Nehrim: Fate's Edge Review

Post » Tue May 03, 2011 4:55 am

I wrote a review for the total conversion mod Nehrim: Fate's Edge over at a general gaming website called Blistered Thumbs.

http://www.blisteredthumbs.net/forum/user-game-review-submissions/nehrim-fates-edge-oblivion-mod-pc/

I would encourage you to check out Nehrim, as it is definitely better than Oblivion, let alone a lot of the full titles released last year. I would appreciate any comments, questions, and suggestions.
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Avril Louise
 
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Post » Tue May 03, 2011 5:28 am

Everyone, thanks for all the views! Make sure to leave a comment!
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Lily Evans
 
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Post » Tue May 03, 2011 5:05 am

I definitely agree with this review.
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hannaH
 
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Post » Mon May 02, 2011 8:59 pm

Well I haven't read it (yet), but it certainly looks like you've put a lot of effort into it :D
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Danii Brown
 
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Post » Mon May 02, 2011 11:24 pm

I agree with Nehrim being one of the best mods ever made for Oblivion...or better said using oblivion...quest design , locations, story and especially the german voice acting
are amazing...but there are a few points I don't like in this review...comparing the graphics of a mod (using new shaders and stuff) with the original game makes no sense to me...using OBGE and other mods like vac's falling leaves for example will give you a much better look than Nehrim ....in this point Nehrim is defenetly not state of the art ! also... missing rumors or lore dialogue in general and the very poor npc AI programming destroys a lot of atmosphere...it is simply boring to come back to a place having no dialogue options and seeing the guards for example practising 24 hours a day at the same location....there are many many oblivion mods that do a much better job in this parts...don't get me wrong I had a lot of fun playing Nehrim and I was really impressed by a lot of things...but you have to be fair against the many many outstanding oblivion mods out there ...Nehrim is an amazing quest/story mod..probably the best I have played so far...but it is not that overmod as described in the review...I have seen better graphics, better AI programming, better lore background and dialogues...etc etc
as Psymon stated elsewhere, Nehrim is somekind of Gothic or Rsen for Oblivion...which means it comes with a lot of nice features for rollplaying,combat and magic...but as Gothic/Risen, and I really love the Gothic series (not Gothic 4 which is no Gothic !!!)...after playing the questlines there is no reason to keep on playing it....

regards and thx for sharing this :foodndrink:
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Daniel Brown
 
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Post » Tue May 03, 2011 5:34 am

As my review may indicate, I am going to disagree with you.

Considering the fact that the game is almost 5 years old, I think that the important thing for Oblivion mods is the art style and neat visual design. Even with fancy graphical enhancers, an Oblivion mod still can't help but look like what it is: a 5 and a half year old engine. Nehrim's innovative use of highly detailed creatures and beautifully designed landscapes get more points in my book than limited graphical enhancements.

Furthermore, the AI programming in Nehrim isn't meant to be incredibly clean, but it certainly improves the difficulty of combat and thus the fun factor, the idea of which other Oblivion mods just miss entirely.

I also can't think of it as Risen, because that would frankly be an insult to Nehrim. Nehrim actually has a cleaner world exploration system, thanks to the awesome dungeons and the main quest that leads you about the world like a trail of bread crumbs. If you check out the dungeons along the way, you may appreciate the game a lot more.
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Danielle Brown
 
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Post » Tue May 03, 2011 12:21 am

I appreciate further comments, including the ones that disagree with my review!
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Emily Rose
 
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Post » Tue May 03, 2011 10:21 am

I'd better start with some positives.
I love this game the first 15 levels gave me the most fun Iv'e had in a game sense Stalker. I really enjoyed exploring this world, having to run from enemies that were may to strong for me.

My trip up the death pass at way to low a level was one of my more memorable experiences in a game, but I levelled to fast & became to strong for the enemies I was meeting.

I stopped playing & started trying to find ways to increase game difficulty.
I added all the combat fixes & then spent some time trying to find a way to slow down levelling & the rate at which skills rose, with some success.

My first mod http://www.tesnexus.com/downloads/file.php?id=37547

It slows down Levelling & skill increases & increases the cost of learning points

I have given some thought to changes that would increase the level of in game immersion.

Well for a Start Magic is supposed to be forbidden in Nehrim, & right outside the church "Yes the one with the bell that rings if you perform any magic in the vicinity " is a priest selling spells in broad daylight :shakehead: you travel a little further up the hill & in an almost undefended camp another Merchant selling spells! the despot's spies can't be very effective can they?
Then you get to the Sanctum more of less undefended, supposedly under siege from the emperor.

A better option might have been more rune stones in the early levels & well hidden black market magic merchants that you need to search for. ( great potential for a mod there )

Don't get me wrong, I really like Nehrim otherwise I wouldn't have spent the last couple of months finding ways to increase the game difficulty :evil: .

Other changes I would like to see in Nehrim

Reduced clutter in all settlements & ownership by the settlement.
Zornac is working on this http://www.tesnexus.com/downloads/file.php?id=35702

It shouldn't be possible to steal that bow in the first outpost ,this is a far flung outpost of empire they would not have hard to come by resources laying about like that, & there is a bow that you can buy .

To compensate more money & clutter on Corpses in the starter Dungeon & a slightly better starter weapon perhaps.

One possibility, on the corpses of the other invitees, why not a little more gold, a decent weapon & or a mortar & pestle, who would go out into this world without one?

More Loot in Caves & Outlaw bases, why wouldn’t the big criminal organisation have supplies of gold, food & weapons, & less in random boxes by the side of the road.

Why would there be gold in a box by the side of the road, is no one in this world curious?

Alchemy equipment & rare ingredients could be placed in the bases of renegade Mages. You would need to work for them then .

I would like that full set of expert alchemy equipment , that you can buy way to early either removed or made much more expensive.
Now that I know where it is a can't help myself :sadvaultboy: "don't ask"
It's on of the first places I go once I have a few levels up. I would love for it to be gone when I get there, or so expensive that I would need to go do some work to get it.

No stealing from farmers, or at least make it stealing, guard dogs on farms maybe, really formidable ones ," I would love this one" this is a dangerous world . ( A Mod perhaps, it would be great for both Nehrim & Oblivion)

Home made potions could have a really low value & be less effective than store brought ones, they are heavier now, maybe the weight could go up even more .

the nice ones mod useful houses http://www.tesnexus.com/downloads/file.php?id=32365 will go some way to fixing this up

After all, the store brought ones are made by professional Alchemists; to compensate the store brought ones could be really powerful, really expensive & possibly have more than 1 effect .

A cure disease potion costs over 200 gold & once you find a few ingredients that cure disease is totally worthless, it maybe worth removing player made cure disease potions from the world, maybe place them occasionally on corpses or in very well hidden trunks in the world .

Another option might be to make cure disease portions that only partly work , the disease keeps coming back until you get to someone or something that can completely cure it .
Maybe as this is a medieval world a pilgrimage would be another way to cure disease.

All spells that have a single value, like unlock or cure disease could become rare or non existent. Cure disease should be something that works slowly a little bit at a time getting a disease should have penalties attached, so that there is a point to resist disease potions. As it is now one plant root & it’s all over.

One other area I would like to see change is the economy It's still way to easy to get rich.

I have done something about this, only a fix, but anyone using my mod will need a lot of gold just to get their skills up.

I know that many of the things I complain about were there in Oblivion to, & even with all the changes that have been made to Oblivion, many of them still are.

But I would still love to see some of them in this game as there is so much that I love about Nehrim Beebee
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GLOW...
 
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