Intro
Throughout
the years, the RPG genre has seen countless classics make their mark
on gaming history. Early contenders such as the D&D Gold Box
and Bard's Tale series still bear a great deal of sentimental
value, as do the likes of Wasteland, which eventually became
reborn in the form of the terrific Fallout and its equally
terrific sequel. Naturally, there's no ignoring the recent effects
of the Baldur's Gate series, as it not only stood as a revival
point for the sagging genre, but it also helped re-introduce this
style of gaming to the mainstream, where it has since enjoyed a glorious
new life. However, when it comes to sheer epic expansiveness and unbridled
freedom, there has perhaps been no truer example of an RPG than The
Elder Scrolls II: Daggerfall, the illustrious sequel to The
Elder Scrolls: Arena. Within the rich fantasy world of Daggerfall,
players were given complete and utter freedom to pursue whatever goals
they wished, be it to complete the main storyline, or to pursue a
full-time career as a catburglar, crusader, merchant, tomb raider,
artifact hunter, noble, or whatever other option might come to mind.
Its practically limitless and mostly randomly generated gameworld,
colossal cities and infinite quests created an experience that won
countless awards despite the equally countless bugs that proved to
be a sticking point with most fans. Now, six whole years after this
classic's release, Bethesda Softworks is trying to bring the magic
of Tamriel back to the masses in the form of The Elder Scrolls
III: Morrowind. It's been a long, long wait for fans of the Elder
Scrolls, but a true sequel to Daggerfall has finally arrived
(discounting of course Battlespire and Redguard); the
question is, is Morrowind a true successor to this classic
title?
Gameplay: 9.5/10
As the game begins, you find yourself an Imperial prisoner who, for
reasons as yet unknown, is being brought by ship to the island of
Vvardenfell within the titular province of Morrowind. Before you're
released into the conditional custody and watchful eye of Caius Cosades,
the leader of the local Imperial-run spy contingent, you're marched
through the local Watch Office to process your registration and subsequent
release. It's through this initial phase that you craft your character,
adjusting his or her identity as you answer the various questions
asked of you by the guards and officials. It's an ingenious and seamless
system that also teaches you how to understand and use the interface,
using a series of pop-up windows to ease you into the game's basic
functions. It's a great and user-friendly way to begin an amazing
game that soon takes you beyond the simple docks and offices of the
starting village into mountains, dungeons, city-states, tombs and
more as you discover your part in an earth-shattering prophecy that
will change the face of the land forever.
Morrowind's
treatment of character races, class selection and skill development
is much the same as it was within Daggerfall, with a few
minor adjustments. Rather than simply representing a cosmetic difference,
your choice of race will also offer you various benefits and weaknesses
which can further serve your role-playing goals. For instance, Orcs
are hardier and stronger than most other races, giving you a bonus
to combat-related skills, whereas the mystically-inclined High Elves
find themselves with a more significant mastery of all things spell-related.
Imperials, on the other hand, are slightly more diplomatic, while
the residents of Morrowind, the Dark Elves, or "Dunmer",
offer a solid balance between magic and combat. With ten different
races, there's something to suit all styles of play. A character's
race isn't the be-all, end-all of their identity; in fact, this
distinction likely goes to a person's class, or chosen profession.
The game offers a multitude of ways in which your class can be determined,
as you're able to choose from a list, or if you wish, you can answer
an Ultima-style series of questions that will suggest a class for
you. If you're not satisfied with the options offered to you, or
if you have a better idea for a class, you can create your own by
specifying which skills you would like to designate as your Major,
Minor and Miscellaneous Skills. This designation is important, not
only because your Major skills grow more quickly than the others,
but also because improving ten points worth of Major and/or Minor
skills will cause you to level up. Once you've finished up this
bit of business, you can also select your Birthsign, which gives
you additional powers, abilities and weaknesses. The latter is an
interesting addition to the mix, though Daggerfall purists
might be upset that a great deal of the complexity in creating your
own class - including phobias, light-dependant health and magicka
regeneration, and climate survival - has been omitted entirely.
