Posted January 25, 2015
Nehrim - At Fate's Edge
A huge independent total conversion mod for Oblivion, which has its own lore and more content than many commercial RPGs. This might be only the second open world RPG I managed to complete after Gothic, even though I tried a lot of them, including Skyrim, Oblivion, Gothic 2, Risen and Kingdoms of Amalur. I tend to lose interest in them after a while, feeling either bored or overwhelmed. Not so with this one, and I actually did a completionist playthrough, to which I lost countless hours of my life without really noticing (easily thrice the time I put into Skyrim or Gothic). So what was so different about it, compared to the others?
It's not the story. There is some potential in the main quest, but in the end it left me pretty unimpressed, also because the writing could have been a lot better. The main campaign was actually my least favorite part of the game, I think. At its worst it made me recall that of Neverwinter Nights (e.g. a bunch of unsympathethic NPC using the PC as their pawn to move the plot along, even though the PC has no real connection to what's going on and no reason to really care). Then again, I've yet to see an open world RPG with a story I'm really interested in, and I guess for an amateur fan project it's still a good effort. In any case quite ambitious.
The actual fun for me though was in the fantastic world design. The modded Oblivion graphics are so beautiful and full of color and there's just so much unique stuff to discover in Nehrim that exploration is a real joy. There's nothing random about it, the whole huge world is handcrafted and many of the dungeons have excellent level design. Even after exploring the umptieth cave / mine / vault etc. and despite recognizing a few reoccuring assets, each dungeon was still special enough for me to incite that childlike sense of wonder and adventure. And most of them held special rewards and also gave me a sense of achievement: It ain't over till I've found the treasure! A great incentive for exploration are also the numerous collectibles, like rare plants, magic symbols, spells and skill books, all with rewarding effects. There's also a few easter eggs and mini games to be found. Not to forget the environmental storytelling and cinematic effects, which contrary to the actual writing were really something. The game has top notch atmosphere.
And apparantly it managed to find just the right balance between Elder Scrolls and Gothic for me to enjoy it more than both of its paragons. I liked it better than the Elder Scrolls games because it felt more rewarding to get experience points and take on monsters higher than my current level, or avoid them and come back later after I had grown more powerful, which again adds to the sense of achievement. I also liked that the cities were a bit less intimidating and that they cut down on citizen chatter and individual merchants. Most of the time, I could just sell all my stuff to the same guy without having to go on a shopping tour through several stores. There are a lot of side quests in Nehrim, but I guess not nearly as much as in the TES games, and I don't remember any simple fetch quests. I liked the graphics and scenery of Nehrim more than Skyrim, because they had more color and variety. On the other hand, I also liked it better than the Piranha Bytes games because it wasn't as hard and uncomfortable. I like feeling a little scared on a dungeon crawl from time to time, but I don't like the constant danger of being killed by a single measly critter all the time, or being hurt bad enough that I first have to find a place to sleep or a barrel to drink from before taking on the second measly critter.
The challenge in Nehrim felt quite fair, or admittedly rather on the easy side, but with the positive effect of not really obstructing my world exploration. The skill system is a mix of Oblivion and Gothic, which probably makes it even more of a mess than that of Oblivion is said to be, but that didn't stop me from enjoying the game either. As a completionist, I could almost ignore it anyway, as I ended up overpowered even with half of my skill points unspent.
I'd definitely recommend this to anyone who's mostly in it for the world exploration and dungeon crawling, and anyone who's intrigued by the very idea that there's a slightly flawed but very charming bastard child of TES and Gothic. Just be warned that it crashes A LOT - among all the achievements that I got playing the game, I half expected one for 100 crashes to desktop or so. But I never lost any significant progress because I'm used to quicksaving all the time, and I thought the merits of Nehrim make it totally worth it to put up with this annoyance. After all, what's that compared to 100+ hours of fun. ;)
PS: Thanks a lot to Fenixp for bringing this mod (I prefer to call it game) to my attention!
PPS: I played the original version in German, but it's also available in English (possibly with German voiceovers and English subtitles?).
