Intro
There's no question that 2002 has been a banner year for gaming, what
with the large number of high-profile, high-quality titles that have
hit the market. The RPG genre in particular has seen a tremendous
boom, with countless titles offering fans the chance to take up the
sword against the forces of evil in its countless forms. And yet,
among this crowded pack of competitors, a few have shone through as
true classics, the strongest of which was Bethesda's long-awaited
The Elder Scrolls III: Morrowind. Epic, expansive, and highly
entertaining, it offered gamers the chance to carve out their own
piece of history in a world so large and so wide-open that it practically
lives on without you. In a surprising and not unwelcome move, Bethesda
soon thereafter announced an expansion, to be released scarcely six
months after the original game. With The Elder Scrolls III: Tribunal
now on the market, gamers can now judge for themselves whether the
first Elder Scrolls expansion ever is worth its weight in Imperial
gold.
Gameplay: 8/10
Among many other things, Morrowind told the tale of ancient
prophecies in the land of the Dark Elves, and the part that equally
ancient gods had to play in it. Three gods in particular - who, together,
make up the heart of the Temple -- had a hand in this development,
although you only ever encountered one, Vivec, in your travels. With
the advent of the Tribunal expansion, you get to travel to
the capital city of Mournhold, through which you will meet the remaining
two: Almalexia, and Sotha Sil, both of whom have issues and motives
of their own that draw you in and threaten to destroy the land. It's
an interesting plotline that helps to further flesh out the gameworld,
and your further involvement with the central figures of the Temple
only serves to enhance the overall Morrowind experience. Thankfully,
the story developments don't stop there, as you also become involved
with the newly appointed and terribly ruthless king of Morrowind,
as well as his mother Barenziah, both of whom have figured in various
ways and bits of literature in previous Elder Scrolls titles.
It's great to finally be involved in the larger figures of the Dark
Elves' history and to finally venture from the land of Vvardenfell,
though it's unfortunate that you're still very highly restricted to
a relatively tiny piece of off-shore land. It lends a bit of claustrophobic
feel, at least initially, and although you're later able to venture
beneath the city and beyond, it's a feel that you'll have trouble
shaking. Still, for those who felt that Morrowind was a bit
too wide open, it could be just the thing.
Between and through these central figures,
you'll move through the bulk of Tribunal's twisting storyline,
which is much more narrow and focused than that to be found in the
main body of Morrowind. Rather than allowing you to take
sides in the ongoing hostilities between the numerous political
struggles that so vividly mark Vvardenfell, Tribunal directs you
down a rather specific, highly linear path that doesn't allow for
much freedom of choice. As with the playable area itself, this too
seems a little restrictive for those such as myself who appreciated
the original title for its free-roaming, do-as-you-please approach.
However, there's something refreshing about being able to embark
upon a series of directed, focused quests that actually serves to
rejuvenate the entire feel of the game. It also helps greatly that
the quests themselves tend to be expansive, and apart from the "descend
into the depths of X dungeon and kill Y monster" bits, quite
interesting as well. The larger-scale quests even introduce you
to a large series of colossal, sprawling dungeons that were such
a staple of both Arena and Daggerfall, and were noticeably
missing from Morrowind. There are also a considerable number
of side quests that you can take up if you so desire, as virtually
every person you find in Mournhold has some dark secret or some
quest that needs solving. Probably due in part to their more focused
nature, even these are vastly superior to those to be found in Vvardenfell,
happily blending good amounts of humor with interesting scripting,
such as those you'll find when you're asked to participate practically
unprepared in a local play, or when you're asked to act as a bouncer
for the local tavern. Almost all of these quests are quite difficult,
and are obviously tailored towards the higher-level crowd that finds
itself becoming bored with the distinct lack of a challenge that
tends to crop up once you've picked up the more powerful weapons
and spells. While some would argue that the quests are hardly the
heart of this expansion and that the countless player-made mods
nullify its value, their quality is such that they do a great deal
in making it worth your while, and the extra 30 to 40 hours of gameplay
certainly don't hurt any either.
Apart from the new quests and areas,
Tribunal also introduces a few new extra features to try and improve
your overall experience. The most notable and important of these
is the incredibly crucial Quest Sorting feature, which is integrated
into and accessible from your journal. Allowing you to split your
duties into Active Quests and Completed Quests, you can easily flip
through your missions by their title so you have a much better idea
of what you have on the go, which became extremely problematic after
accumulating several hundred journal pages. It's still quite lacking
in that it still rarely specifies which city or organization the
quest-giver can be found in, but it is nevertheless an enormous
improvement that simplifies matters considerably and should save
prospective adventurers from having to take down pages upon pages
of handwritten quest notes. The other, less pressing improvement
is the addition of a map notation system that allows you to add
whatever comment you want in the form of a mouse-over within a tiny
red square. This too is quite handy, as comments you've left in
one area can be viewed from its entry point within a separate area.
