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Previews / Reviews / Interviews

Horden des Unterreichs Horden des Unterreichs
Mask of the Betrayer Mask of the Betrayer
Mysteries of Westgate Mysteries of Westgate
Neverwinter Nights Neverwinter Nights
Neverwinter Nights 2 Neverwinter Nights 2
     Interview Interview
     Preview Preview
     Review Review
Schatten von Undernzit Schatten von Undernzit
Storm of Zehir Storm of Zehir

Seite / Datum Leseprobe
Interview mit Chris Avellone @ Neverwinter Nights Chronicles
11.03.2007
Englisch
(User ZioCrassius) First of all, Chris, you must excuse my euphory but you're a genius! After Planescape (a real masterpiece) I doubted I could find a game with an equally fascinating story. Lucky me, the second chapter of NWN came out with a plot which starts slowly and step by step it's increased by dramatic turns of events. Also the companions are well defined, Khelgar and Grobnar are funny and Ammon Jerro is one of the bad ones who stroke me. I still remember the sequence when you enter his refuge... the demons who are
turning against him... Shandra's death... I'm speechless!
Jon Galloway @ GameTrailers
17.08.2006
Englisch
Video-Interview mit Jon Galloway
Chris Avellone @ GameDaily
16.08.2006
Englisch
Neverwinter Nights II is easily one of the most anticipated titles for the PC market this year. And why shouldn't it be? You've got the teams that were behind Baldur's Gate and Icewind Dale reuniting for what should be an incredible PC gaming experience. We recently had a chance to check out an updated build of the game at Atari's Spotlight event in Las Vegas and had a chance to talk to Chris Avellone, creative director and senior designer at Obsidian Entertainment, about the game and its many improvements.
Chris Avellone @ IGN.com
15.08.2006
Englisch
Video-Interview mit Chris Avellone.
Feargus Urquhart @ FiringSquad.com
30.07.2006
Englisch
It's one of the most anticipated PC games coming out this fall and it may be the key to saving its publisher Atari from financial shutdown. So there is a lot of attention being given to Neverwinter Nights 2, the sequel to BioWare's best selling RPG that's being handled this time by Obsidian Entertainment. FiringSquad got a chance to chat with Obsidian co-founder Feargus Urquhart to find out more about the game and other topics.
Feargus Urquhart @ FiringSquad
30.07.2006
Englisch
Neverwinter Nights 2 Updated Impressions - Character Creation, High-Level Battles, Story, and Character Development
We take an exclusive look at this role-playing game sequel and discuss the story and character development with one of the finest RPG writers in the business.
Ryan Rucinski @ Gaming Nexus
19.07.2006
Englisch
Neverwinter Nights is a game that's just got a massive following. It wasn't the first time you could create new content or DM a game live but it was the most successful one. A second iteration is about to be set forth and the anticipation for the game is off the charts in the RPG world. Can the folks at Obsidian create a worthy follow up? John talks with Senior Producer and one time Virgin Interactive interviewee Ryan Rucinski about Neverwinter Nights 2, the pressure of living up the the first game, and how the game has improved.
Chris Avellone @ TVG.com
06.06.2006
Englisch
Having already enjoyed a First Look and chat with Obsidian's Feargus Urquhart earlier in the year, TVG just had more questions it wanted answered when it comes to the eagerly awaited return of Neverwinter Nights.

As one chapter naturally draws to a close, with confirmation that premium content would cease for the original Neverwinter Nights, it certainly seems that both Atari and Obsidian are keen for its sequel to carry on the community/modding aspects of its predecessor, as Chris Avellone, Creative Director/Senior Designer, at Obsidian Entertainment pointed out.
Chris Avellone und J.E. Sawyer @ RPGDot
04.05.2006
Deutsch
Deutsche Übersetzung eines Interviews, das auf RPGDot.com erschien.
Avellone und Sawyer @ RPGDot
04.05.2006
Englisch
Recently, RPGDot editors had the chance to submit questions to the Obsidian Entertainment developers working on Neverwinter Nights 2, the sequel to the popular 2002 title, Neverwinter Nights. Developers J.E. Sawyer and Chris Avellone graciously submitted the following:

RPGDot: The last time we spoke with Obsidian, Ferret Baudoin commented that diplomatic characters would have more moments to strut their stuff, while Darren Monahan explained NWN2 has some complex dialogue. Can you expand this further?
Feargus Urquhart @ CVG.com
04.05.2006
Deutsch
Deutsche Übersetzung eines Interviews, das auf ComputerandVideoGames.com erschien.
Feargus Urquhart @ CVG.com
02.05.2006
Englisch
BioWare's PC title Neverwinter Nights was an RPG classic, so developer Obsidian Entertainment's certainly got its work cut out trumping the original with sequel Neverwinter Nights 2. Improving on the first game's customisation options and aging graphics are two key areas Obsidian's been concentrating heavily on, and in addition hardcore role-players will no doubt be pleased to learn that the number-crunching single-player campaign is looking absolutely immense.
Feargus Urquhart 2@ Eurogamer.net
06.04.2006
Englisch
The problem is always time.

