RPG Watch has taken a closer look at the DM client and muliplayer component in Obsidian Entertainment's Neverwinter Nights sequel.
One area of concern I had with MP was the fear that each member of a party would be forced to enter the same building with everyone else. This has not proved to be a problem. Only the use of '˜World' transitions kept everyone on the same map - we could enter different buildings, dungeons, etc, with no problem at all. Some modules did have unexpected group transitions built into them (imagine being in the middle of trading when someone else triggers one) but this is more a decision by the mod builder than any problem with the game itself. Targeting can still be a real hassle, especially in large, frenetic encounters, but this is a carryover from the SP campaign and is not exclusive to MP. Cut scenes are not perfect, but in the mods I've played they have generally been handled better than in the original.