best Art Direction (2001)[84] |
Game Informer | 88th in the Top 200 Games of All Time (2009)[85] |
GameSpot | The Greatest Games of All Time[86] |
GameSpot | Role-Playing Game of the Year (2000)[87] |
GameSpot | Readers' Choice Game of the Year (2000)[88] |
GameSpy | RPG Game of the Year (2000)[89] |
IGN | RPG of 2000[90] |
IGN | 25th in the Top 100 Games of All Time (2005)[91] |
IGN | 2nd in the Top 25 Modern PC Games (2010)[92] |
Baldur's Gate II met with worldwide critical acclaim upon its release;[68] and Metacritic lists it as the 6th highest scoring PC game on the site as of April 15, 2012.[93] GameSpot said that, while it is a very long game, its fine points are what make it so great, and "the only reason it can't be called the best game in its class is because in a sense there's nothing available that compares to it."[74] IGN said, "It's not overbearing in its creativity, and it's not paper thin. In the end, it's simply a superb role-playing experience—one of the best. There's not much you can compare it to. Baldur's Gate II has no peers."[76] GameSpot would later say that, "all in all, Baldur's Gate II is a towering achievement in the history of role-playing games." Computer Gaming World's reviewer said, "Even though I think of this as Game Of The Year or even Hall Of Fame material, I won't trap myself with the 'best RPG ever' phrase. But it certainly ranks up there with greats like Fallout, Planescape: Torment, and Betrayal At Krondor."[82] He also said, "While it doesn't have the emotional or philosophical resonance of Planescape: Torment, it isn't the light-adventure fare of Icewind Dale either."[82] In a 2007 Gamasutra article on the "Platinum and Modern Ages" of computer role-playing games, Matt Barton wrote, "Contemporary reviewers fell over themselves praising the game and giving it the highest possible marks; it didn't take an orb of true seeing to know this game was platinum. For what it's worth, I consider it the finest CRPG ever designed."[94]
Baldur's Gate II's gameplay was called "addicting" by GamePro.[72] RPGamer said that "the game plays pretty much the same [...] Except for combat. Here we've taken a big step up from the frustrating ordeals in Baldur's Gate. The enemies are no longer quite so cheap, and more strategies are viable."[81] Computer Gaming World said, "you'll definitely put more thought into preparing and executing your battle plan."[82] Some reviewers, however, felt that the non-player characters in the game were not as powerful as player-made characters.[78] GameSpy said that the game is much more difficult than Baldur's Gate, and requires more strategy and planning than the original does.[75] GameSpot felt that the opening level of the game "falls flat," but that it gets much better once the player reaches Athkatla.[74] IGN said, "The beginning sequence alone can take hours and it's entertaining, but to be truthful, it's nothing outstanding. Get past the first area and you emerge in the great city of Athkatla, the capital of Amn. This is where it starts getting really superb."[76]
The game's plot was met positively by reviewers, with GameSpy saying that "The plot can be summarized in one word: Epic. The developers bent over backwards to make you feel like you were making a difference in the game world, as well as provide some very 'awesome' enemies and quests."[75] IGN said, "it's always clear [in Baldur's Gate II] where you need to be, whom you need to speak to, and what you need to accomplish."[76] RPGamer's reviewer, on the other hand, felt that the plot was "very straightforward" and "pretty plain," but approved of the side quests, which, he said, "can spin out into minor epics."[81]
The game's graphics were well received. GamePro praised it, saying that "the backdrops are stunning and the spell effects are impressive with or without 3D acceleration."[72] IGN echoed this statement by stating "The comparison between [the graphics of] Baldur's Gate and Baldur's Gate II is astounding—like looking at a still oil painting, and then turning to see the scene in living motion on a big screen TV."[76] GameSpot said, "the game's prerendered maps are highly detailed and generally look very good, while the characters and monsters are fluidly animated."[74] FiringSquad said that the game's artwork surpassed that of Planescape: Torment, and called the background artwork "fantastic."[78] FiringSquad also praised the voice acting of Baldur's Gate II, saying, "Characters sound alive and vivacious (or depressed, crazy—whatever suits them), bringing a whole new level of depth to [the] game's immersion factor."[78] IGN said, "Outstanding voice acting has been a hallmark of RPGs produced by Bioware and Black Isle, and of course, Baldur's Gate II is no exception. The characters that join you throughout your journey all have a distinct style and voice, and it's the phrases, arguments, and battlecries of the party that get you so attached to them. [...] The only major disappointment is the lack of many more new voices for use with character creation."[76] Reviewers generally found the game's music to be well-done;[74][78] though RPGamer felt it was "inoffensive but unimpressive."[81]
