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Feb 27,2012 09:02 by Sara Lau0
Nadirim is spectacular, sensuous and full of possibilities. What it calls a city is much larger, and more resourceful than the so-called world in other epic-looking games. Exploration, or traveling, is the first feature you can feel. But before you learn to use the map skillfully, or process the quests in a proper sequence, or if you are not an easy prey for mysterious cultures like ancient Middle East culture, Tibet culture or Renaissance, you may possibly quit the game as a splendid trash, attractive visually but bitter and sour to your taste.
First, what is Nadirim and what it wants to be? Nadirim is a free-to-play multiplayer browser game set in an Arabian historical age, whose bitter natural environment and deteriorating social order has been calling for the chosen one like you, the player, to save it before claiming it. You can feel what an epic it will be judging from the videos before and amid the game, from the sound content, character image and building appearance in the game.
The game offers a 100% open world for you to explore and 100% open challenge for you to prepare for, as in its quest list you can see all of its hundreds of quests distributed at each locations. It’s possible to take over tens of them at a time and start your journey to progress these quests almost simultaneously. However, there is a sequence doomed. It’s suggested to treat main quests preferentially, which have proved much more constructive and restorative than side quests and daily quests. In fact, if you skip the main quests, more and more quests you encounter on the way can be shown grey or have to be reset after you tried and failed.
Unlike many combat-oriented games (Skylancer) that moderate the heat-up gaming temperature with passive works like building, farming, managing factories, this game contains large quantities of collection quests that let you harvest all kinds of lovely special things like huge fruits, artifacts, magic stones, dinosaur fossils, crocodile eggs, crystals, a full bag/chest of coins. You can trade these collections anywhere you see a merchant, by dragging the item from your slot to the merchant’s slot. Traveling in cities may take you to witness extreme extravagance and extreme poverty. As to the surroundings, landscape or landforms in the wild, how to say, just imagine what you can see in dinosaur age and in outer space. NPCs you meet on your way always say something about the meaning of life in a tone of Socrates, but few of them (though some) give any guide about where to go, especially about the dead ends that will block your way.
Well, the problem lies in the limited function of maps. The map, as I mentioned, if skillfully used, can shows tens of targets (to collect, to fight, to claim quests from) at a time. But you need to cancel the showing of the less important symbols in case too many symbols overlap. For example, when you are looking for targets to collect treasures, cancel the merchant spot (weigh), vehicle rent spot (camel), instance spot (gate) and boss spot (skull). The map you are walking cannot be zoomed in and out, which forces you to refer to the mini map (including zone map and world map) now and then to take a right direction. The zone map, zoomed in to the end, offers a faintest clue about bridges, barriers or things like this. You can avoid a barrier as large as a mountain range in a desert, but there are far more dead end occasions that can’t be predict from the map. That’s to say, the so-called minimap must have been introduced as world map, and the actually used world map is no different from the zoomed-out minimap. When you naturally move your character looking at the zone map, which block your sight from the game (because the map window cannot be adjusted smaller), it surely get you caught in an offensive group again and again. These groups may be insects, beasts, or bad citizens, most of whom are much stronger than you. The tutorial gives detailed warnings about whom to attack and whom to avoid. But people just cannot take the care to spare hopeless battles while at the same time traveling effectively, just due to the misty maps.
The group I mentioned above is not incidental in the game. While more and more games are flattering people by letting them tease multiple targets at the same time, Nadirim puts you into a crowd of enemies for every and all of its battles. It’s challenging for some core gamers that are used to the gameplay of such games, but it’s not pleasant to be besieged for timid players that major on casual games. Even the lvl one group made of 4 families of rats can be awesome to them. The battlefield is a chess-board in a detached room. The white flags scattered at the farthest grids can be exit for flee. “Help” button, when clicked, lets the passer-by see your situation, and they will be rewarded for joining you against the enemy group. The interaction is urgent and frequent, instantly making a PvE to TvT. However, when there is no helpers at hand, Nadirim is making the worst use of turn-based mode by letting every of the group, one by one, kick you, bite you, cut you to finish their turn, while letting you fight back only at one of the enemies for a turn and offering no NPC teammates to ease the situation OR a prompt flee to go out (the flee is always accessible before enemies finish their long turn). I just can’t imagine how some noobs can be frightened in face of larger size of the gangs (each of them can fall their body upon them to smash them into pieces) which, I have run into and run from so often.
Well, this is a game for experienced and daring gamers, and only they know how it deserves going through and through. But for me, one of the admirers of the cultural atmosphere of the game, I am absolutely sure I will poke into all the possibilities of this artistic game, at least once.
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