Baldur's Gate II: Shadows of Amn

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Baldur's Gate II: Shadows of Amn

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Game Description

In Baldur's Gate II: Shadows of Amn, an evil mage has locked you in a dungeon cell with a few of your friends nearby. Explosions and sounds of intense fighting can be heard in the distance as some unknown battle rages. With no clue as to where you are, escape is paramount. Obviously, certain factions deem you a threat and you must discover why.

The game, based on the Advanced Dungeons & Dragons gaming system, accommodates both solo and multiplayer action (up to six players via the Internet). Hand-designed backgrounds set the stage for the fantasy world and perspective is through an isometric viewpoint. Though otherwise played in real-time, battles can be paused for issuance of individual party actions through a turn-based system that allows you to plan tactical movements and change weapons.

In traditional role-playing fashion, you must create your characters before the game begins and select or modify their attributes. During gameplay, you gather information through the use of dialogue trees with NPCs and fight when necessary. Eleven new playable NPCs are featured in addition to five from the original game (Imoen, Jaheira, Minsc, Edwin and Viconia). As in the original Baldur's Gate, weapons, armor, spells and a myriad of items are available through purchase, discovery or booty from downed opponents. Character experience caps are set at 2,950,000 points.

The game introduces new monsters including trolls, umber hulks, vampires, werewolves, beholders, rakshasas, golems, shadows, mind flayers and three types of dragons (black, red and silver). The interface is point-and-click with a full complement of customizable hot keys available for in-game action as well, including a full-screen option that hides the interface. Journal, map, inventory, character record, mage spell, priest spell and option screens are similar to the original with the added option to create custom journal entries.

In multiplayer mode, you can chat with other players, import and export your own characters or create new ones to join existing games. Gameplay in multiplayer is the same as single-player mode except the six characters are controlled independently by up to six human participants.
~ Nick Woods, All Game Guide

Roots & Influences

The original Baldur's Gate was developer BioWare's first RPG adventure and established the company as a leader in the genre. Baldur's Gate II: Shadows of Amn continues the series, which utilizes the official Advanced Dungeons & Dragons system.
~ Michael L. House, All Game Guide

Review: Overall

Even though the original was a commercial and critical success, Baldur's Gate II: Shadows of Amn improves on some shortcomings and enhances gameplay. This follow-up to Baldur's Gate is artfully designed with graphics, storyline, voices, features, variety and action leagues above its predecessor.

The interface is the same as the original as you manipulate and use items, move characters and engage in combat with a combination of mouse and configurable hot keys. The journal is slightly different, as you can now create your own entries, and the interface toolbars can be hidden, giving you a larger panoramic view of the action. If needed, pausing the game will bring up the toolbars again.

The mood is darker and more mystical, though many references to areas explored in the first game crop up during play. Character creation, a top feature in the original, is even better. An entirely new race is introduced: the Half-Orc, spawned from human and orc parentage, is very strong but not so intelligent. Three new class additions include the Monk, Sorcerer and Barbarian. The Monk receives a bonus for hand-to-hand combat and fights with kicks and punches, but he cannot wear armor or use two-handed weapons. Sorcerers intuitively learn new spells with each level but can't learn from scrolls, and the Barbarian is strong and fast and voluntarily invokes a berserker's rage. The drawback is that the Barbarian can't use plate mail or specialize.

Specialization plays a large part in BGII and "kits" offer advancement for each type of character. For example, fighters can become a Berserker, Wizard Slayer or Kensai. The Berserker has traits of the Barbarian class and the Wizard Slayer is awarded magic resistance with spell disruption. The Kensai, also known as "Sword Saints," can fight without encumbrance and are trained to become one with their sword but can't wear armor, gauntlets, bracers or use missile weapons of any kind.

Other kits offer advancements for Rangers (Archer, Stalker and Beast Master), Paladins (Cavalier, Inquisitor or Undead Hunter), Priests ( Priest of Talos, Helm or Lathander and Druids ( Totemic Druid, Shape Shifter or Avenger). One notable enhancement is the ability of certain characters to use two weapons (e.g., swords, flail, hammer) simultaneously.

