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Icewind
Dale: Heart of Winter
"Head (even Further) North Young Adventurer"
The Advanced Dungeons and Dragons (AD&D) rules
set has inspired countless numbers of books, computer
games, and even a movie. It’s gone far beyond the scope
of just being a how-to guide of pen and paper role-playing
games. One of these computer games was Black Isle’s
Icewind Dale which was released in
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Genre:
RPG
Release
Date:
Available
Publisher:
Interplay
Developer:
Black Isle Studios
ESRB:
Teen
Requirements:
P233
32 Mb RAM
8X
CD ROM required
200 MB of HD

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September of 2000 and set within the continent of Faerun
on the world Torril in the Forgotten Realms campaign
world, using the AD&D 2nd edition rule set. This old
fashioned dungeon crawl brought to the monitor the same
frozen wastes that R.A. Salvatore made famous in a book
trilogy by the same name, but is set before the events
of that tale occurred. And now Black Isle has released
an expansion for the game called Icewind Dale: Heart
of Winter (IWD:HoW), which takes us back to the
frozen north.
The
expansion story line happens independently of the main
story line of Icewind Dale and is self-contained
within it. Your party gains access to the new sections
by reaching level nine and either finishing the original
story line, by going through a previously locked entrance
in the town of Kuldahar, or by using the pre-made, ready
for Heart of Winter characters. And so the expansion
begins. Your group of adventurers has been summoned
by a Barbarian Shaman who disobeys his chief and asks
for your help to stop the supposed reincarnation of
a fallen Barbarian hero. Your group of seasoned adventurers
heads to the northernmost town in Faerun: Lonelywood.
There you discover that a huge barbarian army is waiting
nearby ready to destroy all of the Ten Towns. But before
you can deal with this rather large problem, you must
help some of the locals with family and pest problems.
Such is the life of a group of adventurers.
"So What do you get?"
The expansion not only gives adventurers 20 to 30 more
hours of play time, new portraits, and new sound sets,
it also improves upon many features within the original
game. A lot of these improvements are based on things
done in Baldur's Gate 2 (BG2), released in 2001
with the new version of the Infinity Graphics Engine
and also using the AD&D 2nd edition rule set, with a
couple of modifications from 3rd edition thrown in for
good measure. One of the main additions is the 800x600
supported resolution as well as higher unsupported resolutions.
Your characters are about a third of their size in the
original game, but you can see about twice the map area,
which gives a strategic advantage in battles and also
gives better detail to the graphics in general. The
higher resolutions may be useful in some circumstances
in the world view, but they also make viewing the inventory,
character, and spell information difficult as the those
displays do not use the higher resolution and just have
huge borders to fill in the screen. Taking a cue from
BG2, all the interfaces in the worldview are drop away
to give a full screen view of all the death and mayhem.
I had difficulties with the drop away menus as the two
side ones did not want to reappear but reacted to the
mouse like they were still there. There is also a nifty
hot key that highlights all the normal doors and items
on the ground, thus ending the great mouse sweep hunt
for things you might have missed. Gem and potion bags
and scroll cases have also been added to help store
some of these new found items.
Of course, with new areas also come more enemies, such
as wailing virgins, Barbarians, animal spirits and polar
worms. To defeat these newfound combatants, the expansion
adds at least 60 new spells and over 80 new magic items
to your arsenal, with some old ones being refined as
well. Also there have been more special abilities added
to some of the weaker classes such as paladins, rangers,
thieves, bards and druids. For instance, the druids
now get to shape shift into different animal types that
are unlocked as the druid gains levels. The experience
limit has been hiked to 8 million points or 30th level
(whichever comes first), and a new "Heart of Fury" difficulty
mode has been added. This is in addition to the standard
difficulty settings to keep you trekking throughout
the Dale, once again in fear for your life and with
suitable experience rewards for your heroic deeds.
"Worth the price of admission?"
