0
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z




PC - Windows : Icewind Dale II Reviews

Gas Gauge: 84
Gas Gauge 84
Below are user reviews of Icewind Dale II and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Icewind Dale II. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

Summary of Review Scores
0's10's20's30's40's50's60's70's80's90's


ReviewsScore
Game Spot 83
Game FAQs
CVG 83
IGN 90
GameSpy 80
1UP






User Reviews (1 - 11 of 83)

Show these reviews first:

Highest Rated
Lowest Rated
Newest
Oldest
Most Helpful
Least Helpful



Marred by incessant cheese and stupid puzzles

2 Rating: 2, Useful: 92 / 118
Date: September 29, 2002
Author: Amazon User

On the surface, this game is basically similar to Baldur's Gate, BG II, Icewind Dale, and Planescape Torment: a Dungeons & Dragons game focusing on a six-member party of adventurers. Unlike its predecessors, it incorporates the 3rd edition D&D rules, which simplify gameplay and add some options for customizing your characters' abilities as they go up in level. The 3rd edition rules work well here, and are an improvement over the previous games.

Unfortunately, very much is wrong. The first Icewind Dale was a simple, combat-oriented game--you just hacked your way from one obvious location to another. This sequel has that element also, but has two glaring flaws. First, the game is cheesy. By this, I mean that monsters teleport to attack you from behind and the game prevents you from saving at numerous critical points--there are several multi-part battles where you can't save, and a misstep means you start the battle over from scratch.

The second flaw is the focus on puzzle dungeons. By this, I mean areas where you can't kill a monster unless you pull a series of levers in the right order and maps where going east puts you northwest of your previous location, and you can flail about endlessly unless one of your characters has an otherwise useless ability (Wilderness Lore). Chapter 5 of the game (out of 6 chapters) is one big puzzle--and grotesquely annoying--dungeon, where you have to perform each step in a specific sequence--a sequence that is never revealed to you by the game. (Even then, the problem is not that the puzzles are hard--they aren't--it's that they are so numerous and so ridiculous. What kind of a ... villain would build all these puzzles in the first place?) There are parts of this game that play more like Tomb Raider than D&D and, while I like Tomb Raider in its own genre, puzzle dungeons are more annoying than anything in a D&D game.

A lesser flaw is the weakness of the story--the two enemies are simple bogeymen. There is a part of the story which is, I guess, supposed to make you feel sorry for them, but the shades of morality here are far from grey. The enemies simply have no personality, just lots (and lots) of spell effects they can summon instantly (bringing us back to the cheese problem).

I consider myself a fairly hard-core player of D&D games on the PC. I can't recommend this game to even players like me; for anyone just starting out in this type of game, stay far, far away. Pick up Baldur's Gate or Baldur's Gate II if you want a pleasant introduction to D&D on the computer.

A Worthy Successor to an Instant Classic

4 Rating: 4, Useful: 43 / 48
Date: September 18, 2002
Author: Amazon User

I still remember the reason I got the original Icewind Dale. I was simply bored out of my mind, disappointed with Diablo II, and looking for more Baldur's Gate while waiting for the sequel to be released. Icewind Dale had a unique flavor that distinguished it from the other Infinity Engine games, and a fast-paced, svelte system that still makes it an eye-opener in this world of 3-D everything games. The soundtrack, also, was arguably the best of any game I've seen.

Icewind Dale II is good enough that I'd call it a worthy successor. Like Baldur's Gate II it carries on in the flavor of the original, but with improvements to increase replayability. These improvements are largely comprised of a change to the 3rd Ed. D&D rules. In this regard, the game does a fair job at approximating them. I would say it's roughly comparable to Neverwinter Nights, though there of course are some major differences since you can control up to 6 characters.

The gameplay is pretty similar to the original, with less Fed-Ex quests and more good old-fashioned slaughter. The plot is still very much linear, but there's many ways you can go about meeting NPC's requests. One of these ways is to simply kill them all and take their stuff (though you might not always want to). There are quite a few new spells, and although the game lacks metamagic feats you can do things like spontaneous casting, domain spells, and wizard school specialization. All the old summoning spells have been upgraded as well, so they are actually useful at higher levels. Lastly, the 'Heart of Fury' mode is embellished with better weapons and items to make chopping down the horde less impossible. Your characters can advance to level 30, up to level 20 in any one class. It doesn't quite follow the epic level rules, but you'll probably be glad for the extra hit dice, since the only way to get that high is HoF mode.

