Robin Mayne
Web Team Manager

Suscrito: 15 oct 2001 De: BioWare |
Colgado: miércoles, 18 septiembre 2002 09:59 |
This profile of Candle in the Dark examines the module authored by Robert and Donna Burson. An adventure with layered and engaging story, Candle in the Dark is surrounded with beautiful areas and attention to detail.
Robin
_________________ Robin Mayne BioWare WebGUY  +++ Mass Effect +++ |
|
Detorian
Game Owner
NWN
Suscrito: 16 may 2002 |
Colgado: jueves, 19 septiembre 2002 04:31 |
not even sure if im discussing anything or not here, but you have a sound story. id like to help. make sure you realize the outcome of your story. mkae it good,or dont bother. _________________ I love you. I love you to Nordburg. Drugs. Nurse, give this man some drugs. Heroin, heroin Frank. Thats a pretty tall order Nordburg, ill see what i can do. |
|
Ratty Blackbeard
Game Owner
NWN NWN: SoU NWN: HotU
Suscrito: 02 jul 2002 De: Sweden |
Colgado: jueves, 19 septiembre 2002 05:14 |
Uhh, Its a profile of a finished module, _________________ My uniqe signature! |
|
jaykay_69
Game Owner
NWN
Suscrito: 17 sep 2002 |
Colgado: jueves, 19 septiembre 2002 01:22 |
it looks pretty good - i'm looking forward to playing about with this mod...once i've formatted again 
_________________ I didn't attend the funeral, but I sent a nice letter saying I approved of it. --Mark Twain |
|
Boo_hamster
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Mass Effect PC
Suscrito: 16 jun 2002 |
Colgado: jueves, 19 septiembre 2002 06:53 |
|
are we discusing what we think of the module? If it is so I would say it is really good. Although they might have given clues to were your suppodsed to use the keys you find. |
|
Genji
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB Mass Effect
Suscrito: 23 jun 2002 De: New York |
Colgado: viernes, 20 septiembre 2002 03:56 |
This module is poorly written. The scripts that it does employ are not smart enough to make use of the fact that sometimes the pc is a drooling wererat. There are several bugs in the module such as poorly controlled henchmen journal entries, inconsistent plot errors, no area access control logic (i killed the gatekeeper before I got to the gatekeeper's sanctum, he wandered to the bridge...), no challenge to the pc as they are a 30 hitpoint monster half the time, etc.
There are annoying npc enemies that use cheap fear effects while they do low damage so you have to watch your character run the whole map while nothing happens since the damage the enemies are doing to you is below the damage reduction you have. This is a poorly written module that should have been a choose-your-path dime novel instead. I wish you guys would really review these modules before you put your seal of approval on them. There is as much expert scripting in here as there is in a tamagochi.
Genji |
|
TrancerKarn
Game Owner
NWN NWN: SoU
Suscrito: 11 ago 2002 |
Colgado: viernes, 20 septiembre 2002 06:09 |
**NOTE: Some SPOILERS in this post**
Well I just finished it and I thought it was a great module. There are scripting bugs but it's the couple's first mod plus it's version 1.0 so I say give'em some breathin' room there. The scripting bugs I came across I got around by saving and reloading. *shrug* In the profile they said they're committed to it so I bet many will get fixed.
The main thing about this module that makes me give it two thumbs up is that I _WANTED_ to finish it. I played it from beginning to end in one sitting. I'm not "Mr. Review Guy" or anything but based on the fact there are 1,000 plus modules floating around this is the best praise any module can get IMO. Most every module I've downloaded I haven't finished. In fact I think I've finished three out of about eighteen. Some were just terrible and others just boring.
What I think this module got right:
- Most important (for this module at least): the module makes the story. Meaning the story by itself is ok but pretty standard fare. But I thought the atmosphere (weather and lighting) and especially the sound use made the story more than it was. The module felt creepy. Kudos.
