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Originally
slated to be a launch title for Microsoft's Xbox system, Bethesda
Softworks' Elder Scrolls III: Morrowind saw numerous delays before
finally hitting retail shelves last month. The game, a sequel to
the PC games Arena and Daggerfall, is an open-ended title that allows
the player to determine his own course throughout the game. It's
an ambitious idea and one that only works some of the time.
You
are the Nerevarine.or are you? It is a time of change in the land
of Morrowind. The Emperor is growing old and weak and a power struggle
for control of the land is set to unfold. The great houses Hlaalu,
Redoran, and Telvanni continue to feud, the Cammona Tong is at war
with the Thieves' Guild, and there are rumblings that the evil Dagoth
Ur himself is awakening in his prison underneath Red Mountain. It's
an uneasy calm and the kind that usually precedes a monumental storm.
You are a prisoner who was freed by the decree of the Emperor himself
and sent to the Vvardenfall region of the world. You've no idea
why you've been freed or what is to come, you simply arrive at the
small port town of Seyda Neen. Here you're given the simple task
of taking some papers to the nearby town of Balmora and giving them
to Caius Casades of the Blades, a secret spy organization in the
employ of the Emperor. From there how the game proceeds is entirely
up to you.
Like
just about everything in Morrowind, what you get out of the story
is directly proportional to what you put into it. Bethesda has sought
to create a game that can be played in any way the player chooses
and because of this it's not necessary to play through the main
quest at all. However, to get the true Morrowind experience, at
least one play through should be devoted to the main quest (the
threat of Dagoth Ur) because this main quest is where the majority
of the game's best writing and story are.
Still,
if you have no interest in ever getting to Red Mountain that's okay,
because Morrowind is a large world filled with characters who will
offer you quests, guilds to join, and ancient ruins to explore and
loot. One could play hundreds of hours without doing anything in
the main story, which is one of the game's strengths.
Boasting
the equivalent of six regular sized novels' worth of text, the game
requires a great deal of reading. The long and elaborate history
of the Nerevarine and Dagoth Ur, as well as that of Morrowind itself,
is presented in huge chunks of expository text. If you're not into
some heavy reading, you might want to skip Morrowind. Fortunately,
the text is generally entertaining. Sure, there's the inevitable
bit where different people repeat the exact same thing that someone
else said to you already but at least the quality of the writing
matches the epic fantasy feel of the game. Of course, there are
more than a few grammatical and spelling errors to be found in the
game, but it was probably almost unavoidable given the sheer amount
of text that's present. Despite that minor flaw, the story is arguably
Morrowind's greatest strength, provided you actually follow the
main plotline through to its conclusion.
If
I were asked to describe Morrowind in the simplest terms I could,
I'd say it's Everquest without the online aspect. Morrowind is a
MMORPG without the massively multiplayer online part. Because of
this the game is occasionally a lot less fun than it should be.
Let's face it; no one plays Everquest because of the excellent battle
system or compelling story - they play for the online community
aspects. Those aspects are completely absent from Morrowind and
the game suffers because of it. The fact that it's reminiscent of
Everquest brings up another important point: Morrowind has far more
in common with PC RPGs than console ones. If you're not into PC
RPGs then Morrowind will not appeal to you, as it has nothing in
common with your standard console RPG.
The
game opens with the character creation segment. You'll enter Seyda
Neen and answer a series of questions about your name, sex, etc.
Right from the start, you are faced with tough decisions start.
There are a multitude of races you can be, each with their own strengths
and weaknesses. If that weren't enough, there are even more classes
of characters to choose from. Want to be a thief, an assassin, or
a bad-ass warrior? You can be any of those and countless other kinds
of characters. Don't like the classes that are available? Create
your own custom class. You'll choose the name, the major skills,
the minor skills and so on. Because of this, you can create a multitude
of hybrid characters that aren't available in the main selections.
Of course, if you want fate to determine your character, you can
answer a series of questions that will determine your class from
one of the pre-set options.
After
that, you get to choose your appearance; there are a variety of
different faces and hairstyles for each race. Choose carefully,
because that's the look you're going to be stuck with for the next
hundred or so hours. Last, but not least, you can pick your astrological
sign. Each sign has benefits and drawbacks; some signs have more
healing ability but are weak to magic, etc. Choosing a sign isn't
vitally important, but you should put some thought into it.
With
that done, you're ready to hit the world. Running out into town
will demonstrate several things that set Morrowind apart from your
typical console RPG. First, you can do whatever you want. You can
leave town immediately and head to caves where you have no chance
of surviving. The game doesn't put any barriers on where you can
go or what you can do based on your level or any other criteria.
It's entirely possible to wander into places you have no business
being right from the first minutes of the game. Second, you can
pretty much do anything you want in the towns, but with consequences,
of course. Think that Argonian dog is charging too much for his
items? Slaughter him and take what you want. Do you covet that white
sword of woe in the Balmora guard tower? Steal it if you can, but
be prepared to die if you get caught. That's the beauty of Morrowind
- you get to do what you want. You can kill just about anyone, take
just about anything, and go pretty much anywhere you choose.