There are many magical weapons and items to find, and a whole ton of new magic ammo. I can't say I used very much of the latter, however, since the sell price is so ridiculously high that I ended up selling it all instead of shooting it. You also have far more quick weapon slots so changing weapons isn't a pain. There are even more NPCs and more dialogue choices than the original IWD, and more places to visit than the original game plus its expansion. I don't doubt there will be an Icewind Dale II expansion coming up, either. The music follows in the flavor of the original score, but it isn't quite as good (a different artist). It's good enough, however, for my tastes. The graphics, of course, are still magnificent. While the character avatars haven't changed at all, it has always been the rendered backgrounds (and perhaps spell effects) that's the real point of interest. No disappointment there.

I'm not normally one to lower a rating solely due to bugs, but I'll have to make an exception here. Icewind Dale is so badly bugged that it really reduces the fun of the game. Some of the bugs are so ridiculously obvious I wonder if Black Isle even did QA on it, or if the delayed release made them rush it to the store shelves. Importing and exporting characters used to be perfectly fine, but now you'll end up with weird things like extra spells, missing levels, altered natural armor class, and a gamut of others. Magic is also bugged crazy, with enemy saving throws incorrectly calculated and spell quirks all over the place. My favorite so far is the Melf's Minute Meteors bug. If you de-equip the meteors you can equip a sword or other weapon, and your attacks remain at 5/round! Who needs fighters now? Savegames are also not nearly safe. I've seen characters change permanently for no particular reason between a save and load.

I should note that most of these bugs aren't game-breaking, especially since you can use the cheat console to get past things. This isn't a very natural way to do it, though, and I hope the patch fixes everything. The original game was also known for bugs, but it wasn't nearly this bad. Though the 3rd Ed. rules are nice, I would have rather they stuck with 2nd Ed. and not had so many bugs.

Overall, Icewind Dale II was a great RPG experience and well worth its weight in good game time. It is fun enough to simply explore the areas and see a great rendition of the region, and battle- ever the heart of the game- is still as challenging and exciting as before. If you're looking for a good RPG, here's something you won't want to miss.

Deserving of Better than Five Stars

5 Rating: 5, Useful: 21 / 21
Date: December 30, 2002
Author: Amazon User

I honestly hope that people who read these reviews pay more attention to those praising Icewind Dale II than those that in my mind belittle a great game. Icewind Dale II is similar to the other Forgotten Realms games, but it is unique in its own right.

Icewind Dale II seems to have found the balance between the heavily quest-based Baldur's Gate II and the hack-your-way-to-fame Icewind Dale. The new third edition rules make Icewind Dale different from the other games as well, and they add a whole new challenge to the game, making the perfect characters. The vast amount of skills and feats all characters can choose from, not to mention all the new races (Drow, tieflings, deep gnomes, gray dwarves, among many others) and subclasses offered, make characters unique, and each level almost makes a player giddy when they try to decide whether they should give their rogue more hide skill for the ever useful sneak attack or maybe more to pick pocket or open locks for the always fun five-finger discount shopping. The addition of the bluff, diplomacy, and intimidate skills also make for a nice variety in NPC dialogue, and deciding whether you want to use your nice little paladin to go negotiate or an evil dreadmaster of bane to threaten an undead life to your enemies can put a player into a moral dilemma. A player's character class can affect NPC dialogue as well, the most obvious class being a cleric which has something to say whenever you run up against a different order or cult. The joys of threatening to kill half the members of a village of druids with my dreadmaster of bane, raise their corpses as undead, and then laugh as they tear into their surviving friends remains potent in my memory. The creation of characters and a well balanced party might dissuade some from this game and the lack of character interaction is disappointing, but characters are far from stale and part of the fun in my mind.

Although the graphics remain the same as all of the recent Forgotten Realms games, players should still appreciate the beauty of the artwork within the game. The one thing I've seen on most reviews, even ones by people who test games as a job, that remains constant is that the fighting in Icewind Dale II is hard, or even impossible according to some. I've played the game on the normal D&D rules throughout and I understand why people describe it as hard. Sure I've had to reload the game a few times after having a character or two die, but I remember spending a hour or two on the final battle of Baldur's Gate II and reloading on all the other games as well. Then again some reloads were just because I wanted a better-looking battle. The reason people probably complain about Icewind Dale II being too difficult in fighting is because battles need to be planned for once, and yes monsters will spawn behind you and try to surround you, a problem perhaps, realistic definitely. I won't discuss strategy in a review, but I will say it's required in most fights in Icewind Dale II and can make fights quite easy. As the makers said, the game has a feature that varies the difficulty depending on your party's skill, not the skill of the player, so plan your battles carefully or turn down the difficulty if you need (a feature all the recent Forgotten Realms games offer) because you're in for one difficult good time.

