The Elder Scrolls III: Morrowind Game of the Year Edition

Review by Ledgo

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Elders Scroll 3 Morrowind Review

GAMEPLAY 10/10

Morrowind is a pure open game. Players will rarely suffer limitation. The tutorial will show players basic controls, and how to attack. The player starts as a prisoner on an imperial ship. They are taken and placed within Morrowind. After exiting the boat, they will choose their race, choosing from Dark Elves, High Elves, Wood Elves, Imperials, Redgaurds, Breton, Argonians, Khajiit, Orcs, or Nords. Each race has their own specialties. From the warrior taught Orc, to the intelligent High Elves, to the native Dunmer (Or Dark Elves)

Players then go on to choose their class. Your class will decide what you use, and possibly your role in the game. You can roll a pre-created class, or create your own. You'll have three skills, Major skills, which you start more skilled, Minor skills, which you start with a bonus, and Misc skills, which will be rolled randomly based on your class. You gain levels by training your Major and Minor skills. Every time you get a total of 10 skill levels in these two categories, you are eligible for a level, which you must sleep for.

There are four armor types. Unarmored, which is more mage/stealthed oriented, this focuses on evasion or possibly strengthening your body to defend naturally. This is the lightest way to go. Light Armor offers protection, usually they are very fragile, but light, and works well for stealth. Medium armor is your in-between armor. It is protective, dependable, and will offer you great results at acceptable weight. Finally, Heavy armor is the biggest. It is usually heavy, sometimes weighing as much as 90 pounds! These offer extremely well protection, are very durable, but come at a cost of the weight. It takes a strong fighting class to carry this around. This can prove to be EXCRUGIATING when dungeon diving as a warrior with a heavy weapon and armor. Which is why I suggest fighting classes should get high strength before attempting to try.

Weapons are next. You use weapons based on what your good with. One problem among a lot of players is that they cannot hit anyone, the answer is simple, and they do not have good skill in that weapon. There are many weapons to use. Clubs, Hammers and staves are in the Blunt weapon category. Claymores, Broadswords, and Katanas are all Long Blades. Short blade has Short Swords, daggers, and tantos. Spears are strictly spears of course. And finally, Marksman focuses on physical ranged attacks. These can range from ye ole bow and arrow, Crossbows, throwing daggers, and even throwing stars. All these require ammunition. Crossbows use bolts, just so you know.

Each weapon that does melee damage has three attacks. Swipe, thrust, or chop. Each one doing more than the other most the times. Some don't even have comparable attacks to the other ones, Spears, for example, are only good thrust attacking, chopping and swipes will not be so efficient except if the player wields a Halberd, even then, your better off with the thrust attack. To chop, the play can move the joystick towards the enemy and attack. To swipe, you can move left or right and swing at them. To Thrust, you move away. Alternatively, you can simply choose “Best Attack” in options. Hand-to-hand is of course, fist. This attack will first sedate the enemy, lowering fatigue. Finally, when they are knocked over, your attack effect health, while their health decreases drastically, humanoids and creatures will become more tired. While undead will not. In fact, some undead are immune to normal weapons, and only enchanted, silver, or daederic weapons will work.

