Intro
Whether you loved it or hated it, there's no denying that The Elder
Scrolls III: Morrowind represented a landmark achievement in CRPG
design. Its colossal landmass and supremely open-ended gameplay offered
players the chance to carve out their own distinct role while participating
in a suitably epic, world-altering quest which, thankfully for its
fans, proved to be popular enough to spawn an equally excellent expansion
pack, Tribunal. Although the latter helped to satisfy the gaming
community's hunger for a more fully fleshed-out world, fans of the
series continued to clamor for greater Daggerfall-like opportunities,
pointing out the increasingly generic terrain, as well as the inability
to transform into a werewolf. Enter the latest expansion, Bloodmoon,
as it attempts to rectify these concerns in its own stylish and unique
way.
Gameplay: 8.5/10
Those who chose to dive into Morrowind's first expansion, Tribunal,
will almost immediately find Bloodmoon to be a completely different
experience. Where Tribunal essentially forced you to seek out
the added city of Mournhold by constantly threatening you with murderous
assassins, Bloodmoon is happy to just let you discover it at
your own pace. No pressing, world-altering issues are breathing down
your neck this time around; in fact, you have to learn of these newer
developments via rumors, leaving you to go out of your way to seek
out its additions, which this time around consists of the arctic island
of Solstheim. Located off the western coast of Vvardenfell, Solstheim
is a surprisingly expansive stretch of terrain that roughly measures
a sixth of the game's primary landmass. Unlike Tribunal, however,
Solstheim isn't about a densely packed, almost claustrophobic population
jammed into cramped living quarters; rather, the sprawling, frozen
wasteland features but a few scattered groups of civilized people,
and even they are often no warmer to you than the tempestuous arctic
weather. The face of the land itself is rather varied and diverse,
and thankfully offers a drastically different environment than the
ash-blasted plains of Morrowind. Being able to explore this
wide-open landscape, complete with powdery hills, thick forests of
sky-high coniferous trees, icy lakes and mystical rock formations
is a real treat, especially with the snowy winds at your back.
Exploration is rarely a peaceful affair,
however. While the island of Solstheim is home only to a few local
Nord tribes and is little more than an unhappy outpost for Imperials,
countless creatures wander the snowy drifts, looking for hapless
wanderers to stumble into their midst. This includes a more traditional
wildlife than is known in the depths of Morrowind, such as
feral wolves and a few species of bears, which will angrily lumber
in your direction if they so much as smell you in the vicinity.
A number of exotic races also make a hostile appearance: there are
the undead draugr who make for shockingly quick zombies, the hideous
spriggan who must be killed three times to be truly defeated, and
the vaguely amusing boar-riding goblins. There are even quite a
few ravenous Nord barbarians who take none too kindly to your presence
in their lands, and will gladly exterminate you on sight. In fact,
virtually everything you come across is more than a little enthusiastic
about chewing your face clean off, a danger that is compounded when
you consider that most enemies are considerably more powerful than
anything you'll find wandering the hills of Vvardenfell. Suitably
strong characters should find this to be a refreshing challenge,
although lower-level players would probably be wise to keep to the
mainland until they're capable of putting up a decent fight.
Bloodmoon happily offers much more
than a new lands to explore and things to kill, however, and this
largely comes in the form of quests. As mentioned earlier, the Imperials
have established an outpost on the safer edges of Solstheim, and
it is on the shores of this very outpost, Fort Frostmoth, that you
first arrive. Of course, since the island represents little more
than a monster-filled tundra to them, the Imperials send only borderline-criminal
soldiers to man the fort, which, in combination with the profound
sense of isolation, has led to a general sense of unhappiness and
despair among the troops. By helping the higher-ups investigate
some of the goings-on in the fort - and beyond, before long - you
can launch into deeper look at some of the inhabitants of the island,
their culture, as well as some truly dark and bizarre happenings.
For an alternative and potentially profitable look at Solstheim,
you can also choose to lend a helping hand to the East Empire Company,
who are also using Fort Frostmoth as a temporary outpost, albeit
for entirely different reasons than the Imperials. With raw ebony
outcroppings to found in certain regions of the island, the East
Empire Company fervently wishes to establish a colony of their own
in the area, and should you choose to do so, you may assist in overseeing
its construction by running various errands, clearing out troublemakers,
and occasionally choosing buildings to be erected. Watching the
colony gradually take shape through your actions is actually quite
satisfying, and helps to create a sense of belonging to the island;
when combined with the generally excellent and involving set of
objectives to be found throughout Solstheim, the quest system for
Bloodmoon nearly proves to be worth the price of admission
all in itself.