The story in Icewind Dale II is not anywhere near the level of Baldur's Gate II, but it was not intended to be. You are not a hero that has the blood of the god of murder in your veins, you're a band of mercenaries out for some coin who just happen to save the North in the process. When Icewind Dale II is looked at by itself rather than a comparison to the other Forgotten Realms games, the story will draw you in and is very well done. The big baddies of the story aren't the devilish Irenicus from Baldur's Gate II who seemed to be pulling at the very core of your character's self, but two outcasts who seek revenge. If they seem to come off as childish and vengeful but immensely powerful, then that is because of the story behind their creation which is quite sad and not for me to tell.

The one complaint I can offer about the game comes from a very common cliché, to the victor go the spoils. I find myself spending anywhere from ten minutes to an hour planning out my spending and selling. Charisma as well as some skills can affect the price of goods or the price which you can sell your goods, and in addition to that, supply and demand plays a role as well, sell all things of one type (a good example being gems) at one time from the same character or prices will go down. Although it's a complaint, it's realistic that a charismatic character could barter better prices especially if trained in that area, and besides, who can complain about coming back to town with sacks bulging with gold and gems, bags full of all sorts of potions, and characters laden with all sorts of magical means of destruction ranging from nondescript weapons of immense power to armors of such a design as to have an effect by themselves. Just remember to buy all the potion bags, scroll cases, and gem bags that you see, and always hold onto bags of holding when they're found.

If this is a good game, I'd hate to see a bad one

2 Rating: 2, Useful: 33 / 41
Date: October 18, 2002
Author: Amazon User

If you never have played a computer RPG based on the Infinity engine, you might get the idea that Icewind Dale II is a great game. The trouble is that the Baldur's Gate series of games have revealed just how much fun a computer RPG can be. Next to them, Icewind Dale II is a cross between a marathon and a bore. I played the game at standard level; it can be played at more difficult levels, and that may make the game more fun -- but I doubt it.

The pros:
1. Just about any D&D RPG is fun for me, so I had some fun with this one.

The cons:
1. Linear plot: This game has such a linear plot that it makes the old SSI "Gold Box" D&D games brilliantly complex by comparison. Basically, the game is nothing more than an endless series of battles that must be approached in linear fashion. It's not simply that you can't win a later battle until your characters have reached a high enough level; nearly all of the time "you can't get there from here" except by fighting through the series of battles, one after the other, in the order planned by the programmers. Many of the screens literally consist of trails that must be followed without branching in any way. You can't outmaneuver the enemy; you simply march up the trail until the battle starts. Duh.

2. Lack of strategy: I found very few battles where any strategy is needed. In the Baldur's Gate games different battles required different tactics: some required a rapid rush of the enemy, while others required a rapid retreat to draw enemies after you one by one; some required your party kept together, while others required the party separated; still others required you to have exactly the right magic spell or combination of spells to win. In ID II the inevitable tactic is cast Improved Haste on the party and then make a mass charge. At least 90% of the spells are basically useless. The battles require a lot less thinking and planning than the battles in the Baldur's Gate series; in my opinion they require a lot less strategy than the battles in the old Gold Box SSI games. Just cast Improved Haste and charge. Duh.

3. Lack of artifacts: For the first two-thirds of the game, you're really starved for good weapons. Then, suddenly, you can simply purchase +4 magical weapons by the bushel. The seeking of important weapons, or parts of them, is probably the best way to create "side quests" that actually have meaning in a game. In this game, you just save your money until you get to where you can buy good stuff. And if that's not good enough, in the next place you can buy or pick up +5 stuff all over the place. Duh.

4. Lack of interesting characters: The Baldur's Gate games required you to build a party of characters from creatures you encountered in the game. These characters had personalities: some were half-crazy, some bickered with each other, some I wanted to strangle by the time I was done with them -- but most were a lot of fun in one way or the other. Since you create your entire party in ID II, your characters have no personality, do not interact with each other, and are no fun. Duh.