This straightforward simplicity is not an altogether negative switch,
though it definitely stands as an appropriate symbol of the change
in attitude between Morrowind and the previous two Elder
Scrolls titles.
Leveling up is interesting as well,
as it now provides you with a mere three points to invest in your
attributes (strength, luck, intelligence, and so on), though you
might be awarded with "investment" multipliers up to x5,
if you leveled through skills that rely upon similar attributes.
As a result, Morrowind enables your character to level up
by doing what he or she does best, be it stealing, casting magic,
or killing monsters - or, alternatively, by purchasing skill training
from various individuals located in various guilds and across the
land. This ultimately makes for a very natural system of progression,
albeit one that lends itself a little too easily to ridiculously
over-powered characters in the later game, as you gradually gain
enough financial power to train yourself in whatever skills you
so desire. As a result, your choice of class becomes almost irrelevant
as the game goes on. A skill cap might have helped this particular
problem - for instance, setting the maximal Minor and Misc. skill
values to 75 and 40 instead of 100 - though it ultimately would
have detracted from Bethesda's firm "play how you want to play"
Elder Scrolls mantra. Die-hard RPGers will be able to find various
ways to constrain their character to their particular class, but
it is a shame that they should have to, as it is an otherwise excellent
system.
Much like Daggerfall and Arena
before it, Morrowind stays true to the Elder Scrolls convention
of offering a sprawling landmass to explore, while enabling the
player to engage in a broad, sweeping plotline, as well as a wide
number of alternative activities and quests. However, it should
be noted from the outset that Morrowind's scope is drastically different
from its predecessors; in fact, a number of changes have been made
to the series' core gameplay, most of which change the overall experience
considerably - some for the better, some for the worse. The most
notable of these changes is the game's scope; rather than allowing
players to explore an entire country (as was the case in Arena)
or an entire province (as was the case in Daggerfall), Morrowind
restricts its focus to the aforementioned region of Vvardenfell,
a large volcanic island located within the titular province of Morrowind.
Additionally, because a single region is considerably smaller than,
say an entire province, the developers have gone to the trouble
of hand-crafting every square inch, every aspect of the gameworld.
Gone are the randomly generated dungeons, characters, quests, and
cities, as every conceivable item and area within Morrowind has
been designed and planned out in advance.
On one hand, this is a positive thing,
as this personal touch lends a much greater sense of realism and
character to the gameworld, truly making you feel as though you're
traveling around and becoming involved with the vagaries of Vvardenfell.
No longer will you be forced to spend hours upon hours searching
for a crucial quest item that can't possibly be reached thanks to
the interminable twists and turns of a generic, random dungeon.
Also, quests now feel as though they have some actual bearing on
the world around you, and your ascent through the ranks of the various
guilds feels much more natural and realistic. Traveling on foot
across the landscape is no longer a bland affair either, as each
area within the region possesses its own native flora and fauna,
making a trip across the land an adventure in itself. The down side
to all of this, however, is that, when you first start out, the
epic, grandiose feel is somewhat lost when you consider that there's
a finite amount of land to explore and quests to accept. One could
literally quest forever within Daggerfall and lose oneself
in the colossal cities, which is a claim that Morrowind is
unable to make. Additionally, due to the smaller scale, the passage
of time is considerably slower; whereas Daggerfall years
could pass by relatively quickly due to long travel times, Morrowind's
travel is often measured in hours or days. As a result, there are
no more "national holidays" that affect pricing and celebrations,
no special days on which to summon daedra, nor are there any buyable
ships, horses, or horse-drawn carts to help speed along your travel.
Given, you can hire a ship's captain or siltstrider (which is essentially
a colossal tick) to carry you from one spot to another, but it fails
to carry the same personalized appeal that came with ownership.
Nevertheless, it's important to understand
that this isn't a condemnation of Morrowind's capabilities;
even with its pre-defined landscape, it is still positively immense.
