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Ah,
Morrowind. For years it's been heralded, not unlike the
recently released Neverwinter Nights from Bioware, as
the Holy Grail of modern computer role playing games.
The game
is the fifth installment of the Elder Scrolls game series,
but it's called Elder Scrolls III: Morrowind because
two of those other games weren't RPGs (Battlespire was
action/strategy and Redguard was an action/adventure).
The word
you're going to hear a lot about for this game is "immersion".
This starts from the very beginning of the game. Your character,
a recently released prisoner, has been transported to the Vvardenfell
district of Morrowind due to some mysterious order from the
Emperor of Tamriel. After you arrive at the dock, you are told
to report to a records clerk. He then asks you about yourself,
and at that moment you get to choose your character. It's so
organic and smoothly done that as it happened I found myself
with that stupid grin on my face that I so often hope I'll wear
while playing a game, but so seldom do.
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This is
an extremely generous game, and the bounty begins as the game
gives you three totally different ways to choose and establish
your character. First, you can answer a series of tricky moral
questions, after which the game suggests a particular type of
character would be suited for you. Second, you can choose one
of many different class types, everything from Witch Hunter
to Spellblade to Assassin to Agent. Finally, you can build your
character from the ground up, choosing your main focus (magic,
combat, or stealth), five major skills and five minor skills.
You can even name your character's class.
In addition
to these choices, no matter how you generate your character
you also get to pick from several very distinct races and from
a dozen different birth signs; each has some particular bonus
or other advantage.
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After
this is done, you're given one assignment (deliver this package
to this important guy in yonder town), but other than that,
you're on your own. Just wandering around the small starter
town and speaking to the citizens can get you embroiled in local
politics, intrigue, and murder. And when you decide you're ready
to step out into the wide world, well, hang on to your hat.
Why? Because
what Bethesda, to its everlasting credit, has pulled off here
is something of a miracle for RPG players everywhere: a staggeringly
gigantic, diverse, teeming world that begs you to interact with
it any way you please.
The designers
of this game have taken to heart the caterwauling of RPG players
everywhere. "We want freedom! We want non-linear gameplay!"
Well, in Morrowind, you've got it friends, and you've
got it in spades. In fact, depending on what kind of RPG player
you are, it might be too much of a good thing.
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It's not
that the game doesn't have a main storyline. It does, and an
intriguing one it is. But you can take your sweet time getting
to this part of the game, or even ignore it altogether. There
are so many opportunities for involvement on the island of Vvardenfell,
it's downright dizzying.
First of
all, there are the guilds. Feel like honing your thieving skills
and making some shady friends? Join the Thieves Guild. Feel
like kicking some diverse fantasy butt? Join the Fighters Guild.
How about hangin' with the magicians for a spell? There's always
the Mages Guild.
But that's
just the beginning. There are criminal organizations you can
join, various "Houses" (sort of like fraternal lodges)
you can become affiliated with. Every one of them is chock-full
of quests to keep you busy.
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Or
you can just set off on your own, exploring the game's vast
landscape, meeting characters, exploring mines and tombs, and
kicking more aforementioned butt.
Morrowind
also sports a skill and character-advancement system that encourages
individual expression. In this game, skills improve by using
them, not by arbitrarily assigning skill points upon a level-up.
Want to be a better shot with your crossbow? Fire away. Want
to get better at picking locks? Start picking locks, baby. Your
character levels up after accomplishing enough skill improvement.
And what
a roster of skills it is! There are nearly thirty, and no matter
what kind of character you play, you can choose to develop any
of them. At the beginning of the game you establish five major
and five minor skills, and you get consistent bonuses to these
skills as your character develops. With all of this diversity,
there will be about as many different character types as there
are players of this game.
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Graphically,
the game is beautiful, with shimmering water, a full 24-hour
day, and lots of types of weather. The sandstorm is particularly
creepy and effective. The game is presented in either first
or over over-the-shoulder third person. And since it's completely
unrelated to the very popular Dungeons and Dragons RPG
settings, rules, creatures and characters, the game world is
wonderfully distinctive and unusual.
The environments
in the huge game world are visually diverse and intriguing.
Especially interesting is the major city of Vivec, which is
a series of gigantic buildings, each sitting in a large lagoon.
