• Publisher: Atari
  • Release Date: Nov 18, 2008

Mixed or average reviews - based on 15 Critics

Critic 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. Storm of Zehir tries to be the square peg in Neverwinter Nights 2's round hole, with predictably lackluster results.
  3. This is a game that harkens back to the good old days of adventure D&D video-gaming, where the adventure is strong, but strategic playing is stronger.
  4. I can't stress enough that this expansion is for hardcore Dungeons & Dragons nerds. Go into it knowing what it is, though, and this will deliver the kind of no-frills classical Western fantasy RPG experience that made series like Might & magic and Wizardry great. [Jan 2009, p.78]
  5. 50
    Those who have always looked at the Neverwinter Nights series as a glorious toy they can tear apart and reconstruct into their own D&D fantasies are going to be very happy with what comes in this installment. If you've come to uncover the mystery of the "Storm of Zehir," you might want to stay indoors until the shower passes.
  6. 83
    Storm of Zehir may have a lackluster story, and that's OK, because it doesn't need one. It gives you the means -- the freedom -- to make your own story. And isn't that why we like RPGs in the first place?
  7. A bit rough around the edges but it adds a ton of content. [Feb 2009, p.87]
  8. 80
    If you're a fan of Neverwinter Nights 2 then this is a no-brainer purchase. The over land map section of the game is hardly revolutionary but does add a much more open feeling to the game - and finding random magic weapons and toys hiding in the trees on the way to town is always a nice bonus.
  9. Neverwinter Nights 2: Storm of Zehir tries to hark back to the good old days of 80’s computer rpgs, but falls short in every aspect. The lack of story makes everything feel bland and the free-roaming world map is filled with annoying amounts of random encounters. [Jan 2009]
  10. New add-on to Neverwinter franchise brings challenge even to vets of this series. Nonlinear style means all pros and cons you can expect: open world to explore on one hand on the other are the shallow interaction between party members. [Issue#173]
  11. 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.
  12. It's not a bad idea, but it's hardly high strategy, and definitely not high adventure. [Feb 2009, p.72]
  13. According to Obsidian, Storm of Zehir is their way to show us what else can be squeezed from Electron Toolset. Well, as a technical demo this expansion is very impressive. As a game – not so much.
  14. Despite its less than stellar story and struggling engine, Storm of Zehir is still an easy recommendation for the right RPG gamer. In many ways it is a more strategic game than the previous titles, just as Icewind Dale was to Baldur's Gate. [February 2009, p.57]
  15. 82
    The real story of Storm of Zehir is the tall tales you’ll be telling in the tavern afterwards.
User Score

Mixed or average reviews- based on 58 Ratings

User score distribution:
  1. Positive: 9 out of 13
  2. Negative: 2 out of 13
  1. Mar 23, 2011
    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. Full Review »
  2. Nov 12, 2012
    Storm of Zehir is a great game that suffers from a sub-par engine and mediocre presentation. It simply looks inferior to other games. But this appearance is deceptive. Other than weak graphics and a clumsy engine this game gets much right. The idea behind the world map is spot-on and points other developers to a mechanism for meaningful world exploration that other games would really benefit from. This game offers RPG fans the chance to build their own party. Nothing else out there offers this level of depth of character development. For the world map mechanisms and the party building mechanisms alone it deserves 10/10. Full Review »
  3. Nov 2, 2011
    While not entirely successful, this tried to mix the storytelling of the first NWN2 game with the munchkinsm and hack-and-slash of the gold box games. I like custom create-your-own-party games, but these games have never achieved the storytelling ability of the more restrictive games (like NWN2). The 4+2 (4 PC + 2NPC) party size of the gold box series is better (Storm of Zehir is 4+1, 4+2 with leadership feat; it should be 4+2 / 4+4). Most of the better PnP adventuring party sizes are 5-8, and 6 is just right (4-12 are the playable boundaries). Maybe a 4+2+2 (4 player-created PCs, 2 long-term / full-control NPCs, 2 short-term / limited control NPCs) would be better with the leadership feat doubling the NPC allowances (4+4+4). Golden Sun and Final Fantasy V are probably the closest - you don't create all the PCs but you have heavy control on their development and their pre-existing levels aren't too much of a burden. Just thinking about it, Temple of Elemental Evil is a 5+3 game (5 player-created PCs, 3 NPCs) and its storyline isn't that bad, though still nothing intimate with the PCs in terms of background and personality. Golden Sun is still the best in hybridization of hardcore story and player customization. I still really like having 2-4 of my own characters though but don't need 5-6 unless its multiplayer (double PC allowance to 4-8 with multiplayer). Full Review »