It would take you an incredibly long time to walk from one end of
Vvardenfell to the other, and with 350 dungeons dotting the region,
you find something new practically every time you hit the road -
it's incredibly easy to become distracted as you travel from point
A to point B. Much the same can be said for the number of quests
available to the adventurous player: with about six or seven different
guilds, three political Houses and a number of smaller groups, there's
no shortage of people to betray or ally yourself with, especially
when you consider that each group has branches and representatives
in various cities, each offering their own set of unique quests.
For example, within my first 100 hours in Morrowind, I didn't
even touch the main plotline, instead choosing to offer my services
to the Fighter and Mage Guilds - and even after those 100 hours,
I hadn't yet finished with either guild. The game is THAT big. When
you factor in the expansive main plot - which Bethesda claims can
take more than 100 hours to complete -- and the fact that countless,
non-guild individuals sprinkled across the land offer alternative
quests, Morrowind becomes a title that can easily rival Daggerfall
in terms of shelf life. In fact, the sheer size and breadth of potential
opportunities are almost better than those offered in the previous
Elder Scrolls title, in that the generic, random quality has now
been replaced with something intricately personal. In time, you
learn to appreciate Morrowind's personal touches, and it soon becomes
Daggerfall's equal in the pantheon of RPG quality.
Although Morrowind offers a
much smaller area of play than either of its predecessors, the number
of potential guilds and level of political involvement is much greater
than ever before. Not only can you run quests and further the goals
of the Fighter, Mage and Thief guilds, but there's also a state-sponsored
assassin's guild, two religious cults, not to mention three different
political Houses, each with their own preferences, plans, goals,
and allegiances. These Houses each rule over various cities and
regions of Vvardenfell, and are constantly at odds with one another
as they struggle violently for power. In fact, each House and guild
has a certain influence over most every NPC you come across, and
as a result, your actions tend to have vast repercussions on how
you're treated. If, for instance, you go and kill off a certain
mage as part of a Fighter's Guild quest, you might find that members
of Houses and guilds that he belonged to will now treat you a little
more coldly than before, causing some of them to overcharge you
for their goods and services. Repeatedly perform negative actions
against certain groups, and you'll find their members being downright
mean to you, often refusing to speak or do business with you. This
political cross-involvement is terrific and adds immensely to Morrowind's
atmosphere, creating a believable and intelligent environment in
which to pursue one's own goals and to role-play your character
to the hilt.
The pursuit of quests or the completion
of the main storyline aren't the only things you're capable of doing
in Morrowind; in reality, you could almost lead an entirely
separate life with the different options that you're offered. For
instance, the process of Alchemy has returned in a decidedly more
useful and natural form: you may now collect a positively huge amount
of potential ingredients from various plants and fungi scattered
liberally across the land, defeated monsters and creatures, not
to mention a number of local vendors. What helps even more and feels
much more realistic is that certain plant life and creatures are
native to the various regions of Vvardenfell; you're much more likely
to find luminous russula in swampy areas, whereas fire petals are
highly prominent in the ash-specked area surrounding Red Mountain
and the resident volcano. You can also try your hand at enchanting
items, which is much as it was within Daggerfall: if you
manage to trap souls of your defeated enemies within certain gems,
you can then use them to charge all manner of items - from pants
and shoes to rings and amulets - with a wide variety of effects.
As previously mentioned, this aspect has been watered down, in that
you may no longer add disadvantages to be able to increase the potency
of your enchantments; instead, a system of cost and charges has
been modified to try and balance things out. Like with most every
aspect of the game, it's much more simplistic, and prevents you
from regularly creating overly powerful items. In fact, it works
in the opposite direction: it's virtually impossible to successfully
create relatively potent enchantments, unless you use magic items
to boost your Intelligence, Luck and Enchant stats past their maximal
values. As a result, you'll often find yourself relying on professional
Enchanters-for-hire to create your most important items for you,
provided of course that you provide the full soul gem. It's actually
a pretty solid system that lets you make some basic, functional
magic items, and forcing you to work long and hard for the truly
powerful items.