You get a certain level of developer with a certain history of games, and there's no end of things you want to talk to them about. We want to try and take apart Feargus Urquhart and his Obsidian team-mates' prehistory at Black Isle (i.e. OMFG!!! Fallout! Planescape! The r0x0rs! What was in Fell-from-Grac3's D1ary!?!!?!). We want to talk about his future - if we were being particularly sneaky, we'd try to get something out of him about the recently announced deal between Obsidian and Sega to "do" an RPG (We do, when the tape stops rolling, and receive a start of horror and a smile that says that a smile's the only comment we're going to get). But no time! No time!
Feargus Urquhart @ Eurogamer.net
06.04.2006
Deutsch
Deutsche Übersetzung eines Interviews, das auf Eurogamer.net erschien.
Feargus Urquhart @ Eurogamer.net
05.04.2006
Englisch
We're in Hammersmith, London. We're here to see Neverwinter Nights 2. We're watching Obsidian's Feargus Urquhart, veteran commander in chief and ex of Black Isle, walk us through the game. He shows us the improved graphics engine. He shows us some of the new mechanics, adding direct control of a party rather than the Mr Lonesome of the original Neverwinter Nights. He leads us through the improved Neverwinter tool-set, showing the increased power and accessibility of this next generation of the world's foremost roleplaying game creation tool.

It all looks good. Yes.
J.E. Sawyer @ GameSpot.com
29.03.2006
Englisch
D&D may have gone online recently with Dungeons & Dragons Online, but fans of single-player role-playing games need not fear. Obsidian Entertainment is working on Neverwinter Nights 2, the sequel to 2002's hit role-playing game set in D&D's Forgotten Realms campaign setting. Like its predecessor, Neverwinter Nights 2 will feature both a single-player campaign as well as a multiplayer component that will let you create your own virtual role-playing modules and play them online with one player acting as a dungeon master.
Ferret Baudoin @ NWNDownunder
08.03.2006
Deutsch
Übersetzung eines Interviews der australischen Fanseite NWN Downunder.
Ferret Baudin @ NWN Downunder
06.03.2006
Englisch
NWN Downunder had an opportunity recently to put some questions to Obsidian re crafting. It looks like it's had some real focus this time and will be an integral component of NWN2 from the single player campaign onwards.

Huge thanks go to Ferret Baudoin, Lead Designer on NWN2 and all the folk at Obsidian for taking the time to answer our questions!
Feargus Urquhart @ IGN
23.02.2006
Englisch
“We seem to have really hit our stride now in the development of NWN2. The editor is really shaping up. …we changed the graphics engine entirely and part of that was that we had to completely change the toolset. One of our mistakes was estimating how much time it would take to create the editor we wanted to create. We bit off a bit more than we could chew and that made things a little bit rocky. But now the editor is coming along the way it’s supposed to. It’s actually pretty amazing…the community is going to be able to make even greater things. We’re giving them more control even a lot more of the engine. You may see total conversions in a way from the standpoint of changing interfaces, pop up interfaces, create whole new interfaces and all different kinds of things.”
Ferret Baudoin @ GamingReport.com
22.02.2006
Englisch
Wayne Tonjes: Atari is about to release Neverwinter Nights 2, the continuing computerized adaptation of one of the hardy cities on the Sword Coast of Faerûn. To get some background on the new game, I spoke with Ferret Baudoin, Lead Designer at Obsidian Entertainment, the developers. Before we start on the game, can you tell us a bit more about the development team?
Ferret Baudoin @ GamingReport.com
22.02.2006
Deutsch
Deutsche Übersetzung eines Interviews, das auf GamingReport.com erschien.
Dorian Richard @ GameTycoon.com
22.02.2006
Deutsch
Übersetzung eines Interviews, das auf GameTycoon.com erschienen ist.
Dorian Richard @ GameTycoon.com
20.02.2006
Englisch
I had the unexpected opportunity to chat with Dorian Richard, Atari’s external producer for Neverwinter Nights 2, the anticipated RPG from Obsidian Entertainment. We ended up having a long conversation about publisher/developer relations and the pitfalls of production, which I transcribed:
Tramell/Baudoin @ nwn.stratics.com
18.02.2006
Englisch
everwinter Stratics' Managing Editor Chance had an opportunity to interview Lead Artist Tramell "T.Ray" Isaac and Lead Designer Ferret Baudoin on some of the changes to weapons and armor coming up in NWN2!