When IWD was released, there was a lot of comparisons
made with the rpg/action hybrid Diablo II (D2)
that came out at about the same time. They were the
hottest titles at the time and the preference for role-playing
gamers came down to personal tastes, although I am sure
that most gamers went out and eventually got both games.
The comparison continues with the expansion packs as
IWD:HoW was just released and Diablo II: Lord of
Destruction is currently in multi player beta.
In
my opinion, IWD is a more in-depth, play a couple of
times through, type of game. It takes a fair amount
of time to get through once and the entertainment value
is in the exploring of new areas as well as the differing
experiences with different adventuring parties. Heart
of Winter is adding to this path, giving new areas
to explore plus adding more party combinations by improving
the functionality of several classes. D2 is more about
the multi-player experience, replayability, and variety
of gaming experience every time you go through an act.
Sure you can destroy Diablo on the normal setting with
your 25th level barbarian and not touch the game again,
but I doubt that very many people did leave it at that
point. So it comes down to personal preference again,
but anyone who enjoyed Icewind Dale and went
through it completely, will enjoy the expansion and
might even replay the original version once more with
the new features that HoW provides. It should also be
noted that some of the team that developed IWD and its
expansion are also working on a free for download dungeon
set for Heart of Winter. This promises to have more
dungeons, a few new monsters, new magical items and
an adventure in a castle far from the Dale.
However, it should be noted that the reported 20 to
30 hours of game play for the expansion is dependent
heavily on party level and makeup as well as the player's
ability. So a decent gamer who is not planning on replaying
the original game, will find this expansion to be overpriced.
Personally the "Heart of Fury" mode and the experience
cap increase add to the replayability similar to the
Normal, Nightmare and Hell levels of Diablo II.
"The
envelope please"
Icewind Dale is a hack and slash linear dungeon
crawl. The expansion is no different and gives you more
of the same, which is a good thing. However, it also
fixes a few problems in the original, adds a higher
experience cap, and a higher difficulty setting. All
these things change the original game enough to make
a fan want to experience the whole thing again and I
think this alone is exceptional. The idea that the expansion
area is available to anyone with characters over a certain
level and the expansion-ready characters come with the
game gives many choices to the player. It should also
be noted that pure RPG expansion sets are relatively
infrequent and are quite different in focus from other
genre expansions.
Like I said before, this game is a hack and slash role
playing game with controls very familiar to those that
played any of the games based on the Infinity Engine.
With the ability to change difficulty settings, to script
characters and allow for automatic pause on any number
of events, the player gets to decide the level of micro-management
and complexity they are comfortable with. This approach
is almost necessary with the variance in abilities and
preferences in the gaming community.
The original game and expansion are both very well done
graphically and the spell effects are breathtaking.
The expansion itself allows for larger resolutions that
improve the gaming experience and allow for better views
of the surrounding areas. I found that the choice of
resolutions higher than the supported one of 800x600
were almost not useable, as the non-world screens did
not size up properly with the higher resolution.
The aural environment is just as well done as in the
original and the new voice sets add even more variance
to an already rich selection. The sound of the wailing
virgin sent chills through my spine in the Barrows and
the constant howling of the winter winds made me rethink
putting away my parka. Basically, the sound brings the
graphical world to life.
The only major problem that I did find with the game,
was that the side menus did not reappear properly on
screen. Otherwise there are no real complaints with
the technical aspects of the expansion pack.
Icewind Dale: Heart of Winter does what an expansion
set should do in my book: it increases the playability
of a very good game and adds enough new things to make
it almost an entirely new experience. For anyone who
enjoyed the original game, this is a definite must have.
Concept
An interesting take on an expansion, plus a
good shot in the arm of the original. |
92
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Gameplay
Dungeon crawl with so many options..
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72
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Graphics
Awesome spell effects with more resolution
choices. |
96
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Sound
Puts you into the heart of winter (I'm from
Edmonton, I should know).
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100
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Technical
Menu problems. |
88
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Overall
A must have for IWD lovers. |
90
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