One of the biggest draws of the Elder
Scrolls series is being able to live a life of crime, something
that Morrowind is more than happy to offer. As always, you
can skulk and sneak to try and avoid detection, pick pockets and
locks, disarm traps, backstab, and just flat-out steal whatever
isn't nailed down. Of course, being a career criminal isn't always
easy, since people will very often report your felonious actions
to the guards, which will add to the bounty on your head. A small
bounty isn't a particular problem, as the guards won't bother to
harass you about it unless you talk to them; as your bounty rises,
however, you'll soon find that guards will become more and more
insistent on talking to you, demanding that you either pay the fine
and relinquish all stolen goods or that you do hard time in prison,
which erodes several points (or more, depending on your jail time)
off various skills. You can always resist arrest if you wish, and
if your bounty is extremely high - if, say, you've murdered a number
of innocent people - the guards won't give you the option, and will
try to kill you on sight. Despite a few discrepancies and illogical
developments involved with the latter, the entire criminal aspect
actually works pretty well, and coupled with the Thief and Morag
Tong guilds, gives plenty of memorable opportunities for role-players
looking to indulge their less-than-ethical side.
If hundreds of hours of gameplay and
great amounts of replayability aren't enough for you, Morrowind
also includes a separate CD, The Elder Scrolls Construction Set.
Bethesda claims that this is the exact set of tools that they used
to create the game, something that is easy to believe once you've
poked through the editor and taken a look around. Using this incredibly
powerful tool, you can create any number of plug-ins for whatever
purposes you may desire; whether it's an extra-powerful set of armor,
new houses or dungeons, additional NPCs or quests, you can bring
it all into the game with the Construction Set. There's already
an incredibly active Morrowind mod community at work that's already
produced a great deal of excellent mods that not only enhance the
experience, but improve it tenfold. For instance, there's a mod
that introduces Daggerfall-style banks into the major cities,
complete with interest accumulation, safety deposit boxes, and purchasable
real estate; a mod that allows you to harvest raw materials from
the land and use them to forge your own armor and weapons; a mod
that enables you to purchase your own pack animal that will follow
you around and level alongside you; as well as any number of difficulty-enhancing
mods. The only disadvantage to this particular tool is that it is
not officially supported by Bethesda, meaning that, if a player-made
plug-in happens to mess up a savegame, the developers can't help
you. This is indeed a problem, since disabling a plug-in that you've
been using for a while will often cause Morrowind to complain a
great deal, and sometimes crash. This forces you to be very careful
about which mods you use for extended periods of time; still, when
you consider the incredibly benefits offered by the use of these
plug-ins, it's worth the hassle. When discussing the primary difference
between the PC and Xbox versions of this tremendous game, the inclusion
of the Construction Set is going to be an important factor.
There are various other complaints
to present, as well. For starters, there's the difficulty; in short,
there isn't much. Although the game tries to keep up with your progression
by spawning tougher monsters as you level up, it's not nearly enough
to present any sort of challenge once you've hit a certain level.
This diminished challenge worsens if you've managed to stumble across
some particularly powerful armor or weaponry, which isn't too tough
to do; by the time I was level 7, I had found some strong armor
and an enchanted warhammer that carried me through the rest of the
game. From that point on, I was capable of taking down most monsters
with two hits, which drastically cuts down on the suspense associated
with an abandoned tomb or powerful monster. It also seems that monster
hitpoints and attack capabilities have been diminished. Facing a
slaughterfish or dreugh within Daggerfall would mean a difficult,
bloody and harrowing battle; facing them within Morrowind
is a joke, as a single blow of your hammer can sometimes be enough
to do them in.
Additionally, the manual leaves a great
deal to be desired. While it is functional in that it informs you
the basics of gameplay, it pales extremely drastically in comparison
to the Daggerfall or Arena manuals (or even Redguard,
for that matter), which detailed the history and local flavor of
the area, explained the importance and beliefs of the various factions,
pointed out the difference between the various materials used in
armor and weaponry, and briefly detailed some of the monsters. None
of this was crucial to gameplay, but it was certainly helpful and
added a great deal of flavor and relevance to the games, and it
is a definite shame that it this tradition was severed with Morrowind.
