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Often tens or even a hundred of the same zone are active at the same time. When more than 20 players are in a zone at a given time, a new version of that zone is created. Neverwinter looks beautiful but feels emptyĮvery zone in Neverwinter is instanced with only room for 20 players which also ruins immersion a bit. This also makes the world feel like the MMO equivalent of a western movie set. Most houses or buildings in the game also have no functions and can’t even be entered except for a few in the city of Neverwinter and in the quest hubs. It just doesn’t feel like a big open world, it feels like a series of small zones where you can only move where the developers want you to. The world also feels very small and cramped since you click on the map to travel from zone to zone. Especially the combat which is more like an action RPG feels misplaced in a D&D game. One of my biggest problems with Neverwinter initially was that it didn’t feel like Dungeons & Dragons at all. Neverwinter was fun to occasionally play with a small group of friends and maybe clear a few dungeons together. Being a big fan of Dungeons & Dragons, and all the previous games set in the Forgotten Realms, I had high hopes for the release.Īt the time it turned out to be a decent game and ended up being a sort of secondary MMORPG to my main ones which were WoW and Everquest at the time.
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My first encounter with Neverwinter was at the release back in 2013. It’s been eight years since the initial PC release of Neverwinterand five since the console release, so how is Neverwinter holding up? I played the game from start to max level and beyond to find out.
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