Brief overview of this game first. Neverwinter Nights 2 is the sequel to the successful D&D based RPG Neverwinter Nights and it's two exspansion packs (Shadows of Undertide and Hordes of the Underdark.) The original was developed by Bioware, but Obsidian has now picked up this lisence and is creating the sequel. Neverwinter Nights is in the Forgotten Realms setting of D&D and NWN2 uses the new(er) 3.5 edition rules of D&D (which would take to long to explain.) A slew of previews came out recently (IGN, Gamespy, gamespot) and from that the game looks intresting. Graphics wise, I don't think its going to hold a light to Elder Scrolls IV, but to compare NWN2 to ESIV would be faulty beyond that so I'm not going any further down that vien. A few things of intrest to me popped up during the previews. Its been said in at least one of the previews that you can play as a monsterous race in this game, like an orc, gnoll, drow, and whatever else. You won't be stuck with just the base classes like dwarves, humans, elves, ect. But Obsidian (the developer) said no to template races. This means you can't be a vampire, lycanthrope, and that sort of thing. No worries though, even if half of the original NWN mod community shows up for this game, these will most likely be availble through mods. Another thing that appears to be cool is the presence of strongholds. Though the function of these things in game hasn't been detailed, maybe you can lay seige? This gamer can only hope. One thing that has me jumping up and down with joy is a simpified mod set and the removal of tile sets. Translation, you can make things a lot easier and when you place objects like tree, they won't be restricted to a certain area, you can place them where ever allowing for a potentially more organic look to outdoor levels. I suppose there is a fourth thing ya'll might be intrested in, Obsidian is carring over the follower influence system from KOTORII (which I haven't played and can't speak on.) Also the addition of the Law and Chaos axis has been added to the Good and Evil axis make for more dynamic alignments as any D&D player can tell you. Followers in this game won't be the simple mercenary henchmen from the first, but dynamic NPC that will be affected by the decisions you make. If you want a slightly more coherent summary and preview head over to gamespy.com, gamespot.com, and/or IGN.com.