Also, the in-game Journal, which automatically notes important quests
and events, fails to mention the location of the individuals who
gave you the quests, not to mention that it becomes incredibly difficult
to page through hundreds and hundreds of entries to figure out which
quests are incomplete. As a result, you're pretty much forced to
note all your quests the old-fashioned way, with a pen and notepad,
which is a shame, given how the Journal is otherwise invaluable
in its ability to recall virtually any aspect of conversation you've
previously had. Finally, it should be noted that speaking with NPCs
can grow to be a somewhat dull experience, in that a great many
of them all have almost the exact same things to say. When you consider
that Gothic allowed for a much greater degree of individuality among
its NPCs, this is a bit of a disappointment; however, this a bit
of an unfair comparison, considering that Morrowind has upward
of 2000 to 3000 conversational characters wandering about - and,
to be fair, that fact alone helps to make the cities seem full and
alive, if only superficially so.
It might sound as though I was disappointed
with Morrowind, and in a sense, I suppose that I was, at
least initially. The switch from limitless quests and terrain to
a finite (though still absolutely enormous) amount is a bit jarring
after six years of living with Daggerfall's charms, but once you
get used to the changes, you come to appreciate them and enjoy them
every bit as much as you did their predecessor. The hand-crafted
touch lends considerably more quality to every aspect of the game,
and enables the developers to involve the player much more deeply
in the political and social landscape that helps to make Morrowind
the exciting, memorable experience that it is.
Graphics: 9/10
It's no secret that Daggerfall, for all its brilliant and
unparalleled gameplay, had less-than-attractive graphics that were
somewhat sub-par even for its time. Emphatically determined not
to make the same mistake, Morrowind pulls out all the visual
stops and offers what can easily be considered the most beautiful
and attractively rendered RPG ever, rivaling even most modern FPS
titles in terms of graphical splendor. The fact that the landscape
is handcrafted and not randomized transforms what was once forgettable
into something that can and should be admired. From the rolling,
grassy hills to the wide-open plains to the ash-covered volcanic
peaks, Morrowind's scenery is a character all its own, as
beautiful as it is expansive. It is probably the most natural-looking
example of nature ever witnessed within an RPG, and is so entrancing
that it's quite easy to become distracted by its beauty. Countless
details help to solidify the visual experience: plants, marshes,
rock formations, trees, and much more all help to make the land
feel very much alive. Even the night sky, with its countless stars
and twin moons that undergo numerous phases, has something wondrous
to offer those who are willing to give it a casual glance. The various
cities are distinctive, each one featuring its own look that suits
the area it's in, its buildings suiting the style of architecture
that are unique to the city's controlling House. Weather is equally
impressive, with rain and lightning storms urging you to run for
cover, while the land's infamous ash storms curb your visibility
and interfering with your movement. There's also no forgetting the
animation and textures, which are smooth, detailed, and life-like.
On higher resolutions, witnessing an Argonian warrior in mid-combat
or even a robe-clad High Elf muttering idly can be nothing short
of jaw-dropping.
Strangely enough, what's perhaps most impressive
are the water effects: if you're privy to a video card capable of
pixel shading, prepare to be awe-struck. While there's nothing particularly
notable on normal cards, pixel shading transforms the game's water
into a thing of beauty as it ripples with the wind, idly reflecting
its surroundings. It even trails as you swim through it and features
the obvious landing of raindrops during a storm, proving that graphics
are becoming more and more lifelike as time goes on. If Morrowind's
gameplay is atmospheric and immersive, then its visuals are doubly
so. Never has an RPG worked so hard and so effectively to draw you
into its unique world.
There is one major drawback to all this beauty,
however, and it is one that every gamer should be made aware of
prior to purchasing this title. The problem is that, for all its
lush visuals, Morrowind is an incredibly system-intensive game.
The minimum system requirements are a P3 500, and the recommend
specs are a P3 800; my system is halfway between the two, and with
the visual settings at a third of their capacity, I was getting
anywhere from 5-15 FPS in busy cities, 10-25 FPS outdoors, and 10-40
FPS indoors. Even systems exceeding 1.2 GHz will have similar problems;
unless you've got an upper-range system, these types of problems
will remain somewhat persistent. Now, RPG games have never, ever
been about blazing framerates, nor do they need them like FPS titles
do; however, it's still problematic. This isn't an Ultima IX
level of calamity, nor is it even close; however, if you've got
a lower-end system, you should be willing to accept some chugging
and stuttering in exchange for the great-looking graphics.
