Video Game: Neverwinter

Neverwinter is an MMORPG developed by Cryptic Studios using the same engine as their previous title Star Trek Online, and published by Perfect World Entertainment. The game is set in the eponymous city of Neverwinter in the Forgotten Realms universe. Considered by Atari to be the continuation of the Neverwinter Nights series, it is the first game in the series to be based on the Dungeons & Dragons 4th Edition ruleset. (The first and second NWN games used the 3 and 3.5 editions, respectively.)

According to Cryptic COO Jack Emmert, Neverwinter is less of a traditional MMO and more of a story-driven game, "closer to things like Dragon Age or Oblivion". He was right.

See also Neverwinter Nights and Neverwinter Nights 2, the single-player games to which NW is a sequel, and The Neverwinter Saga by RA Salvatore, part of The Legend of Drizzt series and set in the same time period.

The game was released on Xbox One on March 31st 2015, and will be released on PS4 in September 2015.

Neverwinter provides examples of:

  • After the End: Set 100 years after the NWN games, and after the Spellplague that drastically changed the Forgotten Realms. By this point the titular city has been completely obliterated and rebuilt yet again.
  • Allegedly Free Game: As you level up, free players face increasingly strict limitations on weapons, armor, enchanting, and all sorts of stuff, to the point that it literally becomes next to impossible to progress your character without paying some amount of money.
  • Armor and Magic Don't Mix: Control Wizards
  • Blade Spam: The Flourish paragon power for both Fighter classes. Stab the enemy once from the front, then Flash Step around them in a ring while stabbing so quickly that only the afterimage is visible.
  • BFS: Great Weapon Fighters, natch. Their swords are so big they wouldn't be out of place in the hands of Cloud and Nightmare.
  • Camera Screw: A few of the control powers have this effect, whether it is intentional or not. Thankfully, very few enemies have these sorts of powers.
  • Chest Monster: Mimics, as per the source material. They focus solely on the adventurer who "opened" them, with slowing abilities to make them easier prey.
  • Combat Medic: Devoted Cleric's role
  • Continuity Nod: The developers promise Easter eggs referencing the previous games.
  • Critical Research Failure: The orcs in the Tower District are described(and describe themselves) as being members of the Many-Arrows Tribe. In the tabletop and novels, there is no "Many-Arrows Tribe"; rather, Many-Arrows is an orc kingdom made up of dozens of different orc tribes. Further, it's named for it's founder, Obould Many-Arrows, who was king of the Broken Arrow Tribe.
  • The Dev Team Thinks of Everything: If you skipped the entire Spellplague quest chain, where you meet Josef and Dorotea Linkletter, you will still encounter them in the Chasm as members of Scar Company. However, they will not recognize you at all, since they never met you.
    • Of course, this may or may not be a plot hole, since you first meet Josef Linkletter in the tutorial, though you never tell him your name then, and you're just one of many shipwreck survivors.
  • Dynamic Entry: The Great Weapon Fighter can do this with one of his encounter powers as well as one of their Daily powers.
  • Everything's Better with Spinning: Great Weapon Fighter has a wide range of spinning attacks.
  • Flash Step: The Control Wizard class has a quick short-range teleport that allows them to dodge attacks and maneuver fairly freely in a fight, though the ability isn't really spammable. The Trickster Rogue has the super-speed version of this built into several powers, but executes it so rapidly that it becomes more of a Teleport Spam. The Ranger also uses this as a dodge.
    • The Great Weapon and Guardian Fighters do this with the Weapon Master Paragon path powers and the Great Weapon Fighter's Steel Blitz passive, in the form of a damaging afterimage.
  • Flunky Boss: Every boss, from single player instance runs to dungeon delves. Some even summon Elite Mooks from their area.
  • Frickin' Laser Beams: Control Wizards can cast a steady Ray of Frost, which slows down and freezes enemies if held down long enough. Devoted Clerics gain damaging and healing beams when activating divine power.
  • Glass Cannon: The Trickster Rogue. Very high DPS, and capable of take down dungeon bosses alone if done correctly and the rest of the party is distracting the add-ons, but they also can't take much of a beating without needing healing potions or a cleric quickly. Thankfully, Trickster Rogues come with a stealth mode to evade enemies.
    • Hunter Rangers as well. They can dish out monstrous damage at melee and range, and are very good at keeping enemies from actually getting melee attacks off, but are just as squishy as the rogue while lacking stealth.
  • Guide Dang It: There are achievements for completing an adventure zone's dungeon, skirmish, and story missions. The dungeon and story mission can always be dealt with no matter what level you are, but skirmishes become Lost Forever if you surpass the maximum level.
    • The Call to Arms events let players of any level run the Skirmish in question, with extra better rewards to boot.
  • Horny Vikings: One of the selectable backgrounds allows the player to be a Northland warrior from the Moonshae Isles.
  • Husky Russkie: Karzov, the leader of the Sons of Alagondar (this game takes place in 4e after all) in the Blacklake District has a cheesy Russian accent, is huge and hits like a freight train.
  • Lightning Bruiser: Great Weapon Fighter. High DPS and quick, easy methods to gain more health. Their drawback, compared to the Trickster Rogue, is that enemies will more likely target them.
  • Limit Break: The "Dailies"
  • Luckily My Shield Will Protect Me: Guardian Fighter's signature move - blocking the most powerful blows, or even magic, with his shield.
  • Roar Before Beating: All of the dragon bosses utilize this as an attack. The Guardian Fighter and the Great Weapon Fighter can also invoke this trope with a few of their own attacks.
  • Shoot the Medic First: Clerics draw a sizeable amount of aggro from enemies by healing other players. As such, in high enemy areas, such as a boss battle, most of the enemies target the cleric after a minute or two of healing if the tank isn't doing a very good job at building threat.
  • Squishy Wizard: Control Wizards. Gods help the poor Wizard who attracts a massive following in a dungeon.
  • Stone Wall: Guardian Fighters. They are the resident tank with a shield which is inexplicably able to completely block even the strongest of attacks with no ill effects. They also have abilities to draw aggro from every enemy in the area.
  • Take That: In the Tower District, you can find a dead orc named "Drall", with an axe in his back and a note beside him from the zone boss Vanci Bloodscar, saying that she doesn't care if Drall left his 'horde' to be with her, she's not interested in his advances and if he tries again, she'll put an axe in his back.
  • Teleport Spam: Many of the Trickster Rogue's powers have this effect, with the Rogue jumping rapidly between targets or blinking in and out between attacks and leaving afterimages behind. Heck, the Rogue in the intro cinematic even does it (and eats an Offhand Backhand for her trouble at one point).
  • Wake-Up Call Boss: Chartilifax of the Lair of the Mad Dragon dungeon. The previous dungeons can easily be done through brute force, whereas Chartilifax reminds the players why teamwork and strategy are necessary.
  • Warm-Up Boss: The Harbinger at the end of the tutorial.