Doom of Icewind Dale (official NWN:EE DLC)
While not flawless and a few things still need ironing out, this DLC was a lot of fun to me and definitely worth the asking price. Sure, you can play a lot of similarly great campaigns for free, but that's not because their authors don't deserve getting paid - I have the highest respect for anyone dedicating years of their lifetime just to entertain people for a couple of hours and I'm humbled that some people would do it for free, which is not a given. And Luke Scull, the author of this paid DLC, already released and enhanced several of his previous modules for free, plus, from what I understand, the funds gained from this will help support work on the planned sequels.
And despite this being part one of a planned series, it feels quite satisfying as a standalone module, too. There is a complete story arc that will take the average player a few days to play through and that features many well known characters from other D&D adventures, total fan service. Now, I wouldn't really call myself a fan of the lore, but I do have a long history of playing D&D videogames. If you do, too, a lot in this module will feel familiar to you. I've read some reviewers talk of clichés, but to me it felt more like an homage and a love letter to anyone who enjoys the Forgotten Realms universe, Neverwinter, Baldur's Gate, Icewind Dale, with a few nods to Planescape / Mask of the Betrayer as well. It makes use of common tropes, but there are quite a few memorable encounters and locations that make it stand out as its own thing that doesn't need to shy away from comparison to the other great D&D games and NWN modules.
Just like Tyrants of the Moonsea, Doom of Icewind Dale features cool new creature and NPC models as well as new music (though no new voiceovers to speak of, but I'm fine with that). It also makes great use of newer tilesets. If I had one complaint, it's that the areas are almost too beautifully designed for what they are used for, which seems like a bit of a waste. Especially in the beginning, areas can feel a bit empty since they are huge but populated only with a few sparse encounters and loot chests. The locations looked like something I wanted to spend hours in, explore any nook and cranny and marvel at everything, but in part they were just backdrop for more or less linear hack and slash action or a market hub, which is a pity. That being said, there were also lots of smaller areas that were so uniquely designed and used that I had much more fun than with NWN's default campaigns, and, as mentioned, some encounters were truly memorable.
Before playing, I had already seen a few complaints about difficulty and balance, so I chose to play it safe with a cleric, which I deem one of the most enjoyable and versatile classes in NWN, and that worked out perfectly for me. I still played my character more like a fighter than a true spellcaster, but a fighter with options and buffs. And I had no complaints whatsoever. If anything the game became quite easy soon, but power fantasies are a part of RPGs, so I didn't mind. I can totally see though how playing a pure fighter or rogue might be much less fun, especially in the beginning when you're stripped of all equipment, which is not such a big deal for lvl 10 spellcasters but a very big deal for melee classes whose strengths are more dependent on items. I believe the author is currently listening to feedback and planning to revise and update a few things in the module, so that might still improve. Maybe I'll try replaying the module with a totally different class, just out of curiosity, even though I don't usually like replays. In any case, if you want to avoid too many frustrations and you want to have an easier time, I'd recommend picking cleric or mage for this module at the moment. But there are class-specific items for all kinds of classes, like bards and monks, too.
All in all, I give Doom of Icewind Dale a thumbs up and would recommend it, if you're a fan of NWN and/or D&D lore.
Post edited February 27, 2025 by Leroux