5a9f66732d758a7f10bb066f7ec085af9d4d91e703f4ccde07aa8efcbbaf0d3c

5a9f66732d758a7f10bb066f7ec085af9d4d91e703f4ccde07aa8efcbbaf0d3c
overall_rating 4.371708511941212 71

Are the cutscenes skippable?

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I imagined that at the time it was the most awesome Quake mod ever.

Though we have better game-play implementations and more advanced engine quirks, this is still a fantastic episode worthy of a 5/5.

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Unregistered user “overlord” posted:

I’m not even that good a Quake player and I have no issues with this mod. I wish there was more interesting ai like this in shooters, it’s so rare compared to games that just throw a thousand enemies at you and call it a day.
People complaining need to understand that you’re allowed to play on difficulties lower than hard and that you’re also allowed to save and load your game.

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What can be said about this mod and level-set that has not been already told? It’s a true milestone. It’s a legend. It’s also deeply flawed.

Let’s start with the cons. It’s one of the few plot-heavy mods and it goes all in on that, trying to refine the bare-bones Quake storyline into something more substantial. That is easily the weakest part of the mod. Nobody plays Quake for the story, and the attempt at cinematography in cutscenes and the supplementary The Seal of Nehahra movie, while commendable for the vision and clearly being a work of love, come out amateurish and grating. What amounts to over 5 hours of Machinima could have been told through text without the barely legible accents, terrible sound quality and, if you haven’t seen TSoN, utter confusion at what’s going on.

Second bad, custom models and model skins. They are not good. They don’t hold up to id 1996 standards and stand out in a bad way. It does not detract from the mod as a whole, but it could have been done better.

Third, and this is where I’m switching from bad territory to good via a middle ground, the difficulty. It spikes early and hard, even on normal, by introducing the infamous AI scripts. I personally did not find the schizophrenic jump-around enemies all that difficult to play against but, from reading earlier reviews, more casual players certainly did, and I can understand why, the way some Nehahra levels are sparse on health and early levels are chock full of spastic hitscanners. Ultimately, I enjoyed the additional challenge, changing the familiar enemies into something more unpredictable and dangerous.

Now onto the pros; literally everything else. The maps are gorgeous, there’s no two ways about it. The craftsmanship and detail is obvious every step of the way from the hub map to the ending. New textures and new sounds blend in nicely.

Second pro, yes, it is hard, especially with the AI scripts, but it’s not unfair. It provides a challenge unlike anything seen in Quake before Nehahra went live, but if you’re up for it, you can make it. It plays smooth, if hard to get.

Third pro, the overall presentation. As much as the cutscenes, the plot and the movie can be cringy, they clearly were all a labour of love and that light shines as bright as the sun. This is an homage from a bunch of guys with no budget and no experience making a commercial product on this scale.

Is it perfect? Fuck no. If it was released today would it get accolades? Probably not. But it’s Nehahra. The big boy daddy of FPS modding, on par with TNM for Deus Ex. Quake would not be what it is today without it. That’s why it gets 5 stars from me.

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I just finished playing Nehahra through again. It’s been a while, but I like to play it every few years not only to enjoy the work of some of my favorite Quakesmiths, but also to see how it’s aged these 20 something years gone by.

Very well I must say. It’s still very good by today’s standards but imagine the awesomeness the Quake community was treated to when this was released. The amount of work that went into Nehahra is staggering to me. The skill and talent, as well as the teamwork nothing short of amazing.

My hat is still off to the Nehahra Team. Many thanks.

Jehannum, how were you able to play it? I’m having trouble getting the cutscenes to play in Mark V.

Nvm, figured it out finally

Would be nice if you shared your solution then, you might save someone else from searching helplessly :wink:

You’re right, my b!

All you need to do to launch with Mark V is what Greed posted above:

Mark V: download nehquake.zip, extract only the “nehahra” folder into your /Quake directory. Download Mark V, put it into your /Quake folder, and then the fmod.dll from the same page and put it into /nehahra folder. Run Mark V with -nehahra command line argument. Mark V is a modern FitzQuake based engine like Quakespasm and should be pretty straightforward past this point."

This package doesn’t include the Tides of War expansion, but its easy to add.

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