The Elder Scrolls V: Skyrim Mod Review:
Wrath of Nature 1 - The Path of the Druid (version 3.2)
Score: +1/-2
Summary: Collect four powers to shapeshift into something else. Shapeshift gimmick. Spectacular feel, but ultimately of limited utility. Review of part two immediately follows this review.
+ Some interesting powers.
- Boring go-there-kill-that quests. That is basically what you do in this mod: Kill something and get a power. You do it four times to get four powers.
- Very few actually useful powers. The only one with any real potential is Aspect of Frost, because it lets you run around quickly, which you can use in lieu of a horse you have to mount/dismount/keep track of. You do not have spell or inventory access in shapeshifted form, so they are generally not as useful in combat against (all but weak enemies) as a versatile fighter - spellcaster character. If you insist on using them, there is a stat multiplier available by MCM menu for this mod.
Very likely you will get this mod and either throw it away after trying out the four shapes, or keep it for the times when you want a specific power from one of the Aspects. That is probably the best way to approach this mod instead of insisting that it take over your entire Skyrim experience.
There is basically no connection to the sequel, Champion of Kynareth, except that you must finish this mod first to enable the quest.
The Elder Scrolls V: Skyrim Mod Review:
Wrath of Nature 2 - Champion of Kynareth (version 1.3)
Score: +2/-4
Summary: Collect more shapeshifting powers.
+ Some interesting powers, including a fish shape that lets you fight underwater, and a bug shape that lets you fly.
+- Good voiceovers but lousy dialogue, which has a wide variety of tone suggesting no consistent voice; and the occasional inane line, like "You seem a little insane. I'm not sure I like you at all." WTH?
- Token, boring story.
- Enemies are much stronger than you are and your shapes aren't very useful against them -- What is the point of having the shapes? Again reinforces the idea that the shapes are either gimmicks or you will exploit them for a particular trait (such as flying).
- Depending on the ending you choose, you may have the complication of being coerced into law-abiding course of action or suffer unspecified consequences. Want to tell me that beforehand? How do I resign?
Like the prequel to this mod, The Path of the Druid, it is very likely you will get this mod and either throw it away after trying out the four shapes, or keep it for the times when you want a specific power from one of the Aspects. That is probably the best way to approach this mod instead of insisting that it take over your entire Skyrim experience.
If you are not particularly interested in the powers and are just curious about the story, don't bother -- there's not much more than a cliche here.
The ability of the bug shape to fly can be game breaking / quest breaking so be careful with it. Because a lot of enemies are melee only, it can be handy for travelling while basically flying over whatever encounters you don't want to deal with.
Wrath of Nature 1 - The Path of the Druid (version 3.2)
Score: +1/-2
Summary: Collect four powers to shapeshift into something else. Shapeshift gimmick. Spectacular feel, but ultimately of limited utility. Review of part two immediately follows this review.
+ Some interesting powers.
- Boring go-there-kill-that quests. That is basically what you do in this mod: Kill something and get a power. You do it four times to get four powers.
- Very few actually useful powers. The only one with any real potential is Aspect of Frost, because it lets you run around quickly, which you can use in lieu of a horse you have to mount/dismount/keep track of. You do not have spell or inventory access in shapeshifted form, so they are generally not as useful in combat against (all but weak enemies) as a versatile fighter - spellcaster character. If you insist on using them, there is a stat multiplier available by MCM menu for this mod.
Very likely you will get this mod and either throw it away after trying out the four shapes, or keep it for the times when you want a specific power from one of the Aspects. That is probably the best way to approach this mod instead of insisting that it take over your entire Skyrim experience.
There is basically no connection to the sequel, Champion of Kynareth, except that you must finish this mod first to enable the quest.
The Elder Scrolls V: Skyrim Mod Review:
Wrath of Nature 2 - Champion of Kynareth (version 1.3)
Score: +2/-4
Summary: Collect more shapeshifting powers.
+ Some interesting powers, including a fish shape that lets you fight underwater, and a bug shape that lets you fly.
+- Good voiceovers but lousy dialogue, which has a wide variety of tone suggesting no consistent voice; and the occasional inane line, like "You seem a little insane. I'm not sure I like you at all." WTH?
- Token, boring story.
- Enemies are much stronger than you are and your shapes aren't very useful against them -- What is the point of having the shapes? Again reinforces the idea that the shapes are either gimmicks or you will exploit them for a particular trait (such as flying).
- Depending on the ending you choose, you may have the complication of being coerced into law-abiding course of action or suffer unspecified consequences. Want to tell me that beforehand? How do I resign?
If you are not particularly interested in the powers and are just curious about the story, don't bother -- there's not much more than a cliche here.
The ability of the bug shape to fly can be game breaking / quest breaking so be careful with it. Because a lot of enemies are melee only, it can be handy for travelling while basically flying over whatever encounters you don't want to deal with.
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