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Icewind Dale

Icewind Dale
Icewind dale 1 box shot.jpg
Developer(s) Black Isle Studios
Publisher(s) Interplay Entertainment
MacPlay (OS X)
Distributor(s) Wizards of the Coast
Director(s) Feargus Urquhart
Producer(s) Chris Parker
Darren L. Monahan
Designer(s) Chris Avellone
Josh Sawyer
Matt Norton
Programmer(s) Jacob Devore
Thomas French
David Ray
Artist(s) Timothy Donley
Brian Menze
Aaron Meyers
Composer(s) Jeremy Soule
Series Icewind Dale
Engine Infinity Engine
Platform(s) Microsoft Windows, OS X
Release June 29, 2000
Genre(s) Role-playing video game
Mode(s) Single player, multiplayer

Icewind Dale is a role-playing video game developed by Black Isle Studios and originally published by Interplay Entertainment for Windows in 2000 and by MacPlay for OS X in 2002. The game takes place in the Dungeons & Dragons Forgotten Realms campaign setting and the region of Icewind Dale, and utilises the 2nd edition ruleset, but the story follows a different set of events that those R. A. Salvatore's The Icewind Dale Trilogy novels, in which an adventuring party becomes enlisted as a caravan guard while in Icewind Dale, in the wake of strange events, but eventually discover a plot that threatens the Ten Towns of Icewind Dale and beyond.

Icewind Dale received positive reviews, being praised for its musical score and gameplay. An expansion to the game, Icewind Dale: Heart of Winter, was released in 2001, and a sequel to the game, Icewind Dale II, followed in 2002. A remake by Overhaul Games of the game, entitled Icewind Dale: Enhanced Edition, was published for several computer and mobile platforms in 2014, with the expansion pack Baldur's Gate: Siege of Dragonspear, released in 2016, featuring plot elements directly linked into the game's ending.

Icewind Dale's gameplay operates on a similar basis to that of Baldur's Gate, in that it incorporates a modified version of the Advanced Dungeons & Dragons 2nd edition ruleset, with the rules' intricacies automatically computed; the game keeps track of statistics and controls dice rolling. The game uses a similar User Interface template though with cosmetic changes in its appearance, and focuses mainly on combat, often against large groups of enemies, with dialogue driving the main story. The player is able to order a character(s) to engage in movement, dialogue, combat, or other possible actions (such as pickpocketing someone) within each location in the game, with combat occurring in real-time as opposed to a turn-based system, though with the option of it being paused at any time to allow the player to give the party orders which are carried out when the game is resumed. Along with the same inventory system and paper-doll mechanics, the game's story is divided into chapters, with a journal system archiving quests that the party undertake and notable entries on specific story-related information from non-player characters.


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