Spells are always useful in Morrowind. And are only limited by the players Magicka, or basically, mana. There are different schools, or types if you will. Destruction focuses on destroying your enemy, weather it be a fireball, or a poison. Restoration of course focuses on healing yourself or anyone your escorting. Alteration is definitely a want for most characters. It focuses on enhancing performance. Such as opening locks, water breathing, walking on water, shielding, and even flying! This is a definite want when your making a custom class, as you can limit your inventory of lock picks, armor, and even dive into that dungeon more. Illusion focuses on stealth or getting away. It includes invisibility, sanctuary (Resistance to normal weapons) and paralyze. This is excellent for a player who needs to retreat, and stall a few enemies to retreat, or gain the upper hand. Conjuration focuses on summoning temporary weapons, armor, or even minions. This can be used when you're outnumbered, and need a few fast allies. However, summoning monsters in a town is illegal, but bringing them into town is not. Mysticism is the next one. This focuses on the mind, including soul trapping (required for enchanting) mark, which sets a teleportation spot, and recall, which calls you back to that spot. Even telekinesis, which is picking up objects with your magicka. Enchanting is next, this allows you to add spell effects to armor, clothing, or weapons. Enchanting a ring, for example, may grant you the power to cast a spell you or a merchant had enchanted onto it based on the rings own magic, and not your own. Or possibly include a buff, or enhancement, on a piece of armor or clothing that will excel your own skills, such as a permanent shield enchants. All enchants are permanent. You can enchant yourself, or pay an enchanter money to do so, which is expensive. Alchemy is the crafting of potions. You can make homemade potions with the correct ingredients.

What type of character you are effects what you'll do. Fighting classes will be focused on the art of melee or ranged, depending solely on your own strength or abilities. Stealth will require a good sneak skill, which can be ruined if you have a lot of equipment, and almost encumbered. Magic classes focus on what school you choose, a destruction mage will focus on damage, while illusion could increase stealth abilities. Mixing these types can make an excellent character, for example, if you have a stealth character, it wouldn't hurt to carry illusion to increase stealth or alteration to save looting space from lock picks. Or having a fighter that knows a few destruction spells if he is in a pickle.

Build your character wisely.

Questing is unique as well. If your given an assignment to shut down a mine, say. You could persuade the owner, or kill him and all the heirs to the mine. In fact, the game encourages you find other ways to do them than how the suggest.

You have many factions to join. Some even conflict with each other. Such as the grand houses, Redoran, Hlaluu, and Telvanni all conflict, and will probably give you quest to fight the others. You can only join one house per character. There are other guilds as well, such as the fighters guild, mages guild, and thieves guild. But not all guilds are against each other. Thieves and fighters are rivals, however, the mages guild does not have any sworn rivals. All guilds somewhat have HQ's in four cities. You should visit each one, do the work the leader there has to offer, and keep advancing. Don't worry, if you don't know where to go, usually the employers will tell you where to go next. Once you are the leader of a faction, you will get some benefit, for example, becoming leader of the west empire company (A Game of The Year only for Xbox, Bloodmoon for PC) will allow you to build a nice villa in your settlement you raised.

Questing will offer you many great awards. Some being rare, one of a kind weapons from a god, if you are so fortunate enough to encounter their shrine and do their bidding. Other can lead you through a series of them. Some may even have you do quest for them, and tell you secrets, which can lead you to more exotic equipment. Before you think the game is just a dungeon dive game, the purpose is to do what you want in the game. You are not forced to follow the main story line, or if you want, you can do that as well. Its just HOW you want to do it. As the movie Scar face, the world is yours.

The justice system is another fear in this game. I mean, as an adventurer like yourself, do you really have time to obey laws? Early on, between level 1-5, it'd be smart to. As a guard could whoop your behind unless you listen. There are 5 types of guards, Imperial, probably the weakest guards. Hlaalu, Telvanni, and Redoran guards are average. A well built player can take them on. Ordinators are the hardest and meanest SOB's you'll wish you never crossed. For starts, they are pretty mean to your player, treating them as scum. If you belong to the temple faction, they will treat you better. There are also more quest that will give you the respect you deserve. Be aware, these guards are not friendly. Nope. Not one bit.

The expansion pack guards are the meanest. High Ordinators are quite tough. They are advanced versions of these Ordinators you find else where. Better equipment, better weapons, you should stand clear. Royal Guards are meaner. Being sworn to protect the King of Morrowind, they are a mean bunch. Finally, there are Her Hands. These are some guards you will PRAY you never SEEN. They are EXTREMELY tough. Ranging around level 40 or up, they are found in Almexia's room, whom is a Goddess by the way. During your quest, she will ask you to kill one that was strayed. He himself is hard, but if you dare commit a crime near these guards, forget fines, they will attack you. Each one with their own specialties, they are the deadliest things that ever lived. Skaal honor guards, found in the wilderness of Solsthiem, are guards raised from birth. They can put up a fight to even High Ordinators. And with their numbers more, these are guards you should fear.