5. Bugs: They never fixed the AI problem in the Infinity engine that has your characters bump into each other and then start running in large circles trying to get from here to there. When any logic demands a party keep together unless told to separate, in this game it's typical to have your party separate in spite of your best efforts and have some characters walk into fatal traps off-screen. Duh.

6. D&D Third Edition: D&D First Edition was more than complex enough. But they couldn't keep selling books unless they changed things. So they invented Second Edition, then Third Edition. Each time the rules got even more ridiculously complex. ID II uses D&D Third Editiion rules. There are all kinds of things to do in player creation and promotion that make ID II complex but have little effect on the outcome of the game. Duh.

7. Cheesy, cheesy: In the Baldur's Gate games, every spell had a counter-spell, and there was a table in the instruction manual to tell you what countered what. In this one, if the enemy casts Improved Invisibility, I don't think there is any opposing spell that works. Also, you are supposed to be able to hit someone under Improved Invisibilty once that enemy attacks, but the game would not allow me to do so. Apparently, you are simply supposed to stand there and watch an invisible enemy kill you. Duh.

8. The final battle: The end of this game is the most offensive anticlimax I have ever seen in any RPG game.

Should you buy this game? If you enjoy D&D games, you should enjoy it. But it is in no way to be compared with the Baldur's Gate series. Baldur's Gate II was 5 stars; I give this one 2.

Return to the Dale

5 Rating: 5, Useful: 19 / 19
Date: September 07, 2002
Author: Amazon User

I have played both Baldur's Gate games, Planescape: Torment, and the Icewind Dale series extensively. While these games all share the Infinity engine, I was never truly absorbed by Torment or the Baldur's Gate games the way I have been with Icewind Dale 1 and 2. All were splendid games, but Icewind Dale offers a feature that sets it victoriously apart from its kin - it allows you to create a PARTY of adventurers, not just a single hero. I joyously spend hours crafting my party before leaping headlong into the game itself, where the fun only continues. Icewind Dale is everything that Diablo is NOT, despite both games' reliance on open battle. Where Diablo is a clickfest to see who drops first, Icewind Dale requires tactics and strategy amidst the chaos (and gives you a pause feature to simulate a kind of turn-based, thought-provoking play style). Despite the action, very little about Icewind Dale II (or Icewind Dale) can be called "dumbed down," save perhaps for the linear nature of the campaign - which I, for one, embrace, as I loathe errand boy quests that seem unimportant to the storytelling. Icewind Dale II is pure gaming goodness in a tasty D&D shell, and anyone who likes the sound of that should not hesitate to play this game... not even for a second.

Satisfying hack & slash

4 Rating: 4, Useful: 16 / 16
Date: May 13, 2003
Author: Amazon User

First of all, if you expect or hope for meaningful character interactions, go away. Icewind Dale 2 is hack and slash. True, it's glazed by some nice voice acting, beautiful locales, villains that are satisfying to kill (and even some that you half don't want to kill) -- but in the end, the game is linear, and there is really only one way to complete it. Sure, you can take slightly different conversation paths when you're talking to other characters, but these rarely have any effect other than minor experience point bonuses here or there.

In short, the talking doesn't really matter. What you're out to do in this game, is putting together a party of six people, and going out to kick butt. And butt. And butt. For a very long time to come, the heroes you make will be doing little else but fighting for their very survival.

Being focused on combat does not make a game poor by itself. Heck, chess has no character interaction and is solely simplified combat. Icewind Dale 2 is infinitely more complex in its mechanisms than chess, but it is still done with a professional quality.

IWD2 is the third computer game to implement the 3rd edition version of the 'Dungeons and Dragons' rules -- the first one being Pool of Radiance 2, which did an abysmal job, and the second one was Neverwinter Nights which did a much better job. IWD2, however, beats out both of them. The implementation of the 3e ruleset is not perfect (sneak attacks, attacks of opportunity, things like that are flawed if there at all) but it is the best thing out there at the time of publication. IWD2 contains a wide variety of feats for your characters to choose from, and skills such as Wilderness Lore actually have some use (at least here and there) and interaction skills (Bluff, Intimidate, etc.) can be used to steer conversations down other paths -- although within the confines of the caveats given before, the conversations don't really matter much in the end.

The story is lengthy, but fairly decent -- it keeps you immersed throughout, although there are a few areas that get tedious. But for the most part, the locales and terrains vary enough, and the goals and plots shift enough, to keep you interested. The villains are on the shallow end, as is to be expected from a hack and slash game, but the main villains at least have been given a quasi-plausible motivation that the heroes, given a less strained situation, might even agree with. Kudos for that.