The
downside of this is that it's often easy to get lost in the game.
Morrowind throws so many quests at you, so many places to go and
explore, that it's quite common to find yourself unsure of how to
proceed. The major complaint with Square's Saga Frontier was that
it was too open-ended and it often looks like a paint-by-numbers
portrait in comparison to Morrowind. Console gamers who are used
to rather linear RPG experiences are going to find that Morrowind
requires an adjustment to their playing style and has a bit of a
learning curve.
Because
of the open-ended nature of the game, it's tough to review Morrowind.
With all of the variables involved, players can have radically different
game experiences. While my game might start off slow because I'm
a battlemage (who doesn't have much experience with weapons or magic
in the early going), a thief or a straight fighter might fare much
better. Conversely, if you spend your time fighting, your skills
will improve-but you don't really have to fight much at all if you
concentrate on things like speechcraft.
Much
like Deus Ex, Morrowind is programmed to allow the quests to be
resolved in a number of different ways. Warriors can go in and kill
people and take what they need. Thieves can steal it, smooth talkers
can use their silver tongue, etc. Unfortunately, because of the
way the game's set up (allowing for different approaches to each
situation), it often feels a little unbalanced. It's too easy to
manipulate this system (and the levelling up one as well) in the
early going-thereby creating tank-like characters who are virtually
unstoppable. This is particularly true with the warrior classes.
Once a warrior reaches level 20 and above, he's tough to bring down.
Levelling up is done in a way that's rather different from the standard
RPG formula. You don't earn experience points in battle; you earn
skill points for using your skills. For example, using an axe in
battle will increase your axe skill level with each hit. When that
level reaches 100 points, it levels up (and those skill levels can
go to 100 as well). When you've levelled up 10 things in your major
or minor skills (in any combination; it could be one level increase
of 10 things, or 10 of one), your character will grow a level. At
the level up you're given three points to allocate to your core
stats (strength, intelligence, agility, endurance, etc.). Depending
on what skills you levelled up and how many times you levelled them
up out of 10, you'll get multipliers for certain categories too.
Because of this, training and using certain skills a lot early on
can make your character incredibly strong and much faster than he
should be. Your overall level doesn't really matter in Morrowind
- it's the levels of your skills and main attributes that count.
It's obvious that Bethesda implemented this system so the different
classes could become proficient with skills outside of their area
of expertise, but the disappointing aspect is that it's mostly used
to create an unbalanced character that makes the game far easier
than it should be. Killing level 20 guys in two or three hits is
fun for a while, but it does get old. This isn't helped by Morrowind's
boring combat system. Based on the hack-and-slash mechanics of countless
PC RPGs, the combat here is yawn provoking in a lot of ways. Bethesda
tried to make it interesting by implementing the 'chop-slash-stab'
system to the mix (what type of blow you utilize depends on your
movement), but the end result is yet another game where you stand
in a position and hack at the monster until one of you dies. What
makes it even worse (at least in the early stages before you get
your god-like character) is the realism. Because you have low stats
(meaning you're not going to be a force with a weapon or magic),
you'll swing and miss more often than you'll hit. Lowly rats are
deadly adversaries at first, a fact that doesn't exactly make the
game fun.
Magic
suffers the same fate. If you have a low skill level, you'll fail
with the casting more often than you'll succeed. It's a great idea
in theory, however the implementation leaves a bit to be desired.
Most people don't want to spend ten minutes trying to kill a measly
sand crab. Things do get better, though. Once your skill level increases,
the battles become quicker and more action-oriented. They're still
little more than simplistic button mashing, but that's not entirely
a bad thing.
One
of the better features is the ability to customise spells. Visiting
certain mages will allow the player to create new spells with stronger
effects than the standard ones found in the game. Because of this,
the player can create a nuclear spell that will blast huge and powerful
fireballs that hurt everything in a huge radius, which is a lot
better than the game's standard fire spell. To balance this, the
bigger and more powerful the spell, the more magicka it costs to
cast and the lower the chance of it actually being cast successfully.
Something that makes the game less interesting is the lack of powerful
weapons around. Generally speaking, the weapons from the beginning
of the game are the same ones you'll be finding much later in the
quest. Unlike the console RPG, where the next town always has a
significantly better weapon or armour, the stores of Morrowind all
seem to have roughly the same stock. There are some specialized
weapons but they're still nothing like the ultimate weapons you'd
find in your average Final Fantasy game.
Enchanting
weapons and armour bestows magical properties on them and it can
be used when the player sees fit. Enchanting a weapon with a powerful
fire spell can make all the difference in those tough fights, as
each strike will dole out additional damage in the form of the fire
spell. Of course enchanting costs money and souls. You need to capture
the souls of major enemies if you want the weapon to have a good
magical charge and the more powerful the spell, the more money it
costs to enchant the item (plus, items have limits to how much enchantment
they can hold). It's not as complex as it sounds, but there is a
bit to consider when enchanting a weapon.
