Wednesday, October 12, 2011

Dungeons & Dragons: Heroes of Neverwinter Review

Heroes of Neverwinter is a Facebook game. Wait! Don't leave! You haven't suddenly ventured into enemy territory; this is a game for you. Well, assuming you're the sort who enjoys grid-based dungeon-crawling, full party management, multiple difficulty levels with unique loot, and the ability to construct your own dungeons – storylines and all. And yes, there are also actual freaking dragons. If you're thinking "Oh, no problem! I'll just pester them to death with Facebook notifications," then I highly advise that you go back to your farm.

First off, Neverwinter bucks the single biggest Facebook gaming trend by actually being, you know, a game. Admittedly, its four character classes and bog-standard storyline rate roughly 7/11 (as in, the convenience store) on the excitement scale, but the underlying mechanics are actually decent and fun. I won't lie, though: if you're a seasoned gamer, Neverwinter probably won't be your first trip down this particular rabbit hole.

"So yes, Heroes of Neverwinter is a Facebook game. And I'm just fine with that."
In short, you gather a well-balanced party and charge through battle-heavy dungeons turn-by-turn. All the while, your characters level up, gain new abilities, and maybe – just maybe – learn a little something about themselves in the process. It's standard – albeit simple – tactical RPG fare. But what it lacks in originality it makes up for with sheer compulsiveness. And it's always just a browser tab away.

Microtransactions, however, lurk around every corner. Most annoyingly, the game chains you to a slowly replenishing "energy" meter, which stops your adventurers dead in their tracks if it dips too low. At that point, you can either occupy yourself with something else (I suggest reading a book or aging) while it refills, or you can sacrifice a few dollars to leap back into action. Beyond that, I never felt particularly compelled to set down my wand and pick up my wallet, although reviving my party near the end of tougher dungeons was tempting.

Standard yet compulsive RPG fare.
Facebook's not just a liability, though. The phrase "social features" may make you want to mumble a series of prayers while clasping an Elder Scrolls game, but Neverwinter's are actually pretty neat. While it's not true multiplayer, you can bring a friend's character with you, and your friend will reap gold and experience for their avatar's trouble. You can also spectate when a friend has kidnapped your character for a day in the dungeon (not what it sounds like!) and even lend a hand with buffs. That said, it's not perfect. Unless you're in lock-step with friends' leveling, you may find your characters woefully over or underpowered.

Then there's dungeon creation, which allows for a surprising amount of variation. Tile sets, structure, storyline – it's all up to you. Your friends can take your sadistic creations for a spin, theoretically giving the game absurd amounts of replay value. Perplexingly, however, that feature – possibly the game's coolest – is walled off until you hit the level cap.
Rough spots and all, though, Neverwinter succeeds in establishing itself as a big fish in an ocean-sized pond. It's a smart, quick RPG with some actual depth that'll slyly hook you before you even notice. So yes, Heroes of Neverwinter is a Facebook game. And I'm just fine with that.


Spy Guy says: Take out the word Facebook, and this sounds like a fun freebie. The question is, can you look past the social network trappings, particularly the painful "energy" system, and enjoy playing D&D: Heroes of Neverwinter?

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