At first impression, the game world of the sequel seems smaller than the original. Baldur's Gate had more than two dozen areas to explore as opposed to only 18 in BGII, but each area is packed with more monsters and locales of importance. Many of the areas are hidden and most are far more interesting than the simple stone and tree images of the first game, though it has its share of simple forests and villages as well. You venture forth into such locations as an underwater fish city, the first Drow city of the Underdark, the elfin city of Suldanessellar, hell and even another plane of existence.

The storylines are fascinating and include a daunting number of quests. Jon Irenicus appears in your dreams as you discover the meaning of your lineage and his dark plan. Some sub-quests take on epic proportions, such as foiling another plan for world domination when investigating the wolf murders in the Umar Hills. Unlike the original, you must occasionally solve riddles to make important advances. Baldur's Gate II: Shadows of Amn offers more than 300 hours of gameplay if you're a gamer who likes to complete every mini-quest, side task and explore every inch of terrain.

Somewhat lacking is the dearth of evil NPCs to play. Throughout the game, you only encounter two evil characters, Viconia and Korgan, and rounding out an evil party with neutral characters diminishes the effect. But, the main thrust of the game is positive in nature and it's easy to understand why less of an evil presence is necessary. In multiplayer, though, creation of an entire band of evil characters is possible.

The multiplayer aspect is easy to use and free of charge. Up to six players can participate via LAN or 56K-modem connection to the Internet. Navigation is simple and you can usually find games in progress at any given time (c.2000). Any new patches for multiplayer must be downloaded whenever available to make your version compatible with other players.

Characters address you by specific gender and class during the game and even romance can bloom between certain protagonists. The difficulty settings make the game incredibly easy or nearly impossible to defeat and the new monsters are bigger and deadlier (Mind Flayers can mean instant death). Dragons are huge and extremely challenging and counterbalance the usual ogres, orcs and other standard creatures.

Baldur's Gate II: Shadows of Amn is a diversely beautiful and deadly environment filled with amazing characters and a myriad of possibilities. For any fan of the original, this is a must have -- it's just too good to pass up.
~ Nick Woods, All Game Guide

Review: Enjoyment

There's so much here, boredom isn't a factor. The many new character sets, fantastic scenery, immersive storyline and wide range of spells ensure long play sessions and untold hours of sleep deprivation. Action is intense at times, especially combat sequences when fighting fierce giant dragons and experienced Cowled Wizards.
~ Nick Woods, All Game Guide

Review: Graphics

The hand-drawn characters and scenery are beautiful and the artistic style immerses you in the fantasy world. Gamers with a 500MHz or faster PC can reap the benefits of new 3D rendering features. Running waterfalls look real and enemy characters can be incredibly large. Even some large statues have moving parts.
~ Nick Woods, All Game Guide

Review: Sound

The atmospheric music shifts moods to accommodate the action in the game in a nice, unobtrusive fashion. Character dialogue is more plentiful with both friend and enemy interaction. The voiceovers are extremely well done and realistic and ambient sounds are superb.
~ Nick Woods, All Game Guide

Review: Replay Value

Although the main quest doesn't change, playing with new characters or online ensures continued enjoyment. So much is hidden in the game, playing through just once is unlikely to uncover everything in the game and character diversity insures unique replays.
~ Nick Woods, All Game Guide

Review: Documentation

The manual is extremely comprehensive and includes details on spells, character sets, kits, Advanced Dungeons & Dragons rules and monsters. Also included is a map of Amn and a quick reference card with pre-programmed hotkeys that lists spells for mages and clerics. Additional help and information is available at the official website.
~ Nick Woods, All Game Guide