Committed a crime? Uh-oh, the guards will keep on the look-out for you. Don't panic, if a guard in the area sees you, you should run. Or, if you tend to obey the law, pay your fine, which depends on what you done, and surrender your stolen goods, and he'll leave you alone, and the bounty is done for. What if you don't have money? They will give you two options. If you don't feel like paying, or going to jail, you can Resist Arrest. Which is in other words, run away. This time, his weapon will do the talking. If you get away, you should go to a Thieves guild, become a member, and get the Price Off Your Head. The best option, you pay half of your fine, and you keep whatever you have stolen. Or, if you prefer, you can go to jail. No money will be taken, just your stolen goods. However, your skills will decrease while your in jail. Guards will not purposely hunt you down unless you did an EXTREMELY bad thing. If you stole a mere gold, they may not even chase you. Just don't talk to them, or else they will “catch you” and give you your options.

Players should also recognize the economic features of the game. Morrowind has a growing and constantly revolving economy. Merchants will sell and buy what they are in the business for. Alchemist and Apothecaries will feature potions and ingredients to make some for you. Smiths offer you armor and weapons. Traders and General Goods merchants will buy just about anything, along with Pawn Brokers. These shops locations should be memorized, as if you need a couple gold, or need to sell “hot” (Stolen) items, they will buy it, as long as you did not take it from them. That is something else, you cannot sell what you stole to the merchant to you took it from. Some items will sell better in bulk. For instance, players can hunt Netch's, and sell their leathers in bulk. You can also barter a selling or buying price. Players with a good mercantile skill will be able to haggle the prices to their needs. Player with a low one usually are limited to the merchants offer.

Players should also know that merchants love people who make good deals. If you pay a bit more then their offer when you are buying, they will like you more. If you sell lower to them, they will appreciate the offer. Everyone in Morrowind has a relationship with you, or Persuasion bar. Some races start with a lower bar, others will have a bonus from it. People whom are in your guild, or people you treat nicely likes you more. There are four options available, Admire, which you attempt to compliment the target, Intimidate, which lowers there chance of attacks. Taunt, which will make them more aggressive. Players should note, killing someone in self-defense is legal. Therefore, if you taunt someone into attacking you, you have all rights to kill them. Finally, bribing is the best way to guarantee someone to like you. EVERYONE loves a little extra pocket change; giving them money will make them like you more. But watch your own pocket, and give out carefully.

Players can also get sick. Fighting animals that are can contract the disease to you. However, some mages may cast a sickness onto you. Undead can also sap your attributes. But be aware. Vampires can turn you into one. And if you venture into Solsitheim, beware. Werewolves will hunt you.


GRAPHICS 8/10

This is the downfall. It is hard to tell something out in the distance, and placing torches to retrace your steps is not a bad idea. Some of these forests are detailed greatly. The underwater scenery is also nice. But notice most people look different in someway. Every NPC was made by hand it seems. Lots of weapons look nicely detailed, which may attract players to take them.

SOUND 10/10

Wonderful. The music composed is wonderful. You may hum the songs yourself. The people also greet you, or taunt you in battle. The music will change to battle music to tell you to prepare yourself.

REPLAYABILITY?

Tons of it. You will want to create more characters to get quest that your main character's rival factions would not offer you.

RENT OR BUY?

Rent it first. If your not intimidated by it, or enjoy it, buy it.

CLOSING REMARKS

Morrowind is a land to explored. Players should remember, the purpose of the game is what you make it.

Reviewer's Score: 9/10, Originally Posted: 06/06/07

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