The novelty and grandeur expressed here is overpowered by the severely lacking fundamental elements of design.
The Republic of Maslea, or Maslea for short, is a medium-scale DLC mod for Skyrim that mixes in some unique touches in to what would normally be a typical content package. Alas the broad strokes of this mod’s personality are painted on an unkempt canvas and it’s the fundamentals that overpower the more unique parts of the mod.
The outside world design fares far better than the interiors overall as the lush, mild semi-tropical climate of the islands is convincing as scenery. However, the architecture in both exterior and interior design suffer the same flaws. The design demonstrates the ability to maintain proper architectural structure but there is no demonstration of quality that would reflect exceptional skill in the crafting of the constructs as the overwhelming case is a set of simplistic pieces that would have sufficed in very old game engines solely due to their incapacity to visualize more vivid details. In other words the level of architectural detail and structure the constructs display is something I would expect to be seen in the Goldsource engine or any other engine that is incapable of displaying elaborate detail due to its native limitations. There’s an argument to be made that at some point sufficiently acceptable implementation of conventional architecture supersedes poor implementation of novel architecture.
This is a bizarre case where the two unruly extremes of combat intensity exist. The combat intensity goes from incredibly easy to incredibly hard. At the same time the number of enemies you face reflects the same pattern, except that usually the combat tends to be on the lighter end and the number of enemies encountered in proportion to cell span is incredibly sparse. In summary there are a handful of enemies in every interior and slightly more in the outside world. The flux reflects the same extreme pattern. There are so few encounters in some interiors that the player flows through the map unperturbed, but every so often they come to a complete halt due to vagueness of direction and the player typically spends an order of magnitude more time figuring out what to do in such cases relative to the amount of time spent gliding through blank spaces. Aside from a few interesting plays at novelty this mod doesn’t attempt to implement unorthodox combat gameplay –the mod does include some new weapon additions but those are minor details. It does, however, try its hand at designing platforming challenges which are at least unique and unusual as compared to vanilla Skyrim levels. Overall it’s a painstaking experience and the entertainment value suffers thus. This description is applicable to both interior end exterior level sets.
Visual and auditory immersion are diluted by the quality of the materials used in each respectively. Extremely poor quality textures, erroneous mesh placement, poor-quality normal maps and so forth relieve the player of any immersion they had enjoyed up to the point when they encounter those aberrations. The constant, poor-quality sound in the form of voice overs and ambient compositions for environmental simulation (such as the collection of outside world noises played in some exterior areas) are often harmful to the sense of atmosphere that the exterior visuals provide. While the exteriors provide high detail density in terms of detail mesh count per cell, the details in the interiors are extremely sparse and often totally inexistent.
The exteriors, while convincing, go no further than what is sufficient. The islands, for instance, look like islands in considering everything from the base terrain to the detailing and the meshes, but an up close view displays awkward landscape texturing and a general absence of a coherent natural environment. It’s very easy, for example, to find a portion of the island composed of awkwardly sloping terrain and nothing but scattered vegetation that seems to have been placed lazily about in an indiscriminate manner. The interiors are more creative but no more impressive overall. There are some unique designs that tie into the gameplay but they are almost always awkwardly built and look incredibly plain. The first dungeon is a set of trials the player must venture through in order to retrieve elemental stones. This dungeon in particular is an excellent demonstration of the lack of visual impression and detail. Cubic rooms and plain spaces are something you’d expect to see in decades-old engines, not in the Creation Engine. There were some occasions in the interiors where the designer clearly attempted to magnify the conceptual impression and grandeur the unconvincing visuals overpower them in virtually every case.
The storyline is difficult to follow in that it isn’t made clear what the characters were involved in Skyrim in the first place and there’s no central theme, nor plot, nor convincingly dominant antagonist to drive the storyline forward in a cohesive way. Not to mention that it’s roughly drawn out and while there is plenty of detail regarding the background and lore of the mod, there remains a void where there would otherwise be a more gripping storyline. There is scarcely any voice acting done here and the voice acting that is done sounds like someone is repeating what they are given on a teleprompter. Few characters are developed and have any sense of personality largely due to the combination of voice acting quality and the lack of introspection one can do for the characters that are relevant insofar as there exists a loosely conjoined set of plot events in which they can be relevant.
In short the novelty and grandeur expressed here is overpowered by the severely lacking fundamental elements of design.
Overall Rating: 3.3625/10