Production Credits

Company 1: Black Isle Studios; Division Director: Feargus Urquhart; Senior Producer: Chris Parker; Associate Producer: Douglas Avery; Sound and Localization Producer: Fred Hatch; Division Operations Manager: Benson; Division Operations Assistant: Primo Pulanco; Promotional Artwork: Jason Manley; Company 2: Bioware Corp.; Baldur's Gate II Shadows of Amn Dedicated To: Dan Walker; Executive Producer: Ray Muzyka, Greg Zeschuk; Line Producer: Andrew Nobbs, Nathan Plewes; Producer: Ben Smedstad; Director of Writing and Design: James Ohlen; Lead Designer: Kevin Martens; Core Design Team Member: Dave Gaider, Brent Knowles, Luke Kristjanson, John Winski; Scripting and Data Entry: Andrew Nobbs, Mike Geist, Kevin Craig, Ross Gardner; Additional Design: Rob Bartel, Drew Karpyshyn, John Gallagher; Original Baldur's Gate Game Design: James Ohlen, Ray Muzyka, Scott Greig, Greg Zeschuk; Lead Programmer: Mark Darrah; Programmer: Daniel Morris, Paul Roffel; Network Programming: Mark Brockington, Paul Roffel; Lead Tools Programmer: Don Moar; Tools Programmer: Marc Audy, Patrick Chan, Aaryn Flynn, Jeremy Sheldon, Chris Christou; Additional Programming: Noel Borstad, Rob Boyd, Mark Brockington, Howard Chung, Michael Devine, Brenon Holmes, Casey Hudson, Charles Randall, Gilles Beauparlant; Infinity Engine Programmer: Gilles Beauparlant, Mark Brockington, Mark Darrah, David Falkner, Scott Greig, Daniel Morris, Cameron Tofer, John Winski, Don Yakielashek; Lead Quality Assurance: Scott Langevin; Quality Assurance: Raymond Prach, Scott Horner, Derrick Collins, Jonathan Epp, Karl Schreiner, Nathan Frederick, Ross Gardner; Other Quality Assurance: Noel Borstad, Brenon Holmes, Scott Rodrique, Bob McCabe, Aidan Scanlan, Preston Watamaniuk, Keith Soleski; Art Director: Marcia Tofer; Director of Concept Art: John Gallagher; Core Art Team Member: Dean Andersen, Matt Goldman, Kelly Goodine, Yunkyung Kim, Arnel Labarda, Chris Mann, Elben Schafers; GUI Creation: Todd Grenier; Additional GUI's: Matt Goldman; Director of Production Art: Mike Sass; Additional Promotional Art and Portraits: Matthew Goldman, Todd Grenier, Marc Holmes, Dean Anderson; Additional Artist: Mike Grills, Rob Sugama; Special Effects and Background Animations: Chris Mann, Elben Schafers, Russell Rice, Alex Scott; Baldur's Gate and TOTSC Art Content: Cassidy Scott, Dan Walker, Kalvin Lyle, Marc Holmes, Scott Greig; Lead Animator: Steven Gilmour; Animation: Rick Li, Henrik Vasquez, Enrique Deo Perez, Larry Stevens, Tony de Waal; Director of Art: David Hibbeln; Modeling: Cassidy Scott, Mike Sass, Alex Scott, Elben Schafers, Lindsay Jorgenson; Additional Modeling: Ryan Blanchard, David Hibbeln, Matthew Goldman; Texturing: Mike Sass, Matthew Goldman, Ryan Blanchard, Marc Holmes; Additional Texturing: Enrique Deo Perez, Rick Li, Yunkyung Kim; Scripts: Steve Gilmour, Luke Kristjanson, Dave Hibbeln; Concept Art: John Gallagher, Mike Sass, Marc Holmes; Storyboards: Kelly Goodine, Steve Gilmour, Dave Hibbeln; Video Art: Matthew Fisher; Animation: Steve Gilmour, Enrique Deo Perez, Tony de Waal, Rick Li, Larry Stevens, Henrik Vasquez; Effects Animation: Russell Rice, Tony de Waal, Alex Scott, Dave Hibbeln; Scene Set Up and Lighting: Mike Sass, Rick Li, Enrique Deo Perez, Russel Rice; Additional Scene Set up and Lighting: Ryan Blanchard, Steve Gilmour, Henrik Vasquez, David Hibbeln, Larry Stevens; Animation Director: David Hibbeln; Audio: David