http://www.nehrim.de/indexEV.htmlSo this is a fascinating little gem.
For those who don't know, Nehrim is a total conversion for Oblivion made over four years by some Germans. The (somewhat janky but quite bearable) English translation was released several months ago. Most of Bethesda's systems have been overhauled, and generally for the better: travel, spells, combat, loot, you name it. It does
feel like a mod at times - you can tell where they hacked their way around the engine, and it lacks the polish of a commercial title - but it's a thing of distinct vision and character, not just one of the most staggering efforts in modding I've come across but a genuinely compelling original work.

The ~20 hour main quest explores a political and philosophical war between gods and men, and it does so across scenery and via quest design with apparently infinite reserves of variety and scripting wizardry. I'm not kidding about that last part. Nehrim's scripters have waged
war on Gamebryo, and their dark magicks have bent it to nefarious ends. Even an early 'kill rats' quest contains gameplay not found in Oblivion.
Here's an example: During one side-quest I was asked to eradicate some goblins holed up in a cave, but rather than charge in sword swinging I had to snipe the lock off a door with a bow and plant an explosive charge, collapsing half the cave on their heads. I don't want to misrepresent things - that scenario was scripted - but it was entertaining in its execution and the game never seems to run out of ways to keep things novel.

The narrative has a peculiar charm to it. While it sometimes misses its mark and is really a bit oddly-paced, it takes you on a journey with the scale and unabashed imagination of a Jules Verne novel. You'll see sights, man, I'm telling you. This **** is bonkers. You'll track a kidnapper through the wild, you'll embark on a Rune-like trek across the continent's underground, you'll be chased by a creature that can't be killed. There are betrayals, there are redemptions, there are questionable game design decisions. There are
dwarves from space.
I'm overselling it, but you get the idea.
In short, Nehrim is a production with the depth and dimensions of a commercial RPG and the soul (and imperfections) of a hand-crafted indie game. I think it's pretty neat.

I feel obligated to mention that it's hobbled by a rocky start. When I say rocky, I mean the game's opening is an unholy machine of enthusiasm destruction. You will spend the first 30 to 60 minutes in a cave - a cave which does try some interesting things but is ultimately very cramped and linear - and when, surfacing, you finally feel the wind on your face it will only be to discover you are trapped in a tiny mining hamlet. You will then be asked to kill some rats in a different, smaller cave. And to find some soap.
But soon there will be a boat ride, and then -
freedom.

tl;dr: german oblivion is the best oblivion here are some more pictures
http://img.photobucket.com/albums/v288/arceihn/neh9.jpghttp://img.photobucket.com/albums/v288/arceihn/neh6.jpghttp://img.photobucket.com/albums/v288/arceihn/neh7.jpghttp://img.photobucket.com/albums/v288/arceihn/neh8.jpg