- Good tile use: For the limited and generic tilesets NWN comes with it can get tough coming up with interesting settings. I especially liked the outdoor courtyard using the "interior" castle set. Hadn't seen that done or had the thought to do it. It came off well.
- NPC Scripting: Some rough spots yes, but on the whole I thought it was fine. The Blood Count and Countessess I thought were inspired. I also like the lizard (can't remember their name) singers. They were neat.
- Interesting Items: Nothing uber or wow but the unique items supported the story well and made me get more into the module. Sliding into my Night Chain instantly made me like my character more and it was just non-magic chain but it had the "look" of the module.
Things I didn't like; constructive =0 :
- Non-stackable blood heart things (sorry its late can't remember the name). The single use Cure Light Wounds. These were kind of an inventory pain not being stackable.
- Non-leveling henchman. Authors said in the profile they were adding this but I wanted to mention it anyway. Mrs. Drake died quick and often and it was pretty quick into the module that I just said forget her. But my Rogue/Bard had some trouble in some spots because of it. In fact without the Peddler selling the Monster Summoning scroll I don't think my character could have finished this module. For information sake, by the time my character reached Vladimir's tower he was a Rogue 2/Bard 2/Fighter 1 Elf.
- I don't like the recall stone and was glad it wasn't used here but regardless of the Peddler keeping up, access to some magic bags would have been most welcome. Early on I didn't know the Peddler was going to keep up so my weak rogue became encumbered fast. Even a -20% bag would have helped.
- The end: Teleporting to the shrine, the animation and the conversation were all cool but ending with the player dominated and blind was not =) I sat for a few minutes watching the screen thinking it was going to go away since I had obtained the key to exit the town. If this is the way its going to end might be best to at least send a message to the player saying "thanks for playing you should export your character now" =) I even saved here and reloaded thinking maybe it was bug.
That's all I have. Looking back I didn't mean to write so much but I really liked it so what can I say.
Also I'm glad Bioware does the Profile thing. I probably would not have found this one otherwise.
To the module authors, my character is exported and ready for the sequel. Good luck and well done.
_________________ t r a n c e r · k a r n |
|
feloniousPunk
Game Owner
NWN
Suscrito: 18 ago 2002 De: Kaiserslautern, Germany |
Colgado: viernes, 20 septiembre 2002 06:19 |
I have not yet finished the module, but to add to Genji's criticisms (most of which I agree with, though not as bitingly ):
(spoiler alert)
* A me too about the were-transformation. I turned into a werebeast (cool!) but no one else in town blinked an eye when I talked to them. Is this an everyday occurance in this town? Come on guys, make your world a little more internally consistent.
* Realize that people might play the module with a PC who is not a rogue or rogue - multi-class combination. I'm now stuck in Misery Gate at a trapped door that I can't disarm with my 3rd level Paladin and does about 3x my hit points in damage. I don't think either of my henchmen were rogues, though it's a moot point since their non-levelling selves are both dead. Is there a rogue henchman in town somewhere whom I've overlooked?
* Custom monsters are cool, but I don't think it's a good idea to take a monster that is universally recognized as the toughest there is and turn it into something a 3rd level character can kill single-handedly. When Bezial the Forest Dragon first showed up, I yelped (using NWN camera hack, it was damn cool seeing his huge self come at through the trees though)! He corned me so I had to fight him and ended up winning. A dragon killable by beginning characters? Bad idea, I think.
That's all I've got for now, since I can't get past that gate. A piece of general advice: test your module thoroughly before releasing it and try doing things differently than you, the module designer, would do, otherwise your module will fall apart whenever someone does something you didn't foresee when designing it. It's best to have others test it if you can as they will be better placed to spot the inconsistencies, gaps, and flaws in the design.