Chan; Communications Manager: Brad Grier; Manual Writing and Editing: James Ohlen, Lukas Kristjanson, Drew Karpyshyn, Ray Muzyka; Additional Manual: Ross Gardner, Kevin Martens; Reception and Executive Assistant: Juliette Irish, Theresa Baxter, Teresa Stevenson; Lead Systems Administrator: Dave Hamel; Systems Administrator: Michael K. Nudel, Chris Zeschuk; Company 3: Interplay; Supervising Sound Designer: Charles Deenen; Mastering Supervisor: Craig Duman; Sound Designer: Ann Scibelli, Paul Menichini, Tim Walston, David Farmer, Al Nelson, Mike Kamper, Adam Levenson, John Morris; Sound Editing: Stephen Miller, JP Walton, Frank Szick, Caron Weidner; SFX Recordist: John Fasal, Charles Deenen, Al Nelson, Ana Deenen, Frank Szick, Chris Borders; Music: Michael Hoenig; Music Editing: Rick Jackson, Ron Valdez, Howard Drossin; Mastering: Craig Duman, Frank Szick, Tom Baker; Mastering Assistant: Ron Valdez; Voiceover Casting and Direction Supervision: Chris Borders; Voiceover Editing: Stephen Miller, JP Walton, Frank Szick, Jeremy Simpson; Voiceover Talent: Charlie Adler, Dee Bradley Baker, Michael Bell, Jeff Bennett, Gregg Berger, Cam Clarke, Jonathan Cook, Jim Cummings, Grey Delisle, Melissa Disney, Bill Farmer, Michael Gough, Wayne Grace, Jennifer Hale, Hidi Shannon, Amber Hood, James Horan, Rodger L. Jackson, Cherity James, Nick Jamison, Maurice LaMarche, Jim Meskimen, Tress MacNeille, John Mariano, Jason Marsdn, Bill Martin, Alan Oppenheimer, Jeff Osterhage, Valerie Pappas, Rob Paulsens, Dian Pershing, David Prince, Keven Michael Richerdson, Jack Roth, Dwight Schultz, Jane Singer, Kath Soucie, John Vernon, B.J. Ward, Frank Welker, David Warner, Billy West, Donovon Workun; Walla Cast: Marsha Kramer, Anneliese Goldman, Daamen Krall, Richard Penn, John Demita, David Randolph; Voiceover Recorded at: Screenmusic Studios; Voiceover Engineer: Mike Draghi; Voiceover Assistant: Eric Lewis; Walla Casting: Barbara Harris, Loop-Group Casting; Walla Recorded at: Warner Brothers Hollywood; Additional Voiceover Casting: Lisa Wasserman; Cinematics Sound Designer: Tim Gedemer; Foley Mixer: Eric Thompson; Foley Artist: Laura Macias; Cinematics Music: Howard Drossin; Video Services: Dan Williams, Dave Cravens, Bill Stroudt; Director of Quality Assurance: Michael Motoda; Quality Assurance Manager: Greg Baumeister; Quality Assurance Division Operations Manager: Monica Vallejo; Quality Assurance Project Supervisor: Edward Hyland, John Kirkland, Damien Evans, Eric Fong, Erick Lujan; Quality Assurance Senior Tester: Henry Lee, Dany Martinez, Kris Giampa, Gary Tesdall, Harold Kim, Brad Dutton; Quality Assurance Tester: Damien Foletto, David Vodhanel, Albert Perez, Adam Parker, Thomas Edmonds, Greg Didieu, Mark Holtzclaw, Matt Golembiewski, Don Ramakers, Michael Los, Rafael Lopez, John Hoover, Joe Isip, Eric Pribish, Joseph Chang, Reuben Park; Spanish Localization Editor: Rafael Lopez; German Localization Editor: Kevin Yee; Quality Assurance IS Technician: Bill Delk, Tom Quast; Compatibility Supervisor: Derek Gibbs; Compatibility Technician: Josh Walters, Dave Parkyn, Jack Parker, Tony Piccoli; Marketing Manager: Margo Engel, Stacy Bremmer; Senior PR Manager: Lisa Bucek; Web Team Member: Sean Patton, Ed Arandia, Steve Jobes, Terry Spier, Sandi McCleary; Creative Services Manager: Kathy Helgason; Traffic Manager: Kathryne Wahl; Manual Design and Layout: Lee Fleshman
~ Keith Adams, All Game Guide
Wikipedia on Answers.com:

