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Finally, Xbox users can get a taste of what PC players have been feasting on for a while. Besides featuring the two Morrowind expansion packs - Tribunal and Bloodmoon, previously only available on PC - Morrowind: Game of the Year Edition boasts a few improvements over the original, including an improved frame-rate, variable difficulty levels and the elimination of the dreaded "dirty disc errors."
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Before I say anything else, allow me to put to rest the worries Xbox Morrowind veterans might have: yes, you can transfer your original Morrowind character over to the Game of the Year Edition. Your existing Morrowind character will seamlessly transfer over to Game of the Year Edition with everything intact. The expansions are geared towards stronger characters, so those ready to dive into the new areas will probably want to continue adventuring with their previous warriors anyway.
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In Morrowind, you control a prisoner taken from the Imperial City and deposited on the island of Vvardenfell with only the barest of instructions. That's really all you're given to start with. It doesn't seem like much, but should you decide to pursue the clues, you'll find yourself involved in something much bigger.
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As you step off the docks into the new land, you'll be asked to choose your character. This could be a daunting task given the number of options available. Players can choose from several races with varying abilities. For example, High Elves are gifted with superior magic skills, but also cannot regenerate magicka (magic) like other races. The human Imperials, on the other hand, aren't particularly adept at magic but excel in diplomacy, which makes getting what you want out of someone that much easier.
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From there, you're given a chance to choose a premade class or customize one to fit your taste and character. Each class consists of ten skills (five major and four minor) that affect your character's abilities. Skills consist of three main categories, including combat, magic and stealth. Because classes are customizable, you're not limited to what your character can do: you can easily create a fighter who can swing a blade and cast powerful spells at the same time, or a thief who can don some heavy steel armor when things get nasty.
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While the conventional skills of swordplay and stealth are fairly plain, magic is a very pliable skill. Any spell you own can be manipulated, customized and combined, allowing you to create spells with whatever magnitude of affects you desire. A single spell could theoretically heal you, burn the enemy, boost your speed, and summon a powerful monster - provided your character has the power to cast something of that magnitude. There are literally hundreds of possible spell variations.
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That's not to say that magic-inept are limited in appeal. As you might expect, you'll be doing a lot of fighting along the way. Whether you decide to be a hero or a villain, enemies are always around the corner. Magic users will find themselves stumbling early on before their powers are matured, but even a beginning swordsman should be able to handle him or herself without too much trouble.
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Traditional combat is fairly simple: you can attack with a weapon in one of three ways: thrust, chop or slash. Each weapon has it's own stats for each attack, meaning a longsword might be ideal for thrusting while a massive axe would deal the most damage when chopping. Spells can also be cast, whether they damage the enemy directly (for example, by burning them) or indirectly (perhaps by paralyzing them or causing them to run in fear). Bows, crossbows and knives are also available for the aspiring marksman making long-range fighting a reality.
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Besides the natural humanoids you'll face, there are several types of creatures. Vvardenfell features a host of creatures, ranging from rats to Golden Saints, the Morrowind equivalent of angels clad in golden armor. Tribunal adds a few more to the mix, including traditional fantasy enemies like goblins. Bloodmoon introduces a few new creatures like bears, wolves and the tree-like Spriggans.
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Adding to the options available for a warrior, there's a vast array of armor and weapons to collect, each with their own specific look. Each different item has it's own look, meaning an iron longsword will not look the same as a silver one. The two expansions packs add even more new types of armor and weapons, further increasing the number of available looks and styles. Some of the best armor will require you to travel the continent, but this only succeeds in making the rewards that much sweeter.
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Once you find that rare piece of equipment, it's yours to customize. Each type of clothing, armor and weapon has the ability to be enchanted with various spells. This is a great way to customize your character and make up for his or her weaknesses, provided you've got the cash to afford expensive enchanting. For example, if your character is a glutton for punishment, you could create a shirt that restores your health by the second, saving you the trouble of returning to town on long treks or dragging heavy potions along.
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Not everyone in Vvardenfell can afford such enchantments, though, but that's okay: scattered throughout the land are various special weapons with their own unique enchantments already intact. During your travels, you'll find blades that poison and rings that can make you almost entirely invisible, perfect for the aspiring thief. Some well-hidden blades can do things like paralyze your enemies, making them sitting ducks to your assault. Of course, it's not going to be easy to nab some legendary items, but they're generally well worth it.
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After you've created a character, you're sent off to the town of Balmora. Should you choose to follow instructions, you'll begin the main quest of Morrowind. It's up to you, though: Morrowind is completely open. Go wherever you want - or don't have to go anywhere. The main quest is ironically an optional adventure.
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But that's all right, because that's where the fun comes in. There are many factions you can join, including Fighters, Mages, Thieves, and Assassins guilds, each with their own set of quests and rewards. Do well in a guild, and you'll rise in the ranks, eventually becoming Grandmaster.
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There are also three Great Houses you can join. Similar to joining a guild, each house has a unique set of quests and rewards, but most exciting is the ability to have your own stronghold. After rising to a certain status, you'll be given the opportunity to have your very own home built. This fortress becomes your base of operations to use as you wish, whether you want to display your collection of armor or just use it as storage.
