Tyrants of the Moonsea (NWN:EE)
I'm a bit torn on this one.
On the one hand, it's an excellent showcase for some stunningly cool community created tilesets and monster models that I haven't seen used in any other single player module yet and that really give the term "enhanced" a new meaning. The voiceovers are also top notch and do not vary in recording quality as they did in Darkness over Daggerford. There is a whole new overland map of the Moonsea region and fans of the old Goldbox games or Forgotten Realms lore in general will be delighted to (re-)visit such places as Hillsfar, Mulmaster, or Zhentil Keep, including dealings with their tyrannic rulers, their forces, allies and opponents (Zhentarim, Red Plumes, Wizards of Thay, Harpers etc.). The story, while not particularly outstanding and more linear than Darkness Over Daggerford, is not the worst either, it's pretty solid D&D fare. The writing is quite good in general, there are some interesting companions and a substantial amount of content (I didn't track the time on my playthrough, but on the Vault page for the free AL3: Tyrants of the Moonsea gameplay length is listed as 6-10 hours, and I'm pretty sure the EE version is much longer than that, probably twice as much? Just a guess though). I played the free version years ago but I did not remember a thing about it, so I can't compare what's new, but I have a feeling it is quite a bit. In addition to the new tilesets, models, overland map, voiceovers, and possibly extended story and quests, there are also new intro and outro movies, the latter depending on the choices you made at the end (at least three somewhat different endings). All in all, I enjoyed playing it.
On the other hand I noticed several problems with it as well: First and foremost, I felt the balance both in combat and economy was all over the place. I had been warned that the combat in this DLC campaign was very, very difficult, but could not confirm it at all. I'm usually content playing NWN on Normal and don't mind if it's a little easy, but Tyrants had such a lack of challenge that I set the difficulty up to Hardcore D&D and fights were still a walk in the park and rather boring because of it (I also tried Very Difficult and it was still easy, just gave the opponents more HP and thereby slightly prolonged the boredom). I have to admit, I brought in my character from AL2 (Crimson Tides of Tethyr), and since there was no item strip at the start, I was way wealthier and better equipped as a newly created character would have been (you get a +3 weapon if you start fresh and 10k gold, but my character already had 600k gold, +5 weapon and boots of speed and many others things that also allowed me to better equip my new companions). So my mistake was to go along with that, thinking AL3/Tyrants would allow a seamless continuation from AL2 regardless, and I ended up feeling like I was cheating. But in the long run, I don't think it mattered all that much, since Tyrants of the Moonsea is an extreme Monty Haul game either way, and even with a new character I'd have been able to acquire all the powerful equipment soon enough without much trouble. And I don't think my good equipment can completely explain the imbalance away, because it shouldn't affect Challenge Rating and XP. My imported character was one level below the recommended starting level (you get leveled up to 15 if your character is below lvl 13, I think; mine was lvl 14), and yet the Challenge Ratings of opponents oscillated extremely all the time, from Effortless to Impossible (though even Impossible was easy most of the times), and most of the opponents at the end only gave 2XP per head, regardless of CR. Also, the most challenging opponent who was *actually* nearly impossible to defeat had no relation to the plot, no backstory, and was just sitting somewhere in a random room of an otherwise pretty empty dungeon.
Regarding the economy of the game, TotM throws a lot of powerful and valuable loot at you, way more than you can ever use for yourself, and selling it makes you very rich so you can buy more powerful stuff if you even need that, but it's a tough job and no fun at all, because (1) every merchant has a cap on store funds and it's usually rather low compared to the value of the loot you find, so sooner than you'd think, the merchant will not be able to take the loot of your hands anymore unless you buy something expensive from them, so they get more money to spend; (2) they also have a cap on how much they're willing to spend for your most valuable items; let's say you have an item that's worth 25k, then one merchant will only offer you 5k at max, another 10k, the third 15k, and if you're lucky you'll find someone that will pay 20k; (3) not every merchant will buy every kind of item; and (4) merchants are spread over several towns of the Moonsea region. All rather realistic, but it makes looting and selling a real chore with lots of inventory space/weight management and running to and fro involved. Even more annoying, you can't fast-travel to all towns directly via the overland map, but you often have to go to a harbor town and board a ship first to reach the other side of the Moonsea.
There's another "realistic" system in place causing your party to get tired once per day, resulting in temporary stat loss, and if you don't pay attention to it, it can happen at the most unfortunate times, like shortly before a battle (or even in the midst of one?). Not that it mattered very much, with the general difficulty being so low.
The area design leaves room for improvement. The new tilesets are awesome (apart from not being compatible with the "Hide Second Story Tiles" option which can result in high trees or walls obscuring your view), but they weren't always put to best use. Some areas are too big and too devoid of interesting interactions. You can also enter a couple of private homes that are realistically designed but offer nothing of interest and feel like a waste of both the players' and the designer's time. If there are people in them, they won't mind nor comment on your intrusion, just repeat the few one-liners that commoners outside recite as well, but then again, why should they mind, as there's nothing to loot either most of the times. Rogues looking for some burglary fun will be very disappointed.
The module makes ample use of environmental sounds to create a nice atmosphere which I'd usually applaud but it often goes a bit over board with it, confusing "ample" with "excessive", especially with regard to voiceovers, to an extent that there are hardly any pauses between the voice sounds and occasionally the same ones can be heard simultaneously, even. This quickly got on my nerves in some locations.
I noticed a few bugs like continuity errors in side quests/encounters, a quest breaking if you pass an NPC too quickly without giving him the chance to approach you, a dialogue option that gives you 4.5k XP every time you click it, one quest that rewards you for not preventing the worst outcome (regardless of your alignment), and I also had a quite uncomfortable experience with another issue: On more than one occasion an episode or a cutscene would remove the companions from my party and I had to let them join again afterwards. The problem is, I had told one of them to be stealthy most of the times and she continued this strategy even when removed from the party, which resulted in me not being able to find her anymore, because she was too stealthy even for the PC to see. I'm not sure to what extent that is a problem within the EE or NWN in general and to what extent a module author could have done something about it, if they had anticipated it. One time I was able to solve the issue because the stealthy companion was visible for a very short moment each time I entered the area, so I quickly pressed pause and clicked on her while I was still able to, the other time I had to cast True Seeing on myself in order to spot her. All in all, it could have been polished a little better (I had hoped that the late release on GOG would at least benefit from some fixes for bugs that Steam players found, but it's still rather buggy). Last but not least, the frequency of the random crashes in the EE was rather high compared to other modules (possibly because of the new tilesets?).
So, I'm unsure whether to recommend the DLC or not; it's good but could have been much better still. I don't regret playing it or paying for it though. Some things remain unresolved at the end, btw, and open up the possibility of a sequel.
Post edited November 10, 2019 by Leroux