• Publisher: Atari
  • Release Date: Nov 18, 2008
  • Summary: Travel the Sword Coast and Samarach using the open-ended exploration of the new Overland Map. Use skills like Spot and Survival while on the Overland Map to avoid ambushes and even find hidden locales and lost artifacts. Create your own full party of adventurers. Devastate your foes with a squad of fireball-flinging Sorcerers, form a solid wall of steel with a party of Fighters, or strike the perfect balance in your party by spreading out the classes you choose for your characters. Improved party gameplay including streamlined party conversations, a new Teamwork Benefit System, and powerful party feats. The world's economy reacts to your adventures and choices. And, through trading and quests, you can expand your merchant company into a massive trading empire. [Atari] Expand
Score distribution:
  1. Positive: 7 out of 15
  2. Negative: 0 out of 15
  1. 83
    With its emphasis on party, this feels like an homage to the old school D&D games of the past.
  2. It's not a bad idea, but it's hardly high strategy, and definitely not high adventure. [Feb 2009, p.72]
  3. What Storm of Zehir does best is in bringing a little bit of Forgotten Realms to life without going too over the top on the story.

See all 15 Critic Reviews

Score distribution:
  1. Positive: 8 out of 10
  2. Negative: 1 out of 10
  1. Storm of Zehir tries a lot of new things and for that reason it should be commended. The travelling, the improved skill checks, the ability to create your own party are all good things. Sadly, the plot is a bit lacking and we never quite get to experience this STORM of Zehir. It's there, you fight it and then it's over. Lackluster to say the least, but technically SoZ is a fine experiment that I would have loved to see more of. Also: the final dungeon is amazing. Expand
    • 1 of 1 users said yes
  2. James
    6
    I don't know why the user rating is so high. This add-on is mediocre at best. The overland map and, in particular, the effort to make greater use of characters' skills are welcome additions, but the execution is poor. There are no lengthy dungeons to speak of, just a series of one- or two-room locations with little individuality or creativity. The same goes for the cities, most of which are nothing more than a series of identical taverns and temples. I'd like to see some of the elements of this project applied to a more substantial NWN 2 expansion or mod, but Zehir is unfortunately all concept and very little execution. Expand
    • 0 of 0 users said yes
  3. J.S.
    2
    Really, really bad compared to the other expansion. While the concept could be interesting for some multiplayer projects, the single player campaign does suck. Many cities to visit, too bad they all have the same tavern, party customization, with no actual interaction between party members except occasional extra options during conversation that sounded much like "Let me remember you that I am a druid. Yep. A druid.". Towns are much like small squares with some merchants advertising their product, but don't worry. You can't actually buy anything from most of them. Did I mention that you can explore a lot of small and interesting places around the map? Sometimes they are even big enough to contain more than one room. But while getting there you can enjoy the various random encounters and enjoy the continue area changes this will force. However, at least you have a boring short imitation of a plot to enjoy when you're done exploring the sometimes bugged cities. Expand
    • 0 of 0 users said yes

See all 10 User Reviews

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