Baldur's Gate II: Shadows of Amn

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Baldur's Gate II: Shadows of Amn
Baldur's Gate II - Shadows of Amn Coverart.png
Developer(s) BioWare
Publisher(s) Black Isle Studios
Designer(s) James Ohlen (Director of Writing and Design at BioWare; Lead Designer) and Kevin Martens (Lead Designer)
Composer(s) Michael Hoenig
Series Baldur's Gate
Engine Infinity
Version 23037
Platform(s) Microsoft Windows, Macintosh
Release date(s)
Genre(s) Computer role-playing game
Mode(s) Single player, Multiplayer
Rating(s)
Media/distribution 4 CD-ROMs, 1 DVD-ROM, download
System requirements

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 player character, Gorion's Ward, whose unique heritage has now gained him or her the attention of a new personage, Jon Irenicus. The game's plot revolves around the player character's encounters with Irenicus, and its setting is mainly Amn, 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.[1] In 2001, an expansion pack, entitled Baldur's Gate II: Throne of Bhaal, was released, which, being the final instalment, concludes the Child of Bhaal history.

On March 15, 2012, a remake of Baldur's Gate II was announced, titled Baldur's Gate II: Enhanced Edition, which will feature an updated version of the Infinity Engine. It is scheduled for release in the summer of 2012.[2]

Contents

Gameplay

An instance of dialogue in the game. The interface and isometric perspective are also seen.

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 game uses the Advanced Dungeons & Dragons 2nd edition rules, though with some modifications. 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, on the game's being unpaused, will attempt to execute them. The game can also be set to pause automatically at certain times.

The game begins with character creation,[3] where, through a series of configuration screens, the player creates a player character protagonist, choosing such things as character class, abilities, skills, and alignment. Alternatively, the player can import an existing character from Baldur's Gate or Tales of the Sword Coast. Once in the game world, the player may recruit non-player characters (NPCs) to travel with him or her, though only five may do so at a time. The recruited NPCs often converse with the player or with one another, and at times interject into the player's conversations with others. Bickering, romance, and side-quests can all result, depending on who is present in the group.

The player interacts with the game world by clicking on characters and objects. There are shops from which items can be bought, and inns to rest in.[4] Resting is frequently needed because the characters in the party are often wounded and sometimes fatigued; also, resting allows a character to memorise spells. A thief character may be used to detect and disarm traps; thieves are also able to unlock some containers and doors. The journal tracks important information, such as quests and the game's plot,[5] while the inventory page is used to manage and equip items,[6] and the record screen to view or level up characters in the party.[7] When a character gains the necessary experience points, he or she gains a level.[8] Experience points are awarded for certain player actions, such as killing enemies or completing quests.[9]

Dialogue is an important element of the game. It may be started by NPCs at 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 reputation of the party is affected by the PC's moral actions, and, along with the party leader's charisma attribute, affects how characters in the game world react to the PC.[10] The characters in the party will also complain if the party's reputation conflicts with their alignment.[11] At some point in the game, the player may join or take over a stronghold. The type of stronghold is determined by PC's class, e.g., mage, fighter, thief, etc.

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,[12] 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.[13] The player can arrange the party to move in a formation, helping to ensure weaker characters are protected from danger.[14]

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.[15] 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

Combat in Baldur's Gate II follows the Advanced Dungeons & Dragons rules,[16] using such things as THAC0, armour class, and simulated die rolls.[17] Rather than a group-based turn, each character's action timing is determined individually, as the game runs in real-time.[18] With the exception of sorcerors, magic users must memorise spells before they can be cast.[19][20] Spellcasting takes time and may be disrupted by attacks or other spells.[21] The game includes many character sub-classes, or kits, which have special advantages and disadvantages.[22] 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.[23]

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.[24] The content of the game is otherwise the same,[25] with one of the players controlling the protagonist.

Plot

Setting

In the Government District, Athkatla, are the Council of Six building, the Prison, and the estates of the rich nobility.

