Icewind Dale II | |
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Developer(s) | Black Isle Studios |
Publisher(s) | Interplay Entertainment |
Distributor(s) | Wizards of the Coast |
Producer(s) | Darren Monahan |
Designer(s) |
J.E. Sawyer Chris Avellone |
Programmer(s) | Bernie Weir |
Artist(s) | Tim Donley Pete Meihuizen |
Composer(s) | Inon Zur |
Series | Icewind Dale |
Engine | Infinity Engine |
Platform(s) | Microsoft Windows |
Release | August 27, 2002 |
Genre(s) | Role-playing video game |
Mode(s) | Single-player, multiplayer |
Aggregate scores | |
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Aggregator | Score |
GameRankings | 81.79 |
Metacritic | 83/100 |
Review scores | |
Publication | Score |
CGW | |
G4 | |
Game Informer | 9.5/10 |
GameSpot | 8.3/10 |
IGN | 9/10 |
PC Format | 65% |
PC Gamer (US) | 87% |
PC Zone | 8.3/10 |
Computer Games Magazine |
Icewind Dale II is a role-playing video game developed by Black Isle Studios and published by Interplay Entertainment, released on August 27, 2002. Like its 2000 predecessor Icewind Dale, the game is set in the Forgotten Realms fantasy setting in the Icewind Dale region. The player assumes control of a group of mercenaries in a war between the Ten Towns of Icewind Dale and a coalition of persecuted races and religions.
The game is designed as an action-oriented alternative to other Infinity Engine games, with less emphasis on exploration and story. It uses a real-time adaptation of the Dungeons & Dragons (D&D) Third Edition ruleset. The Infinity Engine was extensively modified to comply with the Third Edition, but the team was forced to remove certain rules because of the engine's outdated nature. It was the final game to be developed using the Infinity Engine.
The game was well received by critics, who praised its combat, pacing, and use of the Third Edition rules. However, some reviewers felt that the graphics and engine had become outdated, and could not compete with its contemporaries.
Icewind Dale II is a real-time adaptation of the D&D Third Edition ruleset. The game is viewed from an isometric perspective, and a head-up display (HUD) occupies the bottom of the screen. Accessible from the HUD are an automap and a journal that records quests and important events. The player uses a point-and-click interface to interact with the game; for example, clicking on the ground moves the selected player character, and clicking on a passive non-player character (NPC) will initiate dialogue. When conversations occur, the game presents multiple dialogue options. The game world is separated into area maps—obscured by fog of war—that are revealed as the area is explored. A multiplayer mode is available for up to six players over a local area network or the Internet. The "Heart of Fury" mode is also available, which increases the game's difficulty and contains more powerful items. The game features over seven hundred items; the designers included a system that randomizes the items the player obtains from enemies.