Feedback on Nehrim
Verfasst: 03.07.2012 19:05
Hi, I played all the way through Nehrim and I thought I'd share my thoughts on it. The parts I liked best, the parts that were kind of bad. Watch out, there might be spoilers ahead.
The whole thing was very solid. Not only was it excellent, but it was long, too. I especially loved the story, which, (as promised) was deep and original, I liked how it flowed and evolved as new characters were introduced, others disappeared, etc. I also loved the environments, of which there was a lot of variety and were really pretty; and those segments with moving props (elevators, boats, the gliding machine, etc), although they seemed artificial, added a very nice touch.
So now let me focus on the bad parts. A big problem for me was the translation; I had to play the English version and it was mighty incomplete. Occasionally, the subtitles would change from English to German mid-sentence, leaving me to wonder the rest of what the character was saying. The same goes for books, items, everything. It really broke the immersion and sometimes I had to exit the damn game and go look up a translation on the wiki. I wish that for your next project, you had the game fully translated before releasing the English version.
Another big thing is the incompleteness of the mod. For example, I traveled all the way to Treomar to enter the Nexus halls to find that they weren't finished yet. Not only that, but after the mod was updated and I could finally enter the building, I found that at the end there was an elevator that never went down, and the dungeon remained incomplete. Also, in the book Dark Forest Mystery I read that there was a mysterious house in the middle of the Dark Forest - I found a couple of houses, but never the one in the book, which made me feel kind of let down. The most annoying thing, though, I think was the blank Star ship logs that I found on the crashed star people ships. The star people are really interesting, and I'd love to learn more about their lore, so it was frustrating to find that the captain's log, instead of having a 20 page story about the star people, was totally blank. Questions remain unanswered, like when they got to our planet and why are some of them crashed in the middle of nowhere and are aggressive to me. And the death records in the cemetery to the west didn't have much of interest in them, unfortunately. Oh, and the crafting's kind of useless and unfinished.
Nehrim also has a problem that haunted Oblivion but was "fixed" in Fallout 3: The map is huge but has a lot of small, boring dungeons. In Oblivion, these were a plague, in Fallout 3 they were a lot less but better dungeons, while in Nehrim there's still a lot of them but you solved the problem in your own way, which is by adding the Armor sets and Nehrim runes. These at least gave those small dungeons a purpose, a reason for me to actually go in. I know this is more of an engine thing, but I wish there was a way to keep track of what dungeons you've entered. Despite all this, the big map does give an impression of a huge, epic world, so I guess I'd rather have it this way than a smaller, condensed map. On an unrelated note, I wish there were multiple Safe chests instead of just one, because by the end of the game it took my computer 2 minutes to open the chest because of my millions of items. And in another note, I wish I could give the street musician in Erothin a coin.
Finally, I'd like to complain about the World of a Thousand Towers. Although it's sort of an easter egg and a demonstration, I wish it was more refined. The loss trigger doesn't even work, you can cheat by attacking the NPCs yourself, it takes way too long for them to walk the entire path and it could probably use some balacing.
Well, thanks a lot for this wonderful mod, I really hope it wasn't that painful to work on and I hope you fix those annoying bugs! I probably forgot some of the stuff I wanted to write here, but oh well. I'll be sure to play Cube Experimental some time and I'm awaiting your next project anxiously! Cheers.
The whole thing was very solid. Not only was it excellent, but it was long, too. I especially loved the story, which, (as promised) was deep and original, I liked how it flowed and evolved as new characters were introduced, others disappeared, etc. I also loved the environments, of which there was a lot of variety and were really pretty; and those segments with moving props (elevators, boats, the gliding machine, etc), although they seemed artificial, added a very nice touch.
So now let me focus on the bad parts. A big problem for me was the translation; I had to play the English version and it was mighty incomplete. Occasionally, the subtitles would change from English to German mid-sentence, leaving me to wonder the rest of what the character was saying. The same goes for books, items, everything. It really broke the immersion and sometimes I had to exit the damn game and go look up a translation on the wiki. I wish that for your next project, you had the game fully translated before releasing the English version.
Another big thing is the incompleteness of the mod. For example, I traveled all the way to Treomar to enter the Nexus halls to find that they weren't finished yet. Not only that, but after the mod was updated and I could finally enter the building, I found that at the end there was an elevator that never went down, and the dungeon remained incomplete. Also, in the book Dark Forest Mystery I read that there was a mysterious house in the middle of the Dark Forest - I found a couple of houses, but never the one in the book, which made me feel kind of let down. The most annoying thing, though, I think was the blank Star ship logs that I found on the crashed star people ships. The star people are really interesting, and I'd love to learn more about their lore, so it was frustrating to find that the captain's log, instead of having a 20 page story about the star people, was totally blank. Questions remain unanswered, like when they got to our planet and why are some of them crashed in the middle of nowhere and are aggressive to me. And the death records in the cemetery to the west didn't have much of interest in them, unfortunately. Oh, and the crafting's kind of useless and unfinished.
Nehrim also has a problem that haunted Oblivion but was "fixed" in Fallout 3: The map is huge but has a lot of small, boring dungeons. In Oblivion, these were a plague, in Fallout 3 they were a lot less but better dungeons, while in Nehrim there's still a lot of them but you solved the problem in your own way, which is by adding the Armor sets and Nehrim runes. These at least gave those small dungeons a purpose, a reason for me to actually go in. I know this is more of an engine thing, but I wish there was a way to keep track of what dungeons you've entered. Despite all this, the big map does give an impression of a huge, epic world, so I guess I'd rather have it this way than a smaller, condensed map. On an unrelated note, I wish there were multiple Safe chests instead of just one, because by the end of the game it took my computer 2 minutes to open the chest because of my millions of items. And in another note, I wish I could give the street musician in Erothin a coin.
Finally, I'd like to complain about the World of a Thousand Towers. Although it's sort of an easter egg and a demonstration, I wish it was more refined. The loss trigger doesn't even work, you can cheat by attacking the NPCs yourself, it takes way too long for them to walk the entire path and it could probably use some balacing.
Well, thanks a lot for this wonderful mod, I really hope it wasn't that painful to work on and I hope you fix those annoying bugs! I probably forgot some of the stuff I wanted to write here, but oh well. I'll be sure to play Cube Experimental some time and I'm awaiting your next project anxiously! Cheers.