On the plus side, nice environments. |
|
montibank
Game Owner
NWN NWN: SoU NWN: HotU
Suscrito: 30 may 2002 De: mIRC: gamesnet room: #blackmagicgames |
Colgado: viernes, 20 septiembre 2002 07:15 |
just a comment... from a wanna be builders perspective... good suggestion about browsing the official mods for tips how to build you own. I had a thought of doing this once but i couldnt find the mod files for the official campaign... well found em now sneaky bioware... havent even played the mod but i'd like to thank the creators for pointing out that you can do this and im sure it will help me loads when werking on my own rather then reading the tutorials (which i have for the most part and like so many other things i read in thoery never seem to werk when i go to apply them. Now i can see them in action so to speak im hoping i can be less of a pest on the Builders Scripting Forums!! Thanks,
_________________ montibank@hotmail.com A Toolset must have n50 Speedpad |
|
BombBuster
Game Owner
NWN
Suscrito: 26 jun 2002 De: Rockhaven Shire, Northshield Principalit |
Colgado: viernes, 20 septiembre 2002 11:08 |
Outstanding Module!
I enjoyed it tremendously. Yes, it has some bugs (some minor, some major) but I still enjoyed it more than other modules that were virtually bugless. Why? Because for me, as well as many other NWN players, it's all about the story. And this one has a great one. If you just want to go around bashing things this may not be the module for you. But if you want a dark, provocative, and engrossing story with well delivered plot twists, this module should be your cup of tea.
Before posting yet another tedious list of bugs I recommend popping over to NWVault and read the module forum there. Suffice it to say that the bugs have been discussed in detail (and over, and over, and over gain) and the designers are well aware them. They are working hard on a revision that will solve most of the problems as well as adding new material to the module that will significantly enhance the feel and emotion of the module.
Thus, my recommendation is to wait until the next revision (the current is 1.1) before playing. The current version's bugs may detract a bit too much from an otherwise outstanding module. I played it with the bugs and even though I intend to go through it again after the next revision is released, the shock factor will be gone.
So wait for the next revision, but don't miss it!
_________________ "All men die. Few truly live." |
|
medriwen
Game Owner
NWN NWN: SoU NWN: HotU
Suscrito: 20 jun 2002 De: Stumptown USA |
Colgado: sábado, 21 septiembre 2002 03:47 |
thick on mood. it had some bugs.
overall it was an amazing use of the toolset to make a great module.
i'd gladly give it 9 out of 10 stars. |
|
Ronduwil
Game Owner
NWN
Suscrito: 18 jul 2002 |
Colgado: sábado, 21 septiembre 2002 06:18 |
This module had a nice story, but it was low on journal entries. The henchmen journal entries were blank when they died. I went through various areas (the spider caves and the slithering lizard creature area are two examples) where I fought significant battles, but there were no quest items and/or journal entries to explain what I had done or even if my actions had any bearing on my quest.
I thought the balance was way off. I don't know about this wererat ability that others have been discussing, but I know that I never got it. Maybe if I had, things would have been different. As it is, I found myself having to reload constantly. The fight with the dragon Bezial (sic?) was quite frustrating. Several times I found myself having to run around the easier areas killing respawned monsters in order to level up to where I could survive to the next rest area. I went through both henchmen very quickly. Of course, after I had leveled up a couple of times, they were worthless anyways.
The rest area concept was neat. The respawning monsters were neat. The resistant and difficult (they were difficult to me, but I wasn't a wererat with damage reduction) monsters were neat. I thought the combination of the three was extremely frustrating. I like to explore dungeons. This is difficult to do when you find that you just used half your heals in order to get to a dead end. At this point the choices are: 1. keep exploring, hoping you have better luck and 2. return to the peddler, knowing that everything will respawn as you make your way back.