I, personally, can't play through the game more than once, but the game certainly was entertaining all through that first time. I do consider it worth the money I paid, and I can even recoup some of that money by selling the game onwards now that I'm done with seeing the story through. If you like fantasy RPGs, and don't mind a game that is 90% combat and 10% story, then I can warmly recommend Icewind Dale 2.

Icewind Dale II: A Triumph of Gaming Goodness

5 Rating: 5, Useful: 17 / 18
Date: September 19, 2002
Author: Amazon User

Despite the fact that Icewind Dale II still brings its aging Infinity engine along for the ride, it fairs considerably better than the flashier (but less satisfying) Neverwinter Nights. When it's all said and done, gameplay is the thing - and Icewind Dale II (like its forebear), delivers the goods in pretty much all the right places.

The Pros:

· The Icewind Dale series doesn't let you create just one character, but six! To me, this is what really sets this game apart from the competition. A dedicated RPGer will spend hours joyously crafting his party of adventurers, leaving no detail unchecked. Personally, I revived my heroes from the original Icewind Dale and continued their saga in the sequel. You can even write biographies for each character! In the end, you'll really care about these folks, and that helps when things get a little tedious.
· Gaining levels is actually fun. Successfully employing 3rd edition D&D rules, the game implements "feats," which give each character an added boost. For example, you can choose the Toughness feat, which raises your character's hit points, or opt for Dodge to avoid incoming blows.
· This game has monsters aplenty. In the end, there are more enemies in this game than you can even keep track of.
· Icewind Dale II actually manages to deliver a pretty decent backstory to accompany all of that combat. Better yet, the dialogue in the game benefits from a writer's touch, and doesn't bore the player to death the way it does most often in Neverwinter Nights. The voice-acting is likewise excellent. It's so good, in fact, you may even begin to care about the characters. How ingenious! To add the icing to the cake, the music and sound effects are far better than the average computer game accompaniments.

The Cons:

· To some, the fairly linear nature of the game may be mildly distressing. Personally, I enjoy the pacing of the game and the fact that you can't get bogged down in sub-quests, but the fact remains that some would rather be playing Morrowind or Deus Ex.
· Icewind Dale II can be merciless at times. The final boss encounter is maddeningly difficult (or "a delightful challnge" if you're in the masochistic camp of gamers), and so are many other fights along the way. And that's on the easy mode!
· There are too many moments within the game where some mini-boss will hurl his men at you and then vanish while you do your dirty work. It begins to get comical after the third of forth evil wizard says, "Men, attack them while I hide elsewhere, only to curse my henchmen's ineptitude later on! Ha ha ha!"

The game's strengths definitely outweigh its weaknesses, and that puts Icewind Dale several rungs about Neverwinter Nights. If you can sacrifice style for substance, this is the game for you.

Final Grade: B+ (or 4 and a half stars on a curve of 5)

More enjoyable than the first thanks partly to 3E D&D rules.

4 Rating: 4, Useful: 11 / 11
Date: September 10, 2002
Author: Amazon User

I was somewhat pleased with Icewind Dale; due to a few issues I had with the game, I thought myself through with Black Isle Studios, but upon hearing about the release of their sequel Icewind Dale 2, and their implementing 3rd Edition D&D rules I decided to give it another shot.

BIS has modified the Infinity Engine to accomodate the 3E rules, including the Half-Orc and the special new playable races, like Drow, Aasimar and the new Forgotten Realms races, like the Gold Dwarf and the Strongheart Halfling. All standard races and classes are also available including the new Barbarian and Sorcerer, with the return of the Monk (from 1st Edition). Multiclassing is now a BIG breath of fresh air, easier to handle and much more enjoyable, but you are limited in some ways, depending on which class you pick. Among the best is a Rogue/Monk (Monk of the Broken Order) multiclass; this limits your alignment choice, but offers powerful combinations in combat like the Monk's stunning attack and the Rogue's sneak attack, not to mention the additional AC bonus from a positive wisdom modifier.