Of course, a large new landmass, new
quests, and new set of creatures certainly make for a fairly good
expansion, but what makes Bloodmoon truly worthy of your
attention is alluded to in the game's own title: werewolves. Being
able to become a vampire is all well and good, but what fans of
the Elder Scrolls series have wanted to see is the ability to contract
lycanthropy (as was the case in Daggerfall), and with Bloodmoon,
Bethesda delivers. Pursue the quest system long enough, and you'll
eventually find yourself with the glorious opportunity to become
a werewolf. While doing so offers all the perks and drawbacks as
you'd expect, being a werewolf is actually a strategic affair, as
the "rules" of lycanthropy force you to re-examine how
you live not only in Solstheim, but in the land of Vvardenfell as
well. Sure, being a werewolf changes your appearance from a dashing
adventurer to that of a fur-covered beast on a nightly basis, and
yes, it also boosts your attributes, melee skills, and sensory abilities,
but these talents come at a price.
For starters, you're restricted to
using your claws and little else, meaning that the use of weapons
and magic are effectively impossible so long as you're in your altered
form. The lack of armor makes you particularly susceptible to specific
attacks, such as certain spells, and especially silver weapons -
which, incidentally, is the weapon of choice of Solstheim residents.
Also, playing as a werewolf will mean that your health will gradually
decrease unless you ravage and destroy one NPC each and every evening;
thankfully, bandits and mad barbarians qualify, so you're not left
worrying if you'll ever run out of potential quest-givers. And to
make things extra challenging, should anybody witness you actually
transforming to or from a werewolf, your name will be known throughout
the lands as a murderous beast, and everyone you see will attack
you on sight, regardless of your present form. Although the other
factors involved in being a werewolf are extremely interesting and
a ton of fun, this last one is probably the best of the bunch, as
it forces you to quickly develop a keen awareness of time. You'll
often find yourself glancing at the sky or even calculating how
long it should take you to travel from one destination to another,
just so you're not left in the middle of a town square when your
transformation hits. It's a fantastic dynamic, and really helps
Bloodmoon to be an immersive and unique experience, and for
fans of Morrowind, genuinely makes this an expansion pack
worth owning.
Graphics: 8/10
After all the ash-flavored graphics of the original Morrowind,
Bloodmoon's snow-covered hills, frozen lakes and lush forests
definitely provide a much-needed and very literal change of scenery.
Some textures remain somewhat muddy, but overall, the new look has
been implemented surpassingly well, immersing you fully in the artic
environment of Solstheim while simultaneously making you feel as
though you truly are miles and miles into the wilderness. The new
weather effects are also very well done, with the snowstorms varying
from blinding full-in-your-face blizzards to lazy snowfalls in which
the individual flakes pepper your vision. Nicely rounding out Bloodmoon's
visual additions are the new creatures, which look good, animate
well, and seem to be every bit as much a part of the land as the
trees and snow. The only downside to all of this is that it tends
to make for an even harder framerate hit than any other part of
Morrowind. On one hand, the increased graphical appeal is
worth this minor slowdown; on the other, those who already find
themselves tolerating slideshow-like speeds might find this a bit
too much to bear.
Sound: 6.5/10
With the exception of the occasional NPC
who tends to make quest-related commentary, Bloodmoon doesn't
really offer a whole lot in the sound department. Given, the subtle
ambient audio is appreciated, and the occasional new monster effects
seem appropriate, but there doesn't seem to be a whole lot of new
material here. What really seems lacking, however, is the distinct
sound of hearing your footfalls crunching in the hard-packed snow.
Considering that you can often hear your steps elsewhere in the
game, this comes as a notable and strange omission. In the end,
it's not as though it's a problem, as the heart of the interest
in Bloodmoon is in its gameplay additions rather than its
new audio bits, but it's still a tad disappointing nonetheless.
Control: 9/10
For those who missed out on Morrowind's first expansion,
the extremely enjoyable Tribunal, Bloodmoon offers
the same range of enhancements to the core game: map notation, a
quest sorting option for your journal, and a Seller Max button for
when you're dealing with vendors. All of these are extremely helpful,
particularly the quest sorting option, which relieves you from having
to keep pages and pages of quest notes, although it occasionally
fails to mention where given questee might live. Of course, if you've
already installed Tribunal, none of this is new.
Overall: 8.5/10
Although I consider myself a diehard fan of Morrowind, my
initial reaction to the announcement of Bloodmoon was one
of severe skepticism. After all, the idea of basing the expansion
pack around the ability to become a werewolf seemed a bit lacking
to me, especially in light of the wealth of newness that Tribunal
had offered. Fortunately, Bloodmoon handles the werewolf
aspect with such style and engaging strategy that I couldn't help
but be won over by its charms. Traveling the countryside with an
eye to the sky while taking care to avoid having to spend sunset
in the presence of others may sound somewhat tedious but actually
presents a refreshing change of pace to those who may have become
jaded to life in Vvardenfell. Having to consider your travel arrangements
as well as your stripped-down, claws-out battle strategy is both
interesting and highly entertaining, and offers a completely new
set of challenges for battle-scarred Morrowind veterans.
The further addition of the artic island of Solstheim, along with
its new and intriguing quests, landscape, and monsters, rounds out
Bloodmoon extremely well; that it eschews Tribunal's
railroading for a much more open-ended exploration style leaves
fans of the series virtually no reason to pass it up.
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