Arma 3
NIRVANA: Act 1 - EVENTIDE
J6 31 Jul, 2021 @ 10:46am
NIRVANA: Act 1 - EVENTIDE Review
After completing my run through of NIRVANA: Act 1 - EVENTIDE, here is my score.

I will be marking it as a spoilers.

Regardless of the scores I have given, I will still be recommending this mod, and I look forward to playing the second Act.


Plot: 7/10
Story Progression & Development: 7/10
Music: 8/10
Atmosphere: 7/10
Character Interaction/ Development: 5/10
World Building: 8/10
Text: 10/10



A very good mod that introduces new mechanics and elements to how you play with a good tutorial explaining the ins and outs of the new HUD elements.

A simple pilot first mission, with not much in terms of what set's it apart from just a standard Zeus mission, but it quickly begins to show you the world in which this mod takes place in.

While the first ACT might not win any awards to character development with your squad, but it does show the initial comings to getting you attached to them, and I hope ACT 2 can build upon that.

The custom cutscenes, especially at the end of the first ACT are on point, and it really does try it's best to show you that this world is believable, with a lot political connotations and intrigue and ambient conversations to pull you into this world, to show you that things are living and that there are goings on behind the scenes to make the world feel lived in and believable.

The mod quality is definitely up at the top with such mods as "The Rabbid Rat" and others, and by the end you will be left wanting more. A lot of love and passion has gone into this mod, and you won't be left disappointed.

There are some things in the plot that relates to your character that might annoy you slightly, namely the, instead of what I call plot armour, it's more character plot illogicalness with the main character.

I feel as if the character could have explained to his squad what was happening to him, especially at the end of the first ACT as it would have added that element to his squad of knowing what might be happening.

Example: When you finally come out of the last hallucination, your character just buttons up with what he has seen, he does not say anything, and seeing as what has happened to the facility and its link to what he has experienced, I think having the character say:

Example: When you finally come out of the last hallucination, your character just buttons up with what he has seen, he does not say anything, and seeing as what has happened to the facility and its link to what he has experienced, I think having the character say:

"It's the weapon, whatever they are building it effects the mind"

"I thought what I was experiencing was something else ever since that convoy, but I now know that what ever happened to the other squad and the facility staff is now what is happening to me"

Then he could have explained a little bit more with the other squad members with them becoming more increasingly alarmed at the situation.

It would have added that sense of urgency, and it would have brought your squad as characters closer together, and it would have made the event more believable, instead of the main character just treating like a headache or an itch and just passing it off.

Imagine if Commander Shepard just buttoned up and said nothing of his first interaction with the Prothean Beacon, it would have changed the flow of the story for that first part, creating unnecessary exposition to then have to explain it later on.

All in all, I give this mod in its entirety, 8/10
Last edited by J6; 31 Jul, 2021 @ 10:47am