1. Some players have asked for bulkier and more intimidating armor graphics. You know, lots of spikes and bumps, the sorts of things you might see at an Oakland Raiders’ game. Any changes of this nature?
Tramell/Baudoin @ nwn.stratics.com
18.02.2006
Deutsch
Deutsche Übersetzung eines Interviews der Seite Neverwinter Nights Stratics.
Ferret Baudoin @ Shacknews.com
08.02.2006
Englisch
A lot of recent gaming hype has centered around the Xbox 360 and upcoming releases of the Playstation 3 and Revolution. But let's not forget that there are some really cool PC games coming out in 2006 as well. Armed with a revamped single player mode, an even more expansive toolset, and a multiplayer mode that's looking just as addicting as the original's, Neverwinter Nights 2 is one such title. I had a chance to talk with Ferret Baudoin, Lead Designer at Obsidian Entertainment, about the sequel's new features as well as returning tried-and-true characteristics, so read on to find out how the game is shaping up.
Ferret Baudoin @ NWN 2.news
02.02.2006
Englisch
Ferret Baudoin, Lead Designer at Obsidian Entertainment talks to NWN 2 News about his work in CRPG's past, present and looks into the future as to where CRPG's are going.

The first game you ever worked on that I played was Mechwarrior 4: Mercenaries. I am sure this is a surprise to many people who only casually know your background. I really enjoyed the story and writing of that game, it was well done. In fact, it was that game that inspired confidence in me about NWN 2, when I heard you were lead designer. Could you talk a little about how you got involved in MW4 and the process, inspiration you went though with the (Duncan Fisher) writing?
Feargus Urquhart @ IGN
01.02.2006
Englisch
Obsidian's a new company with an old history. Looking solely at the games they've developed, you'd assume they're just a relatively inexperienced studio that just happens to have been trusted with sequels to two of the most popular RPGs in recent memory, Knights of the Old Republic and Neverwinter Nights. Once you start looking into who's behind the company however, you begin to realize that Obsidian has some powerful roots.
Ferret Baudoin @ Gamecloud
18.01.2006
Englisch
Obsidian Entertainment has already taken over one of BioWare's franchises with Star Wars: Knights of the Old Republic II and now the developer is doing it again with Neverwinter Nights 2, the upcoming D&D fantasy RPG sequel to BioWare's classic game. Gamecloud got a chance to chat with the game's lead designer Ferret Baudoin to find out more about their plans for Neverwinter Nights 2.
Ferret Baudoin @ Warcry
14.01.2006
Englisch
Neverwinter Nights 2 Warcry got their chance to pick the brain of Ferret Baudoin, Lead Designer at Obsidian Entertainment, about the upcoming release of Neverwinter Nights 2. Warcry had many questions concerning the 3.5 rules set and spells. Here is what Ferret had to say about them.
Ferret Baudoin @ nwn2news.net
13.01.2006
Englisch
Exclusive NWN 2 News monthy interview with Ferret on the topic of the Protoganist and PC.

Strauss: It has been established the "King of Shadows" (KoS) is going to be, at least, part of the background of the core story. Did he originate from establish Forgotten Realms lore or was he created specifically to fill a role in your story?
Ferret Baudoin @ GameBanshee
12.01.2006
Englisch
Judging by the barrage of screenshots, concept art, 3D renders, and other media we released for Neverwinter Nights 2 last weekend, Obsidian Entertainment's RPG followup looks to be shaping up to be one of the major highlights of the year. The game is still at least six months away, though, so we wanted to check in again with the guys at Obsidian to see if we could glean a little more information to hold us over.
Obsidian-Team @ RPGDot.com
11.01.2006
Englisch
Years after the original release, BioWare's ambitious Neverwinter Nights continues to attract a huge community of regular players and module creators. With the sequel passing to the experienced Obsidian Entertainment, we had the chance to ask Producer Darren Monahan some questions, with additional input from Creative Director Chris Avellone and Lead Designer Ferret Baudoin. There's a lot to cover - from the single-player campaign to multiplayer to the powerful toolset, so read on...
Ferret Baudoin @ Sorcerer's Place
06.01.2006
Englisch
Recently we've had the chance to talk about the upcoming Neverwinter Nights 2 with the game's Lead Designer, Ferret Baudoin. Our current interview focuses on the game's conversion to the 3.5e of the Dungeons & Dragons rules.
Ferret Baudoin @ IGN Teil 3
23.12.2005
Englisch
Jonric: How did you go about selecting the monsters we'll have to overcome in Neverwinter Nights 2, and will many return from the first game? What are a couple of notable examples?
Chris Avellone @ RPGDot
22.12.2005
Englisch
If you play RPG's on the PC (and if you're one of our readers, you probably do), then you've probably talked to Chris Avellone before. Not directly of course, but when you've squabbled with Morte in Planescape: Torment or investigated the factions of New Reno in Fallout 2, you've interacted with Chris' words and ideas.
Ferret Baudoin @ IGN Teil 2
21.12.2005
Englisch
Jonric: What steps will be involved in creating the player character? Will pre-made ones be available, and if so, how varied will they be?
Ferret: The same steps as Neverwinter Nights 1, really. You make all the great 3.5 edition D&D choices - class, race, gender, feats, skills, spells and what to name your pet - err - hippopotamus. OK, maybe not that - but you do name animal companions and familiars.
Ferret Baudoin @ IGN Teil 1
19.12.2005
Englisch
Jonric: To begin with the basics, what kind of RPG will Neverwinter Nights 2 be, what kind of gameplay will it offer, and what kind of gamer will find it most appealing?
Ferret Baudoin: Neverwinter Nights 2 is Obsidian Entertainment's next game, that's aimed to come out in summer 2006.
Ferret Baudoin @ ComputerandVideogames
13.12.2005
Englisch
You might know Obsidian Entertainment for their hard work and toil on BioWare hand-me-down Knights of the Old Republic 2. Now, once again, the developer's set to take the reins of another BioWare franchise in the form of Neverwinter Nights 2.
Feargus Urquhart @ PC Games
24.10.2005
Deutsch
Der Mitbegründer und Chef von Obsidian Entertainment verrät uns, was Neverwinter Nights 2 auszeichnet, welche Erinnerungen er mit der Fallout-Serie verbindet und warum nichts in Sachen Baldur's Gate 3 passiert.

