Neverwinter Nights 2 (2006)
Neverwinter Nights 2 is a 2006 role-playing (rpg) video game made by Obsidian Entertainment and Aspyr Media.
A young orphan raised in the village of West Harbor is swept into a conflict that stretches from the muddy streets of Neverwinter to the halls of a besieged keep in the north. Neverwinter Nights 2 uses the D&D 3.5 ruleset in full, and its character builder lets you assemble a party of companions with distinct personalities and their own opinions of your decisions. The writing earns its darker moments, and the campaign is long enough that the world starts to feel inhabited rather than assembled.
Quick answers
What is Neverwinter Nights 2 about?
A young orphan raised in the village of West Harbor is swept into a conflict that stretches from the muddy streets of Neverwinter to the halls of a besieged keep in the north. Neverwinter Nights 2 uses the D&D 3.5 ruleset in full, and its character builder lets you assemble a party of companions with distinct personalities and their own opinions of your decisions. The writing earns its darker moments, and the campaign is long enough that the world starts to feel inhabited rather than assembled.
When was Neverwinter Nights 2 released?
Neverwinter Nights 2 was released on 31 October 2006.
Who made Neverwinter Nights 2?
Neverwinter Nights 2 was made by Obsidian Entertainment, Aspyr Media and Infogrames Entertainment.
Similar games
Explore Neverwinter Nights 2 guides
Neverwinter Nights 2 in our writing
- Companion guide: BioWare: Baldur's Gate, Mass Effect and the Art of the Choice
- Companion guide: Dungeons & Dragons on the PC: From the Gold Box to Baldur's Gate 3
- Companion guide: Infogrames: Alone in the Dark, French Horror and the Road to Atari
- Companion guide: Obsidian Entertainment: The RPG-Sequel Masters and Narrative Torchbearers
A few thoughts on Neverwinter Nights 2
Readers who want to spend more time in this corner of the Forgotten Realms can turn to Volo's Guide to Baldur's Gate II, which walks through the lore and factions behind Baldur's Gate with the same encyclopedic affection the games bring to their settings.
D&D-rooted parties where every companion has an opinion of you
Neverwinter Nights 2 builds its campaign around companions who argue with your choices and each other, echoing Baldur's Gate II's own ruleset and cast. Volo's Guide to Baldur's Gate II charts that companion lineup, Wizard and Glass turns Roland's ka-tet into the same found family, Oathbringer's Bridge Four squad earns its loyalty slowly, and Stranger Things' kids, literally the Party, bicker like players at a table.
Open worlds long enough to feel lived-in, not assembled
Neverwinter Nights 2's campaign stretches from a muddy village to a besieged keep, the kind of scale that makes a setting feel inhabited. The Witcher 3 and Skyrim earn that same reputation through sheer density of detail, Red Dead Redemption 2's frontier breathes in exactly this unhurried way, and The Last of Us spends its long road trip building a world that feels worn, not built for a level.
Anime ensembles where the found-family cast is the whole point
The companions in Neverwinter Nights 2 needle each other and grow attached the longer the campaign runs, the same engine behind these four ensembles. Fullmetal Alchemist's Elric brothers gather allies who become real family, Attack on Titan's Scouts bond under constant loss, Hunter x Hunter's foursome test each other's values on the road, and Inuyasha's demon-hunting group starts as strangers and ends as something closer.
