31/07/2018

Ravenloft Story

Having finished the Ravenloft storyline (bar the dungeon, as usual), I've got to say that this is probably the best story that Cryptic's ever done. Not that this was a very high bar to clear, and I'm sure it helped that they pretty much just ported a beloved classic adventure into the game wholesale, but still...


Aside from a general lack of investment into the story (e.g. stuff like characters talking without moving their lips in cinematics), Neverwinter's biggest problem with story at endgame is that it tends to just... fizzle out. You go into a new area with a grand plan to handle X, do some dailies to help things along, until eventually, you get sent into an epic dungeon with a high gear requirement to defeat the big bad. For many the story ends right there because they can't keep up with the investment required to be able to participate in high-end group content, but from my limited experience even completing the dungeon doesn't usually provide a lot of closure, with no aftermath or epilogue.

They didn't exactly solve that problem in Ravenloft, but at least they have a noteworthy solo instance that has you deal with the immediate threat and which features some fun mechanics. Yeah, you're still supposed to do Castle Ravenloft afterwards to actually defeat Strahd, but at least you've achieved something if you never make it to the end. Plus the Sunsword was just a riot.

2 comments:

  1. I totally agree. Everything in that zone is a step up from the rest of the game as far as I'm concerned. The wandering Night Terror is fantastic too. :)

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    1. Oh, and when you do decide to try Castle Ravenloft, you (well one person in the party) gets to use the Tome in the first boss fight which is pretty nifty!

      Still need the high end gear to win though (I haven't). :P

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