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Those are just the basics. There's probably something for you, whatever your tastes and inclinations. The Empire dominates much of the world, so why miss out? Join the Imperial Legion. Maybe you're a gallant knight. What's a better way to serve your god than by joining the Imperial Cult or the native Temple? Maybe you've got a thirst for blood: there are three different cults of vampires you can join. In all, there are more than ten factions you can join, not counting the new ones introduced in the expansion packs.
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Regardless of which faction you join, you'll have a different experience with each one. Quests are often open-ended, allowing you to make different choices to complete the tasks at hand. This adds for a lot of replayability, especially since you're only able to join one Great House per game. With so much to do, Morrowind can easily eat away at your free time.
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Besides the faction related quests, there are dozens and dozens of miscellaneous quests you could encounter in your adventures. With all there is to do, you're rarely obligated to complete a quest. If something is too much for you, it's perfectly alright - in fact, advised - to go complete some other obligations, train and come back later. This eases the load a little bit, allowing you to back away from vicious quests until you can handle them.
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For those who've conquered all Morrowind has to offer, Game of the Year Edition features two expansions packs: Tribunal and Bloodmoon. Each offers new areas, items, and quests to explore, along with some new factions to join. To keep things fresh, they're both on opposite ends of the spectrum: Tribunal takes place in the bright, contained city of Mournhold, whereas Bloodmoon takes place on the dark, gloomy, snowy island of Solstheim.
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Tribunal wraps up the loose ends left by the main quest in Morrowind and adds some neat new features. After a certain point in the game, you'll find your travels pointing you to the city of Mournhold. You'll have to take a boat there, however, as it's a separate place from Vvardenfell.
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Once there, you've got several new adventures ahead of you. You can follow up on the clues that brought you there, or just wander around the large city and take in the sights. There are a lot of people in need of some help, and you can fill that role, whether it's taking care of a bully or helping someone find their soul mate.
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It won't take long for most players to notice the new types of armor available. Temple guards are decked in magnificent suits quite a bit more showy than the ones on Vvardenfell. Sewer dwellers boast their own new armor that resembles something a ninja might wear. These various new outfits allow players to further customize their characters.
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Also of note is the ability to hire a mercenary. While you don't have much of a choice - you're limited to a generic warrior - it's still fun to have someone to fight alongside you. His equipment is completely customizable, allowing you to really pump him up with all the best armor and weapons before unleashing him on the hordes of Mournhold. Unfortunately, your sword-for-hire can't leave Mournhold, meaning you're on your own once you return to Vvardenfell.
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The second expansion pack, Bloodmoon, is arguably the better of the two. Unlike Tribunal, Bloodmoon is integrated into the existing world of Vvardenfell and can be accessed immediately. Tribunal has an "add-on" feel, but Bloodmoon fits right into the existing Morrowind tapestry. The new island of Solstheim appears to the northwest of the mainland and can be reached by conventional means of travel, like swimming or flying.
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Even with it's excellent integration, Solstheim is a stark contrast to the forests and deserts of Vvardenfell. The island is a much colder climate, covered in snow and pelted it's inhabitants with blizzards. Foliage is sparse, as only the heartier trees and bushes can survive the harsh weather. Rarely will the sun show it's face, giving the island a dark, gloomy appeal.
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There's much more land to cover and much more to do here than in Tribunal. Whereas Tribunal felt contained, Bloodmoon is wide open. Huts, caves and ruins dot the land, each holding their own secrets.
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Not that you're obligated to solve them. One of the best new additions is the chance to join the East Empire Company. Once a member, you'll be given the mission to help oversee the construction of a new colony. As you complete quests, your colony will grow from a tiny mine and a hut to a regular village with a pub, a pawnshop and your own manor. Unfortunately, the Xbox version is toned down from the PC version: there are no walls or houses for the NPCs in the final stage of the colony.
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Of course, the most exciting thing Bloodmoon adds to Morrowind is the ability to transform into a werewolf. Previously, players could only become Vampires. As a werewolf, players must kill an NPC a night in order to stay alive. If an NPC catches you transforming in a werewolf, beware: you'll be branded for life and attacked on sight.
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With all there is to do and see, Morrowind: Game of the Year Edition will probably total a hundred or so hours of gameplay for the average gamer. If Morrowind really sinks it's teeth into you - and believe me, there's a strong possibility it will - it could easily sap away at a few hundred more hours of your time.
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The downside to all this is that there's so much to do and so much customization that Morrowind can be pretty imposing, especially to new players. For gamers used to linear console adventures, the freedom might actually be too much. Beginners may well find themselves wandering aimlessly (and rather boredly). It will take some time to get used to Morrowind's quest structure and gameplay which may turn those with limited time away.
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In addition, Morrowind: Game of the Year Edition does sport some technical problems. Xbox users with older drives will likely experience stuttering slow load times, so it's highly advised you turn off the music if you're experiencing problems. Newer model Xboxs have better drives with shouldn't offer any problems, however.
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Despite possible technical problems and initial confusion, Morrowind: Game of the Year Edition is a must for any hardcore Xbox owner's library. What you're getting with "Game of the Year Edition" is the original Morrowind (a stellar game on it's own), plus two expansion packs and a number of miscellaneous improvements. Fans of the original incarnation will delight in the new material, and those eager to enter the world of the Elder Scrolls have a perfect starting point.
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Pros
- Deep spell system
- Exceptionally linear: you choose where to go, who to help and what to do
- Extensive character customization
- Hundreds of available quests, often with multiple resolutions
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Cons
- Large learning curve
- Problematic on older Xboxes
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