I saw lots of potential in this module. The storyline was intriguing. The scenery was great. The creatures were original and interesting. However, I got tired of repeatedly fighting the same difficult battles without makiing any visible progress (at least, not according to my journal). I got lots of keys, but I had no idea as to where they were supposed to go. The fights got so difficult, that I thought I was missing a required weapon and/or piece of armor. Since I was a monk, I could use neither, but I did use Bezial's gauntlets to damage the physically resistant creatures. I finally gave up on the module when I ran out of heals inside the Great Hall. I could not get past the gargoyles to find out whether or not there was a rest area beyond the door, and I knew I would never be able to make it past all the re-spawned monsters in order to reach the previous rest area.
This module could be great, but I wouldn't recommend playing it in its current state. Maybe I'll give the revised version a try someday.
[ Edited By Ronduwil: Saturday, 21 September 06:20AM (GMT) ] |
|
BombBuster
Game Owner
NWN
Suscrito: 26 jun 2002 De: Rockhaven Shire, Northshield Principalit |
Colgado: sábado, 21 septiembre 2002 01:55 |
Quote: Posted 09/21/02 06:18:30 (GMT) by Ronduwil
This module had a nice story, but... low journal entries... henchmen journal entries blank... no quest items and/or journal entries to explain what I had done... balance was way off... wererat ability... never got it... henchmen... were worthless anyways... lots of keys, but I had no idea as to where they were supposed to go... [ Edited By Ronduwil: Saturday, 21 September 06:20AM (GMT) ]
(heavy sigh) Yep, all these points were, as I mentioned above, already brought to the attention of the game designers. Check out the Darkcandle forum at NWVault. Look under modules, then Candle in the Dark. You can also read the designer's answers to these problems and how they are going to fix them.
++++++++SPOILER+++++++
SPOILER: As far as not getting the shapechanging ability, try talking to Madam what's-her-name in town again. Have her cast the bones. I'm sure you'll find the encounters much easier as a werewolf who has 18 str/dex/con and something like 10/+1 damage reduction. The only problem is that in that form you cannot equip any items. So when you run across the bloodcounts later and want to 'stake' them (You did but a stake from the peddler, didn't you?), you'll have to revert back. Though it's not obvious, this can be done by right clicking on your charcter and selecting 'Cancel Polymorph.'
As far as the keys go, you used them when you went through the various gates. The gates will not open without the appropriate keys. You may not have noticed but a little yellow, "You have used a key" entry scrolls in the talk window (if you have it up) when you go through those gates.
Again, all these and many other issues have been discussed with the designers ad nauseum in the NWVault module forum.
Once again I should point out that this module seems to be designed more for RPing than hacking. *Extensive* conversations with the various NPCs (like the madam, and the peddler), and keen attention to detail on the player's part are key to making it through the module in it's current form...
...or you could simply wait for the revision where the issues you mention (and others) will be fixed.
_________________ "All men die. Few truly live." |
|
Wolfie
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC
Suscrito: 18 oct 2001 De: Antarctica |
Colgado: martes, 24 septiembre 2002 11:04 |
Genji, isn't a module about more than scripting? Primarilly it should be fun to play which doesn't automatically equate to boatloads of clever scripts. Ie. there are other elements that make up a good module.
_________________ You're fat and I'll throw you in the river. |
|
Genji
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB Mass Effect
Suscrito: 23 jun 2002 De: New York |
Colgado: martes, 24 septiembre 2002 04:21 |
Quote: Posted 09/24/02 11:04:10 (GMT) by Wolfie
Genji, isn't a module about more than scripting? Primarilly it should be fun to play which doesn't automatically equate to boatloads of clever scripts. Ie. there are other elements that make up a good module.
I would rather have a great story than clever scripts, anyone who believes otherwise missed my point.
The issue I have with this module, which I downloaded and played immediately because I love dark stories, is that the scripting takes away from the game play. It's the same problem I have with nwnights. Great concept, poorly implemented.
Great scripts do not make a great module, but broken scripts will kill a module fast.
Fix the problems, learn to think about the huge permutations of possible other characters (like a player that can't check traps?), and re-release it.
Genji |
|