Sound: 9/10
Thankfully escaping the overwrought, poor quality sounds littered
throughout its predecessor, Morrowind features a terrific
array of effects that enhance the game in almost every way. The
sound of an enemy's warhammer violently slamming against your steel
breastplate is enough to make you jump out of your chair, and the
crisp crackling noise of a magic lightning bolt leaping from your
fingertips is always satisfying. Ambient sounds are also done well,
as a casual walk along a Vvardenfell beach will cause the sound
of waves lapping against the shore to mingle with the cry of distant
creatures. Voices are extremely professional (even Lynda "Wonder
Woman" Carter lends her audio talents to the mix) and believable,
lending a considerable degree of authenticity to the countless and
varied denizens of Morrowind; you'll never confuse the deep
hiss of an Argonian with the soft purr of a Kajiit or the gravelly,
vaguely hostile vocals of a Dark Elf. There's a great deal of vocal
recurrence among the NPCs, but that's to be expected, considering
their sheer numbers. Composed by Jeremy Soule, the master behind
many soundtracks including Icewind Dale's classic score, Morrowind's
music accompanies the on-screen action perfectly. Every bit as memorable
as any of Soule's previous work, the score is energetic, sweeping,
and epic; in short, perfect for this game.
Control: 8.5/10
Morrowind's interface is so streamlined and clutter-free
that Daggerfall veterans will likely find themselves quite
disoriented for the first ten or so minutes. Apart from a handful
of movement and spell/weapon ready keys, the heart of the control
scheme lies within a menu system that's activated by right-clicking,
which pauses the game and gives you access to every function you'll
need. Inventory management, spell listings and character outfitting
are all handled via these draggable and re-sizeable menus, as are
all manner of additional functions, such as alchemical and item
enchantment processes. Health, fatigue and magicka are displayed
at the bottom of the screen along with any beneficial or detrimental
effects that you're currently affected by. It's terrific in that
it frees up virtually the entire screen while you're actually playing,
allowing you to view your critical information at a quick glance
with incredible ease. It also removes a great deal of the clunkiness
of Daggerfall's interface, which was unnecessarily laden
with buttons and redundant features; as a result, Morrowind
feels elegant and functional. The new Jedi Outcast-ish method
of combat is a tad clunky, though even these issues can't mar the
sheer simplistic beauty present here.
Overall: 9.5/10
If you can gather nothing else from this mammoth review, understand
that Morrowind is colossal, offering a virtual infinity of
opportunities for the ambitious RPG fan. Of course, its focus is
considerably narrower than its predecessors and often finds itself
trimming previously available features as a result: for instance,
Daggerfall veterans might be disappointed to find that NPCs
are awake 24 hours a day and no longer follow a daily schedule,
not to mention that character and item creation systems have been
simplified. Most notable is its switch from randomized terrain and
quests to a hand-crafted variety, and although this initially sounds
problematic, it isn't. The developers have more than offset this
potential pitfall by preserving the series' signature epic scope,
implementing enough dungeons, options and quests fill three whole
RPG titles. Because of their personalized nature, quests are more
involving and interesting, the political tapestry is much more complex
and profound, and the landscape is now tremendously exciting to
explore. In fact, this personal approach to its design has lent
it a kind of unique beauty that would have otherwise been impossible,
though impatient gamers should be wary of its generally taxing FPS
counts. If you can look beyond these slight problems, however, you'll
find that Morrowind is the truest of gaming gems, preserving the
spirit of the Elder Scrolls while carrying the almost decade-old
franchise into the present. With its "no limits" style
of play, its epic scope, its beautiful graphics, music and sound,
as well as the editor and growing wealth of mods, Morrowind
is staggeringly replayable, and easily stands as one of the classic
RPGs of our time.
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