The interface is similar to the original game, but has been streamlined and reorganized. Veterans to previous Infinity Engine games will be at home with the familiar controls. All eleven classes are available, and character creation is faster due to the point buy method for generating ability scores; this seems to be the method of choice in 3E CRPGs for gamers who want to create their parties quickly, but I miss the dice roll method. Dice rolling is most likely less popular and tedious, hence the switch to point buy; I'd like to see a choice of methods in creating ability scores in the next one! It has a great in-game help system with info for everything from the new races and classes to the exciting new feats, skills and their prerequisites. Great for reference and new players. The character record is wonderful, your list of skills/feats, your attack modifiers, and other info at the touch of a button. A few new portraits are available, but more could have been included, and all the original character voices were included from the original IWD and Heart of Winter (plus a few new ones). Gameplay is essentially the same, especially the real-time combat; I prefer turn-based combat, but the pause function makes fighting more manageable and is an interesting change. This helps when you need to cast spells or use one of the new skills or feats from the special abilities button. Moving around seems more tricky; sometimes a character will go a different way than the party or will be stuck somewhere, but the pathfinding can be adjusted through the configuration menu in Windows. When you're not in combat, you'll be spending most of your time talking to others for quests, running errands and using your skills to gain special rewards. A bit more role-playing and strategy is involved here and the combination of all these elements is what makes IW2 fun to play. Graphics are the same as in the first IWD, pleasing to fans of the game, but some might be disappointed in the lack of more 3D and graphic improvements. Spell selection is excellent, along with an impressive bestiary. I love the ambient sounds heard in the background; it makes the world seem more alive and realistic, and the music is the best. If you were fortunate enough to get the Adventure Pack or the Collector's edition, you'll get bonus items in both standard and Heart of Fury mode, including the game's beautiful soundtrack.

The rulebook is very small, unfortunately, reading these small words makes it hard on the eyes if not read in bright light. Right-clicking on the map when you click the Area Map allows you to add area notes, but this was not documented in the rulebook. The hide bonus has been excluded from the small races except the Deep Gnome. These are just minor grievances, though.
Despite its slightly dated engine and minimal problems, Icewind Dale 2 is an engaging and enjoyable romp through a living, breathing world, sure to ruin your social life and guarantee bags under your eyes from lack of sleep, and is one of the best utilizations of the 3E rules I've seen in a D&D computer role-playing game.

Last of the dying breed

5 Rating: 5, Useful: 11 / 11
Date: September 12, 2003
Author: Amazon User

This is it. There will be no more of this type of RGP game as true 3D games are taking over. Black Isle does not contemplate an expansion to this, so I encourage folks to buy this game from Black Isle Studios.

What makes this game unique from the original Icewind Dale and Baldur's Gate are the changes using AD&D 3rd edition rule. My favorite of all is the character class. Before, certain classes are restricted (clerics can't use blades and mages can't use bows or crossbows). Now, with the new 3rd edition rule, I can have my mage shoot arrows instead of throwing rocks at the enemies. Also new is the newfound flexibility in multiclassing. Now humans can be multi-class too (instead of the old dual-class).

The monk and the barbarian from Baldur's Gate 2 are here, and clerics must now have an affiliation with a diety. Gone, however, are the kits that made Baldur's Gate 2 unique. For example, rangers no longer have the archer, stalker and beastmaster kits. I really missed that. There are lots of changes in the AD&D rule-set that it's worth buying the game to try it out.

What remain are the gameplay, isometric design, and control from the Baldur's Gate series and Icewind Dale. These are tried-and-true and the interface is intuitive and easy to use. If you have played the previous Black Isle Studios games before, you should have no problem getting started.

Another thing I want to mention is the availability of mods on the internet for Icewind Dale 2 (search for weidu). These mods has the potential to improve gameplay and streamline some of the nagging issues in the game. There aren't that many though, but they are worth checking out. In summary, I will miss this cluster of games from Black Isle Studios and I hope more will come.

Difficult, but well worth it

5 Rating: 5, Useful: 9 / 9
Date: December 03, 2003
Author: Amazon User

Icewind Dale 2 is a computer RPG, and the last one to use the Infinity Engine popularized by the Baldur's Gate series. Icewind Dale 2 is a much more linear game, which is often for the best. There's no wandering around for 4 hours trying to figure out what you should do next. The combat system should be familiar to anyone who's played Baldur's Gate or Knights of the Old Republic on XBox. It's basically turn-based real-time. The 3rd edition D&D rules it uses allow for a lot of customization for your party, and it's never too overwhelming. The plot is a little weak, but well-written, and the puzzles and battles are challenging but not impossible. This is probably one of the best RPG's available today.


Review Page: 1 2 3 4 5 6 7 8 9 Next 



Actions