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 include 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,[26] lies south of Baldur's Gate; and wealth being the chief concern of the region, trade and economy are the driving forces in it.[27] 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.[28] The Shadow Thieves, though operating all along the Sword Coast,[29] are based in Athkatla.[30] Another powerful organisation in Amn are the Cowled Wizards, who regulate the use of magic in the region.[31] 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,[32] 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.[33] (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.[34] Bhaal, the then God of Murder, foresaw the Time and its leading to his doom, and walked the land before it.[34] He left behind him a score of mortal progeny, whose later deaths, when they were slain by heroes, should fuel his rebirth.[34] The game's protagonist is one of these offspring;[34] 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.[34] Imoen was his childhood friend,[34] 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.[34]

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.[35] 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;[36] Minsc, a warrior who carries with him a hamster named Boo;[37] Jaheira, who, with her husband Khalid, was a friend of Gorion;[38] Edwin, a Red Wizard of Thay;[39] and Viconia, a dark elf cleric.[40] 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;[41] Keldorn, an older paladin who is 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 the less fortunate;[42] Valygar, who is of a family noted for its talented magic-users, but hates the art;[43] Anomen, another member of the Most Noble Order of the Radiant Heart, and whose wish is to become a full knight;[44] 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;[47] and Korgan, a dwarven fighter of evil alignment.[48]

Story

Shortly after the events of Baldur's Gate, the player character's party is ambushed, and taken captive. The game opens with the PC awakening in a cage. They are being experimented upon by a wizard, whose name, it is later learned, is Jon Irenicus. The PC eventually escapes from the underground complex with some of their companions, including Imoen, a childhood friend. The group of adventurers find themselves in the city of Athkatla. Irenicus and Imoen are arrested by a group of Cowled Wizards for having used magic, which is strictly controlled in the region around the city, and teleported away.

In the slums of Athkatla, a man named Gaelan Bayle offers the party the help of associates of his, who can rescue Imoen for a large sum. To raise the sum, which amounts to 20,000 gold pieces, the party adventures through Athkatla and the surrounding lands. At length, they are approached by and offered the help of another rival organisation, at whose head is Bodhi, a vampire; and it is the player's choice whom to side with.

Meanwhile, Imoen and Irenicus have been removed to an asylum called Spellhold, which is situated on an island. Irenicus breaks his bonds, takes over Spellhold, and resumes his experimentation on Imoen. With the help of captain Saemon Havarian, the party gains passage to the island. They then infiltrate the asylum, but upon finding Imoen, they are captured by Irenicus, who had all along planned the players' following him. Irenicus proceeds with another experimental process, during which the PC has a dream. In this dream, the PC defeats a personification of the Bhaal essence within them; and, upon doing so, the dream ends.

The PC awakens without a soul, as does Imoen; their souls having been wrested from them by Irenicus and Bodhi. The party is then let into a maze beneath Spellhold, to be hunted down by Bodhi. When they face her, the PC, having lost their soul, involuntarily transforms into an avatar of Bhaal, a creature called the Slayer, scaring off Bodhi. (The PC later learns to control and use the form, though it comes at a moral price.) The party soon battles Irenicus, but he flees into the Underdark. The party follows and, by way of the Underdark, reaches the surface.

Upon their reaching the surface, the adventurers encounter the army of the elven city of Suldanessellar. The elves are trapped without, as Irenicus has magically sealed the entrance to the city. To gain access to it, the party secures the Rhynn Lanthorn from Bodhi, who has stolen the artefact, and upon Bodhi being slain, Imoen's soul is restored. The party proceeds through Suldanessellar and, at the Tree of Life, finds Irenicus attempting a ritual designed to grant him immortality. The PC confronts and slays him, but is dragged with the wizard into hell, as Irenicus still has his soul, with the rest of the party following. After completing five moral trials in hell, they find Irenicus and defeat him. The PC and their companions then return to life, and are honoured by the elves of Suldanessellar.

Development

Baldur's Gate II was developed by BioWare, published by Black Isle Studios, and released in September 2000.