PC Games: Im Vergleich zu Teil 1 wird das Einzelspieler-Erlebnis von der neuen Gruppendynamik geprägt?
Urquhart: Wir haben von Biowares Knights of the Old Republic viel darüber gelernt, was man mit Begleitern machen kann, wie sie zu einem Teil der Story werden. In KotOR 2 haben wir diesen Aspekt mit dem Beeinflussungssystem fortgeführt.
Ferret Baudoin @ ActionTrip
04.11.2004
Englisch
Many people who are uninformed about the finer points of our industry and yet have enjoyed playing KOTOR or NeverWinter Nights, were a little surprised (if not worried) to hear that BioWare, one of the premiere game developers in the business, decided to hand over work on the said franchises to a relatively unknown company by the name of Obsidian Entertainment.
1up.com
16.09.2004
Englisch
PR Flak Brandon has entered the room.
CGW: Great, so I get stuck with you? ;) Where's Feargus?
PR Flak Brandon: I am a sexy monkey. Isn't that enough?
CGW: Ummm, no.
PR Flak Brandon: haha. Okay, I'll just be the silent partner and keep Feargus in line.
FUrquhart has entered the room.
FUrquhart: Okey Dokey.
Feargus Urquhart @ Gamespy
20.08.2004
Englisch
Video-Interview
Feargus Urquhart @ 1up.com
19.08.2004
Englisch
1UP: How long did you work at Interplay?
Urquhart: I started working at Interplay part-time in 1991; the first RPG I ever worked on was The Bard's Tale Construction Set, and my first big project was testing the NES and Game Boy versions of Star Trek that Interplay was making for Konami.
Feargus Urquhart @ GamePro.com
19.08.2004
Englisch
We recently had the pleasure of interviewing Obsidian Entertainment CEO Feargus Urquhart, an industry veteran well known for developing Fallout 1 & 2 as well as Baldur's Gate on PC. Following the recent announcement of Neverwinter Nights 2, Urquhart talks about the ideas and concepts behind the sequel to the critically acclaimed RPG.
Feargus Urquhart @ Gamespot
11.08.2004
Englisch
Last spring, Feargus Urquhart left Black Isle Studios, the internal studio at Interplay he founded in 1998. At the time, his departure looked like an ignominious end to a storied career. While at Interplay, Urquhart helped craft some of the most acclaimed role-playing series of the late 1990s, including Fallout, Baldur's Gate, and Icewind Dale.
Feargus Urquhart @ Gamespy
06.08.2004
Englisch
On Wednesday, Atari Interactive issued a press release announcing that the sequel to BioWare's Neverwinter Nights is in development. The original Neverwinter Nights has sold over 2 million copies worldwide, making the announcement of a sequel not much of a suprise. What was surprising, though, was the revelation that BioWare would not be developing the sequel themselves, but had instead farmed it out to Obsidian Entertainment.
Greg Zeschuk und Ray Muzyka @ NWVault
06.08.2004
Englisch
With the recent announcement of Neverwinter Nights 2 being developed by Obsidian Entertainment along with BioWare, Tal Blevins from IGN sat down with BioWare's Joint CEOs Ray Muzyka and Greg Zeschuk to learn more. The interview covers BioWare's role in the development, how much input they will have on Obsidian, things they thought were missing, as well as quite a number of community projects were recognized by the CEOs, plus a whole lot more.


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