All of this
beauty comes at a steep processing price, however. The system
requirements are downright beastly. Players with a whole variety
of new and relatively new computers have had trouble getting
this game to run smoothly. I've come to the conclusion that
this is the first game that's been released for computers that
won't be available until some point in the future. There are
various things you can do to tweak your performance, but you
can end up spending a lot of time troubleshooting instead of
playing, and that's not much fun.
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I'm
running the game with a GeForceIII card on a 1.7 gig machine,
and I'm not entirely happy with the game performance. In particular
combat can be a struggle when framerates get sluggish. Having
to move around and jockey for position when the screen gets
chunky and herky-jerky is very disorienting, and often fatal
in difficult confrontations.
The game
has further problems with the inventory screen. There are enormous
amounts of stuff you collect in this game, from weapons and
armor to loot from houses and tombs to magic potions to the
various wild herbs used as alchemical reagents. This can make
for a crowded inventory. And even though you are able to sort
by category, you still end up with large screens with tiny little
graphic representations of your various items. There's absolutely
no supporting text on your inventory to help you figure out
what you're looking for. For example, say you have forty potions.
You're staring at a screen containing a huge grid of potions,
and you literally have to roll your cursor over each one of
them to find out what potion is what. This kind of tedium is
unbearable, unacceptable, and unfortunately for players of this
game, unavoidable.
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Even
worse is the journal feature. Even though it does have an admirable
hypertext system for referencing important names and places,
the quests aren't sorted at all. And, in a world as large as
Morrowind, you accumulate a gigantic number of quests. Your
character is always in the middle of accomplishing many different
things, and the endless, linear, unsearchable journal is simply
not enough help in keeping all of these objectives straight.
This is a particular problem if you, god forbid, take a little
time off from the game and attempt to get back into it later.
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In the end,
whether this remarkable game is for you will depend on what
you value most from an RPG. If you've always felt hemmed in
by the artificial constraints placed on traditional RPG game
worlds, you may well be in nirvana with Morrowind.
However,
after about fifty hours of play, I began to feel like I actually
craved a bit more structure. The price of such freedom is that
the game world seems very passive. There are thousands of characters
hanging around, but none of them are doing anything except waiting
for you to come talk to them. They never leave their houses
or shops. I found myself longing for the little daily routines
that the characters in Gothic would cycle through. After
awhile I began to feel a distinct lack of urgency in the game
world. As if no one really cared whether I solved the Main Quest
or not. This is a far cry from the much-made-fun-of, but very
effective, "The World is in Peril and Only You Can Save
Us, But You Have To Hurry!!"
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It
is instructive to remember at this point that I've never actually
met anyone who finished either one of the first two Elder
Scrolls RPGS: Arena and Daggerfall. Granted,
those games were replete with randomly generated dungeons and
towns, but even with the 100% hand-crafted tombs, cities and
quests in this game, I don't think there will be many people
that finish it, either. Ironically enough, Bethesda Softworks
has already announced an EXPANSION for the game, entitled Morrowind:
Tribunal, due out this November. Perhaps the goal is to
literally drown players in this heady and atmospheric world.
Let me stress
once again that the pleasures of this game are many. Jump up
into a tree and enjoy a spectacular sunset over a lagoon. Go
pearl diving amid shipwrecks. Develop skills that are independent
of combat. Pursue a full career as a thief, fighter, or temple
guard. Shop til you drop. Become an expert assassin, thief,
or double agent. Go on a religious pilgrimage.
And if there's
not enough game there for you now, with the Elder Scrolls
Construction Set, which ships with the game, you can add your
own content to the already bursting-at-the-seams game world.
Introduce new weapons, weather effects, spells, armor, even
character classes.
Another
thing I admire about Bethesda's maniacal devotion to this project
is that they fly in the face of current convention by having
- GASP - no multiplayer mode whatsoever. Bethesda's Pete
Hines told me that their goal was to create the ultimate single-player
RPG experience. And they've come pretty darn close to achieving
that goal, if you ask me.
In the end,
however, the features that are Morrowind's greatest strengths
are also its greatest weaknesses. If you want to utterly lose
yourself in a huge, exotic world, you could have the time of
your life. But if you like a saga with a beginning, a middle
somewhere, and eventually an end, Morrowind may be too
much for you.
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Final
Grade: B
System
Requirements
PC:
Recommended by Bethesda:
- PIII
500 or equivalent
- 256
MB RAM
- 8X
CD-ROM
- 3D
Accelerator
- 32MB
VRAM
- 1024
MB disk space
- mouse
- DirectX
v8.1
- Recommended
by this reviewer: Next year's computer.
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