The designers felt that they did not have enough time to achieve their goals in Baldur's Gate. For the sequel, they were permitted "adequate time to allow the game to reach its full potential."[49] They also acknowledged that Planescape: Torment "raised the bar" by superbly telling its story. The designers of Baldur's Gate II did not wish to merely meet this expectation, but sought to redefine the standard set by Planescape.[50] 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."[51]

Initially, two lists of desired features were made: an internal list, created by BioWare and Black Isle Studios, and a list of features the fans wanted to see.[49] Eventually a major feature list was composed,[49] including support for higher resolutions, 3D support, non-pausing dialogue in multiplayer, character kits, dual-wielding of weapons, deathmatch, and inclusion of AD&D monsters such as the dragon.[49] Deathmatch was removed late in the project, while non-pausing dialogue, "the most problematic feature," was removed early in development, only to be reintroduced in early 2000.[49]

To avoid some of the design mistakes made in Baldur's Gate, guidelines were drawn up, one set for each department, with the ones for level design being the longest.[52] The guidelines were a work-in-progress, and evolved as the development progressed.[52] Many early design decisions were made that did not follow the guidelines, which were not in their final form until the end of the project.[52] Programming constraints were not always respected by other departments, such as design and art, leading to performance problems that were difficult, or impossible, to fix.[52]

The game's pipeline, or content creation process, was essentially the same as that reached by the end of the development of Baldur's Gate and Tales of the Sword Coast.[52] The level creation process was the longest and most complex of the pipelines, which are "the means by which artists and designers put their content into the game," according to Ray Muzyka.[52] BioWare used an eight stage process in level creation,[52] and found it quite difficult to keep track of changes made to levels. There were sometimes communication problems between different departments or teams, resulting in design inconsistencies.[52] Muzyka 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!"[52] However, they felt they had done a good job automating the level creation process, as levels were rapidly designed.[52]

During the game's development, a quality assurance department was added to BioWare; and the game's publishers lent their assistance in testing.[52] Muzyka stated, "because of its immense size, Baldur's Gate II was a tester's nightmare" which was "compounded by the fact that we didn't do enough testing as areas were being developed."[53] The game contained about 290 quests, each of which had to be tested in both single player and multiplayer.[53] 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 whiteboards, with a cross placed beside each quest.[53] Pairs consisting of a developer and a tester were allotted each a quest, and upon determining the quest was stable, its cross was deleted.[53]

In the end, wrote Muzyka:

"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!"[53]

Some of the more unusual NPCs in the game were put in after winning a contest held during the development cycle. Habib, who attacks by throwing his scimitar, and later gold coins, at the player, was the overall winner.[54]

Audio

The game's music was composed by Michael Hoenig, who also composed the music of Baldur's Gate.

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 94.03%[55]
Metacritic 95/100[56]
Review scores
Publication Score
Allgame 4/5 stars[57]
Eurogamer 9/10[58]
GamePro 5/5 stars[59]
GameSpot 9.2/10[60]
GameSpy 92/100[61]
GameZone 9.5/10[62]
IGN 9.4/10[63]
PC Zone 8.5/10[64]
FiringSquad 93%[65]
Gameplanet 5/5[66]
Just Adventure A[67]
RPGamer 9/10[68]
Computer Gaming World 5/5 stars[69]
Awards
Entity Award
Academy of Interactive Arts & Sciences Character or Story Development (2001)[70]
Eurogamer Best Game (2001)[71]
Eurogamer Best Male Supporting Character (2001)[71]
Eurogamer Best Art Direction (2001)[71]
Game Informer 88th in the Top 200 Games of All Time (2009)[72]
GameSpot The Greatest Games of All Time[73]
GameSpot Role-Playing Game of the Year (2000)[74]
GameSpot Readers' Choice Game of the Year (2000)[75]
GameSpy RPG Game of the Year (2000)[76]
IGN RPG of 2000[77]
IGN 25th in the Top 100 Games of All Time (2005)[78]
IGN 2nd in the Top 25 Modern PC Games (2010)[79]