A huge independent total conversion mod for Oblivion, which has its own lore and more content than many commercial RPGs. This might be only the second open world RPG I managed to complete after Gothic, even though I tried a lot of them, including Skyrim, Oblivion, Gothic 2, Risen and Kingdoms of Amalur. I tend to lose interest in them after a while, feeling either bored or overwhelmed. Not so with this one, and I actually did a completionist playthrough, to which I lost countless hours of my life without really noticing (easily thrice the time I put into Skyrim or Gothic). So what was so different about it, compared to the others?
It's not the story. There is some potential in the main quest, but in the end it left me pretty unimpressed, also because the writing could have been a lot better. The main campaign was actually my least favorite part of the game, I think. At its worst it made me recall that of Neverwinter Nights (e.g. a bunch of unsympathethic NPC using the PC as their pawn to move the plot along, even though the PC has no real connection to what's going on and no reason to really care). Then again, I've yet to see an open world RPG with a story I'm really interested in, and I guess for an amateur fan project it's still a good effort. In any case quite ambitious.
The actual fun for me though was in the fantastic world design. The modded Oblivion graphics are so beautiful and full of color and there's just so much unique stuff to discover in Nehrim that exploration is a real joy. There's nothing random about it, the whole huge world is handcrafted and many of the dungeons have excellent level design. Even after exploring the umptieth cave / mine / vault etc. and despite recognizing a few reoccuring assets, each dungeon was still special enough for me to incite that childlike sense of wonder and adventure. And most of them held special rewards and also gave me a sense of achievement: It ain't over till I've found the treasure! A great incentive for exploration are also the numerous collectibles, like rare plants, magic symbols, spells and skill books, all with rewarding effects. There's also a few easter eggs and mini games to be found. Not to forget the environmental storytelling and cinematic effects, which contrary to the actual writing were really something. The game has top notch atmosphere.
And apparantly it managed to find just the right balance between Elder Scrolls and Gothic for me to enjoy it more than both of its paragons. I liked it better than the Elder Scrolls games because it felt more rewarding to get experience points and take on monsters higher than my current level, or avoid them and come back later after I had grown more powerful, which again adds to the sense of achievement. I also liked that the cities were a bit less intimidating and that they cut down on citizen chatter and individual merchants. Most of the time, I could just sell all my stuff to the same guy without having to go on a shopping tour through several stores. There are a lot of side quests in Nehrim, but I guess not nearly as much as in the TES games, and I don't remember any simple fetch quests. I liked the graphics and scenery of Nehrim more than Skyrim, because they had more color and variety. On the other hand, I also liked it better than the Piranha Bytes games because it wasn't as hard and uncomfortable. I like feeling a little scared on a dungeon crawl from time to time, but I don't like the constant danger of being killed by a single measly critter all the time, or being hurt bad enough that I first have to find a place to sleep or a barrel to drink from before taking on the second measly critter.
The challenge in Nehrim felt quite fair, or admittedly rather on the easy side, but with the positive effect of not really obstructing my world exploration. The skill system is a mix of Oblivion and Gothic, which probably makes it even more of a mess than that of Oblivion is said to be, but that didn't stop me from enjoying the game either. As a completionist, I could almost ignore it anyway, as I ended up overpowered even with half of my skill points unspent.
I'd definitely recommend this to anyone who's mostly in it for the world exploration and dungeon crawling, and anyone who's intrigued by the very idea that there's a slightly flawed but very charming bastard child of TES and Gothic. Just be warned that it crashes A LOT - among all the achievements that I got playing the game, I half expected one for 100 crashes to desktop or so. But I never lost any significant progress because I'm used to quicksaving all the time, and I thought the merits of Nehrim make it totally worth it to put up with this annoyance. After all, what's that compared to 100+ hours of fun. ;)
PS: Thanks a lot to Fenixp for bringing this mod (I prefer to call it game) to my attention!
PPS: I played the original version in German, but it's also available in English (possibly with German voiceovers and English subtitles?).
Post edited January 25, 2015 by Leroux