Gameplanet criticized the game's poor support for online multiplayer, saying that it was "unstable and quite frustrating."[79] Jakub Wojnarowicz of FiringSquad felt that the lack of communication between players in combat during online games was problematic, but that Local Area Network play would be "a lot more fun and less stressful."[78] PC Zone said, "As in BG, multiplayer is a bit of a disappointment. [...] Come on guys, let's have some multiplayer maps or something."[77] IGN, however, felt that "multiplayer play is still strong and enjoyable."[76] Criticism was also directed at bugs in the game, such as frequent crashes when trying to access certain locations.[77] According to Tim McConnaughy from GameSpy, Baldur's Gate II is "not 100% stable."[75] GameSpot noted that the game's loading times were a "bit long" and that the game crashed on occasion, but said that these problems are not significant;[74] while IGN, though noting that the game slowed down "a bit in intense battles involving a lot of spellcraft or dazzling backgrounds," said that "bugs were nearly nonexistent."[76] GameSpot also felt that the small number of character portraits to choose from was a disappointment; and that it was "somewhat unfortunate that the game recycles some of the special effects and miscellaneous sounds and graphics from the first Baldur's Gate."[74]
Awards
Baldur's Gate II was inducted into GameSpot's "Greatest Games of All Time" list,[86] and it also won their Readers' Choice Game of the Year award for 2000.[88] It received three "Gaming Globe" awards from Eurogamer in 2001: Best Game, Best Art Direction, and Best Male Supporting Character (for Minsc).[84] GameSpy, GameSpot, and IGN all awarded Baldur's Gate II their "Role-Playing Game of the Year" awards in 2000.[87][89][90] The game won the "Character or Story Development" award at the 2001 Interactive Achievement Awards, and was also nominated for "Game of the Year," "Game Play Engineering," "PC Game of the Year," and "PC Role-Playing."[83] IGN also placed it at No. 25 on their 2005 "Top 100 Games of All Time" list.[91] In 2006, though not ranking in the top five games, it earned an "honourable mention" in Gamasutra's Quantum Leap Awards.[95] In 2009, Game Informer put Baldur's Gate II in 88th place on their list of "The Top 200 Games of All Time," calling it "The Best Dungeons & Dragons game ever made."[85] At the end of 2009, Baldur's Gate II, though not quite making the Top 12 list, received an honourable mention in Gamasutra's Game of the Decade, where readers voted for their best game of the (then) last ten years.[96] In 2010, on IGN's Top 25 Modern PC Games, Baldur's Gate II was ranked 2nd, with Half-Life 2 being ranked first.[92]
Expansion pack
An expansion pack for Shadows of Amn, entitled Baldur's Gate II: Throne of Bhaal, was released on June 21, 2001. Throne of Bhaal added a new dungeon called Watcher's Keep to the game;[97] new features and enhancements, such as the Wild Mage character class,[98] a higher experience point cap,[99] and high-level class abilities;[100] and new spells, such as Wish, Bigby's Crushing Hand, and Dragon's Breath.[101] Throne of Bhaal also takes the protagonist's history further, and, being the final chapter, concludes the Baldur's Gate saga.[102] Throne of Bhaal was well received: it won the "PC Role-Playing" award at the 2002 Interactive Achievement Awards;[103] and has a Metacritic score of 88.[104] It was developed by BioWare and published by Black Isle Studios.
Novel
There is a novelization of the game by Philip Athans. It focuses solely on Abdel, the last of the Bhaalspawn, and was published in 2000 by Wizards of the Coast. The novel is the second in the series; the first, also by Athans, is a novelization of Baldur's Gate, and the third, by Drew Karpyshyn, of Throne of Bhaal, the expansion to Shadows of Amn.
See also
- Baldur's Gate II: Enhanced Edition
- List of Forgotten Realms video games
- List of Dungeons & Dragons video games
References
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- ^ a b Shadows of Amn, Chapter VII.
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{{cite web}}
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{{cite web}}
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{{cite journal}}
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{{cite web}}
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External links
- BioWare Legacy Games page
- Archived (Date missing) at interplay.com (Error: unknown archive URL)
- Archived (Date missing) at bioware.com (Error: unknown archive URL)
- Template:Allgame
- Template:GameSpot
- Baldur's Gate II: Shadows of Amn at IGN
- Baldur's Gate II – Shadows of Amn at IMDb
- Baldur's Gate II: Shadows of Amn at MobyGames