Part 14: Act One Chapter Eleven - I Also Enjoy Such Games As 'Neverwinter At Night'
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It's decided - we're siding with the Shadow Thieves.
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Caleb's our contact in the gang. He's just a low-level enforcer - after this, we'll be meeting with the real leaders.
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Uh oh. This isn't going well. Although I'm not sure how intimidated I'm supposed to feel by a man who looks disarmingly like Santa Claus.
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* * *
There's a lot of cut content in the game, but I'm never sure how interesting it'd be for those of you reading. Partly because I can only ever speculate as to why something was cut.
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For example, there's a model in the game called 'NPC_Ctann'. It was probably intended for Commander Tann, who we helped back at Fort Locke. But why does he have a custom model? Was he supposed to be more important?
Or Marshal Cormick, our fellow Harborman. He was originally called Marshal Faulk. Is that interesting? I mean, it's trivia; I find it interesting, because I really like NWN2. But do you? I don't know.
Again: there's a creature blueprint for the Neverwinter Docks module called 'Lord Mathis Anton', which was maybe intended to be a follow-up to Lieutenant Vallis Anton, also back at Fort Locke. The Lieutenant did say he was the son of a powerful noble family... but two problems: a) Vallis Anton was previously known as Lieutenant Brill, not Lieutenant Anton, and b) Lord Mathis Anton is a gnome.
Sometimes, of course, stuff is just moved around. We helped a guy called Par deal with some burglars in Highcliff - that was supposed to happen here in Neverwinter. GetWellGamers has kindly spilled the beans on the Mozah sidequest - first set back in the swamp, it was moved up to Highcliff to lead more smoothly into the Shadow Priest subplot.
And then there's the Hollows.
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If you've played NWN2, or read some of the threads or previews about it, you'll know that later in the game we get a stronghold. Land management was always a big part of D&D, even back in 1st Edition. At high levels, adventurers become almost impossible to kill, so DMs were encouraged to embroil their players in politics and wargames - to give players challenges they couldn't hack'n'slash their way out of with their +5 vorpal holy avenger.
NWN2 has a stronghold as well (although it doesn't let up on the hacking and slashing at all), and it's probably the best part of the game. It's a lot of fun and it's obvious Obsidian put a ton of effort into making it work, which is why it's surprising to read in interviews that it almost never made it in at all. Sometimes it was working, sometimes it wasn't... sometimes it looked like this, and sometimes it looked like that.
We won't get the stronghold until Act 2, so I won't say too much, but I can tell you about one of the earlier iterations: the Hollows.
Basically, after a few quests with either the Watch or the Thieves, the situation in the Docks would go nuclear and the district would become overrun with crime. Your superiors would authorise you to set up a new outpost in the Docks and start enforcing your brand of order however you can. The Hollows was to be your central command - as you can see, a burned-out, ruined building, which you'd rebuild and turn into a hybrid barracks/merchant conglomerate.
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It's still in the game, next door to the Sunken Flagon, but just as a big old ugly ruin. A lot of the quests and mechanics involved in running it are the same as the ones you will see later in the Act 2 stronghold. You'd recruit a number of characters to help you run the Hollows and give your soldiers special bonuses: Katriona, Edario, Jacoby, Uncus... they're all still in the game, actually, and I'll introduce you to them later.
Only two characters were cut: Aramin and Kana. Aramin was just some potty old alchemist who made potions for his patron (that's you). Kana's actually still in the game, but missing background and dialogue. She was a soldier who fought in the Luskan-Neverwinter war of NWN1, then followed her sergeant into mercenary work with the Westgate Night Masks. Then her sergeant died and she's become a washed-up old drunk, constantly badgered by adventurers, mercenaries and the Night Masks for her weapons expertise. You'd beat off the competition (by bashing their skulls in) and she'd swear her loyalty to you.
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Eventually the Luskans would come looking to take you out and try to burn down the Hollows (again). You'd strike back and wipe out their base in Neverwinter - but, again, this is similar to an actual quest later in the game.
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While we're still on the subject of cut content: those bladelings that were after us? Yeah, they're showing up here in Neverwinter as well. So much for the city walls protecting us.
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I mention this because it's a good example of how it doesn't matter how many games you've written, or how many fancy English Lit degrees you have - sometimes even the best of us are defeated by the smallest things. Here's a barebones conversation Obsidian superstar Chris Avellone wrote for the companions to have after a bladeling attack:
quote:
|DO NOT LOCALIZE ANY OF THIS DIALOG!|
|CHRIS AVELLONE: Neeshka says "WTF?!" Thought the party had shaken the duergar and bladelings. Accuses the people of Highcliff of having a big mouth|
|CHRIS AVELLONE: Elanee is concerned. Doesn't think the village had anything to do with it. Thinks that since the bad guys are always coming out from some hiding spot, they've got some way of tracking the player... maybe through the shard|
|CHRIS AVELLONE: Neeshka says get rid of the stupid shard then. It's not like it's worth anything|
|CHRIS AVELLONE: Khelgar scoffs at Neeshka's cowardice. Says bring them on.|
PC: I could just drop the shard into the ocean.
|CHRIS AVELLONE: Neeshka says bury it somewhere deeper|
|CHRIS AVELLONE: Elanee says something to convince everyone that keeping the shard is the smart thing to do|
|CHRIS AVELLONE: I don't know where to go from here|
* * *
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On with the show. This here's Hagen's Imports.
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The flipside of this quest (if you side with the Watch) is to help Hagen stand up to Caleb's thugs. Hagen's the only merchant in the Docks willing to stand up for what's right, and Marshal Cormick wants to make sure nobody cuts him down instead.
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We're doing this the clever way, so it's Diplomacy for us. A bit of a shame, since the mean option is to start breaking things. "What a nice vayse yoose got heres... oops, dere's me acsiden'ly slippin' and breakin' it all ovva da floor dere! Wot a shame" etc. etc.
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It's a shame that none of these dialogue options can actually fail; they all automatically succeed. Unfortunately it means we miss out on a super-evil option to threaten his daughter with an 'unfortunate accident.'
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Sorted. Back to Caleb.
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Ffffuck.
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Again, this is the reverse of what'd happen if we sided with the Watch. It'd be us there, trying to arrest Caleb with what amounts to nothing more than circumstantial evidence, y'honour.
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Hyukyukyuk.
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Urgh. Well, at least we're moving up the chain of command. Hopefully we can do one or two errands, then get into Blacklake. Sorted!
On the way there, though, we bump into some unpleasant-looking people.
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What gets me is that for a group of people who famously have no understanding of the concept of 'honour', these thieves take this 'best-thief/second-best-thief' stuff very seriously.
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Let's meet the enigmatic Moire.
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Moire doesn't like us because we resolved the Caleb quest peacefully. If we butchered the Watchmen, she'd be all over us.
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Oh crap. Everyone try not to look like an adventurer!
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Moire's a grade-A psycho, but at least she's got reasons for why she acts like she does (and it's also a nice callback to NWN1). It definitely beats 'generic boss thug' in the writing stakes.
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