Ce test n’est pas encore traduit — nous affichons la version originale (English).
The drow priestess stares at you with eyes that glow like coals. You've descended deeper into the Underdark than any surface dweller should dare, and the weight of it presses down—literally, tons of stone above your head. Hordes of the Underdark isn't just a sequel to Neverwinter Nights; it's BioWare doubling down on what made the original work, then shoving you into the lightless depths where the real horror lives.

This 2003 expansion treats you like a seasoned adventurer who's already won once. You're picking up where the campaign left off, but the stakes have shifted from saving a city to surviving an entirely hostile plane. The Underdark itself becomes a character—a maze of caverns, drow strongholds, and things that shouldn't exist, all rendered in that familiar Infinity Engine style that somehow makes darkness feel claustrophobic even on a flat screen. You're hunting a powerful artifact while political scheming, demonic pacts, and old grudges swirl around you. The story has teeth.
Combat anchors everything, just as it did before. You'll spend most of your time watching your party exchange blows with spider-things, drow mages, and creatures that make regular undead look quaint. The tactical grid system hasn't changed—it's still pausing mid-action to position characters, selecting spells, managing positioning like a chess match where the pieces actually fight back. Some encounters feel like puzzles; others feel like they're testing your patience. Spell-heavy enemies can be genuinely punishing. Magic items drop regularly enough that you're always tinkering with your gear. The pacing works because you level steadily and encounter variety keeps things from feeling routine, even if the core loop—move, fight, loot, move—doesn't reinvent itself.

What holds up is the depth. BioWare wasn't interested in hand-holding. Conversations branch meaningfully. Choices about which faction to support carry weight through the campaign. Multiple playthroughs reveal different paths through the story. The writing assumes you're not an idiot and respects your time by letting your decisions matter. That felt rare in 2003 and feels rarer now.

The UI still creaks like old wood. Inventory management is a chore. The camera angles can betray you in tight spaces. Voices are hit-or-miss—some characters sound convincing, others sound like they're reading from a phone book. But these are paper cuts on what remains a genuinely solid dungeon crawler with more mechanical depth than most modern alternatives. Load it up in a browser or GOG, roll a wizard or rogue, and spend thirty hours doing what the game does best: exploring, scheming, and surviving places that were never meant to be visited.