Baldur's Gate II met with worldwide acclaim upon its release,[56] with Metacritic listing it as the 6th highest scoring PC game on the site as of April 15, 2012.[80] Computer Gaming World's reviewer said, "I think of this as Game Of The Year or even Hall Of Fame material [...] it certainly ranks up there with greats like Fallout, Planescape: Torment, and Betrayal At Krondor."[69]

Baldur's Gate II's gameplay was called "addicting" by GamePro.[59] 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."[68] Some reviewers, however, felt that the non-player characters in the game were not powerful enough in comparison to player-made characters.[65] GameSpy said that the game is much more difficult than Baldur's Gate, and requires more strategy and planning than the original does.[61] GameSpot felt that the opening level of the game "falls flat," but that it gets much better once the player reaches Athkatla.[60]

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."[61]

GamePro praised the game's graphics, saying that "the backdrops are stunning and the spell effects are impressive with or without 3D acceleration."[59] 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."[63] FiringSquad said that the game's artwork surpassed that of Planescape: Torment, and called the background artwork "fantastic."[65]

FiringSquad 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 game's [sic] immersion factor."[65] Reviewers also generally found the game's music to be well-done.[60][65]

Gameplanet criticized the game's poor support for online multiplayer, saying that it was "unstable and quite frustrating."[66] 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."[65] PC Zone said that "As in BG, multiplayer is a bit of a disappointment. [...] Come on guys, let's have some multiplayer maps or something."[64]

Criticism was also directed at bugs in the game, such as frequent crashes when trying to access certain locations.[64] According to Tim McConnaughy from GameSpy, Baldur's Gate II is "not 100% stable."[61] GameSpot found that the game's loading times were a "bit long" and that the game crashed on occasion.[60] Reviewers also felt that the small number of character portraits to choose from was a disappointment.[60]

Greg Kasavin of GameSpot praised the game in general, saying, "the only reason [Baldur's Gate II] can't be called the best game in its class is because in a sense there's nothing available that compares to it."

Awards

Baldur's Gate II was inducted into GameSpot's "Greatest Games of All Time" list,[73] and it also won their Readers' Choice Game of the Year award for 2000.[75] It received three "Gaming Globe" awards from Eurogamer in 2001: Best Game, Best Art Direction, and Best Male Supporting Character (for Minsc).[71] GameSpy, GameSpot, and IGN all awarded Baldur's Gate II their "Role-Playing Game of the Year" awards in 2000.[74][76][77] 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."[70]

IGN also placed it at No. 25 on their 2005 "Top 100 Games of All Time" list.[78] 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."[72] In 2010, on IGN's Top 25 Modern PC Games, Baldur's Gate II was ranked 2nd, with Half-Life 2 being ranked first.[79]

Expansion pack

In 2001, an expansion pack for the game, entitled Baldur's Gate II: Throne of Bhaal, was released. Besides adding a new dungeon called Watcher's Keep,[81] new features and enhancements, such as the Wild Mage character class,[82] a higher experience point cap,[83] and high-level class abilities to the game,[84] Throne of Bhaal takes the protagonist's history further, concluding the entire Baldur's Gate saga.[85] Throne of Bhaal was developed by BioWare and published by Black Isle Studios.

Editions and re-releases

Shadows of Amn also appeared in a Collector's Edition format, with additional characters for those who pre-ordered. Shadows of Amn was re-released along with its expansion 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 once again 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 for Planescape: Torment.

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 of the game includes Baldur's Gate II: Shadows of Amn and its expansion Baldur's Gate II: Throne of Bhaal. Additional content is included in the purchase of the game, including PDF files of the game manuals, high definition wallpapers, artwork, avatars, and the soundtracks of both the core game and the expansion.

Baldur's Gate II Redux has also been released as a fan-made standalone campaign mod for BioWare's Dragon Age: Origins. Initially, the only content released was Irenicus's Dungeon level, with more content in production.[86]

On March 15, 2012, a remake of Baldur's Gate II was announced, titled Baldur's Gate II: Enhanced Edition, which will feature an updated version of the Infinity Engine. It is scheduled for release in the summer of 2012.

Novelization

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

References

  • BioWare. 2000. Baldur's Gate II: Shadows of Amn Game Manual. Black Isle Studios.
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