Finally, there's also the Seller Max button, which enables you to
sell your pricier items for whatever the vendor is able to pay,
requiring only a single click as opposed to the endless ages of
manually lowering the prices as has been the case. It certainly
makes certain aspects of the game much easier to deal with, and
with the map notation and quest sorting, represents the main driving
reason that the die-hard Morrowind fan should indeed pick up this
expansion.
There are still even other additions
to the Elder Scrolls environment that fans might appreciate,
though in some cases it can be so minor as to be only pleasing to
the purists. For instance, there's a couple new armor types: the
High Ordinator armor, which is essentially a silvery version of
the regular Ordinator armor, and then there's the Royal Guard armor,
which is by far one of the most interest sets of armor you're likely
to find within the game. Unless you're a high-level character of
considerable evil and power, it's unlikely that you'll get your
hands on any of it, since the ones who wear them are both strong
and in the service of a god and a king. Also, the difficulty of
the added quests might make even high-level characters glad that
you can purchase pack rats and hire a surpassingly useful mercenary
within the city of Mournhold, though his pathfinding AI is beyond
irritating and it's a shame that you can't take him back to the
Vvardenfell. There are also a number of brand new monster types
scattered beneath the city of Mournhold, such as liches, goblins,
fabricants, and more; while the goblins and clockwork beasts are
particularly nicely modeled and animated, the rest leave much to
be desired. Even the anticipated Mournhold armorer is a bit of a
letdown: it's great that it enables you to use raw ebony, glass
and newfound adamantium ore for creating individual pieces of armor,
but not only can you achieve more with the prolific Indestructible's
Armorer mod, a separate official patch allows you to purchase a
full set of adamantium armor from a certain vendor on Vvardenfell
itself. As a result, even the armorer is going to be left as something
to be employed solely by dyed-in-the-wool RPG purists.
Not all of these minor additions are
a bust, however, as Mournhold's Museum of Artifacts is a wonderful
touch that breathes new life into your pursuits of strange and powerful
items. The curator of the museum will gladly gape in awe at some
of the particularly unique pieces you uncover in your travels, and
will also fork over a great deal of money -- up to 30,000 gold,
in fact -- for the privilege of displaying it; you can always attempt
to steal it back, if you don't want to part with it permanently,
but the series of High Ordinators guarding the place might take
offense at your less-than-honest tactics. The Museum isn't the only
place that seems to have deeper pockets than most; many of Mournhold's
vendors are considerably richer than their Vvardenfell brethren,
meaning that higher-level characters will finally be able to afford
better and bigger enchantments and spells in a rational, challenging
way without having to resort to in-game cheats such as the talking
Mudcrab. Still, for all these improvements and for all that the
expansion offers, it's clear that it's not for everyone.
Graphics: 8/10
The city of Mournhold and its underlying areas tend to feature slightly
different architecture than what you'll find throughout Vvardenfell,
and it's all quite beautiful in its own way. Almalexia's Temple
is quite the sight to behold, as are a few of the underground waterfalls
and cavernous chambers - not to give away any particularly interesting
plot twists -- to be found underneath the city, while even less
important structures such as the city's manor district is nicely
done and fits perfectly. The new armor types, and the Royal Guard
in particular, are rather drool-worthy and lend a certain feeling
of importance to what is the Dark Elves' capital city. Even the
new monsters look rather nice, and the goblins especially look good
enough that you'll wish you'd see them in other areas within Vvardenfell
itself. There are no truly drastic changes in the graphical department,
but considering that you're still within the realm of the Dark Elves,
this is probably a good thing.
Sound: 7/10
There are even less changes in the sound department than there is
within the graphics, although it should be noted that many Mournhold
residents will now audibly make quest-related comments as you pass
them by. It's not much of a change, but it's a nice touch, and helps
to make the city seem more alive.
Control: 8.5/10
The three primary changes to Morrowind's interface - the
map notation, quest sorting and Seller Max button - are so considerably
helpful that they become enough of a reason for fans of the game
to pick up Tribunal. The quest sorting system in particular
is a real godsend, and helps to relieve a lot of the headaches that
surround having to keep track of all the minute details, though
the regular lack of details as to the locations of the questees
can still be a problem.
Overall: 8/10
Although it's unlikely to convert disbelievers, The Elder Scrolls
III: Tribunal is a solid expansion for an already solid game.
Not only does it tack on a good 30 to 40 additional hours of gameplay
to a title that already had hundreds of hours worth, but it also
addresses a couple of major concerns that players have had since
Morrowind's release. While the opportunity to travel to the
Dark Elves' capital city, meet the king and meddle in the affairs
of the two remaining gods of the Temple is an interesting one, the
new quest sorting system is probably the best reason to get ahold
of Tribunal. In other words, this expansion is most clearly
directed towards those who couldn't tear themselves away from the
original title, though it should be noted that the considerably
smaller playing area and the highly linear quests are obviously
tailored towards those who spurned what they perceived as being
an overly open experience. Still, die-hard fans are the ones most
likely to appreciate it, and if you've ever found yourself in Morrowind's
powerfully addictive grip, you owe it to yourself to pick up Tribunal.
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