Despite
these various flaws, the gameplay in Morrowind is still good. There
will be two decidedly different camps; those who like open-ended
PC-style RPGs will love it, but those who've been weaned on console
RPGs will probably be a little disappointed. Morrowind is a decidedly
PC RPG on a console system and that's sure to turn some folks off.
I
like to think of Morrowind's graphics as the good, the bad, and
the ugly. There's little doubt in my mind that Microsoft's mighty
black box is the only console that could even come close to pulling
off a game of Morrowind's visual magnitude. Morrowind is a game
that taxes mid-range PCs, so it's doubtful that the PS2 could have
even begun to handle the job. Still, the Xbox isn't a high end PC,
either and because of that, the game takes some lumps in the graphics
department, particularly when compared with a high end PC.
The
good things are in the details. Morrowind is a rich and diverse
land. From the pyramid-like Cantons in Vivec to the mushroom houses
in Sadrith Mora, the land is incredibly unique. No two places look
exactly the same and because of that finding each new town is an
experience in itself. It's no exaggeration to say that I simply
stopped and examined the scenery on numerous occasions. I watched
the sun set between the peaks of mountains, I watched the clouds
drift across the stars in the night sky and I walked around in countless
rainstorms, simply impressed by how immersing the game felt.
Many
of those positive experiences were countered by a group of recurring
negatives, though. The most glaring thing in Morrowind's graphics
is the insane number of jaggies present in the game. Aliasing issues
were supposed to be the domain of the PS2, but Morrowind has more
jaggies than you can shake a very jagged stick at. Everything has
them, it seems, and while I've never been one to harp on about them
too excessively (I think people who do are often too interested
in graphics), I did find it surprising that there were so many and
that they were so noticeable. Another bothersome element was the
draw-in and pop-up featured throughout the game. Granted, draw-in
is inevitable but there were some instances where it was really
noticeable. It's nowhere near as bad as Summoner (which will forever
be the standard for bad draw-in distances in a game), but it's still
there and noticeable on a number of occasions.
More
annoying than that were the thousands of seams that are visible
throughout the game. I didn't even try to count how many texture
seams I could see on the game's ground, but it seemed like every
time I looked down, there was yet another flickering white line.
Granted, the game is huge, but some play tester really should have
noticed these things; they're just about everywhere and they do
detract from the atmosphere.
As
far as character models go, that's a toss up. I found most of the
models sort of ugly, particularly my own character in the third
person mode (talk about stiff and clunky animation.) Everyone seems
a little too blocky and rigid. Again it's not a major flaw, but
it is worth mentioning. And last but not least, I'd be remiss if
I didn't mention the slowdown. Morrowind runs at a fairly decent
frame-rate most of the time, then it'll drop down for a second before
resuming its normal pace. However, when fighting multiple enemies
who are using magic, the slowdown gets downright ugly. We're talking
major drops in the frame rate, which makes the fights a lot more
difficult than they should be.
While
it seems like I'm being hard on the graphics, I'm really not; Morrowind
is an impressive game visually. Unfortunately, it has some pretty
serious flaws that mar the graphical presentation and ultimately
lower the score. The Xbox version doesn't compare to the PC version
on a high-end machine but I seriously doubt that the other two next-gen
consoles out there could run it at all. If you don't have a top-of-the-line
PC, the Xbox version is certainly the way to go and your friends
will still ooh and ahh over the graphics.
Composer
Jeremy Soule provides the musical accompaniment for Morrowind, and
it's some very fine work. The score is comprised of a number of
rich orchestral tracks that really complement the game's epic tone
and feel. The music is often relegated to the background of the
scenes, where it provides support for the action instead of being
a major component of it. This is a nice touch since the music never
overwhelms the action.
My
only complaint with the score is the lack of variety. Many of the
tracks repeat too often, which isn't a bad thing (because they're
good tracks) but a little more variety would have been nice. The
rest of the sound work is great; the voices are unique (dependent
upon race and gender), ambient sound is excellent (particularly
the thunder storms - it's like listening to real rain) and the whole
package sounds even better if you have a Dolby Digital system.
There
are no major problems with the control. Moving is a breeze with
the analog sticks on the Xbox controller. The button layout is solid
and intuitive and my only major beef is that the strafe option on
the X-axis stick isn't nearly as effective as it should be. Other
than that, the game makes a nice transition from the keyboard to
the controller.
It
pains me to have to write this, but Morrowind is a very buggy game.
This isn't too terrible for PC gamers (who can download patches
as they become available), but does present a problem for Xbox owners
who probably won't have access to patches any time soon - if ever.
The bugs and glitches in the game run the gamut from annoying (the
'continental drift' factor that has certain characters like the
Balmora silt strider operator falling off his perch and disappearing
from the game) to devastating (if you kill a person but fail to
take an item you need and if that person's corpse disappears, then
the item is lost forever, meaning you can't continue that quest).
The problem isn't so much that the game has bugs, it's that the
game has so many of them. Most of the bugs are annoyances and not
outright game killers (although my copy of the game has an alarming
propensity for locking up), but it's disappointing to see a buggy
piece of software released for the sake of a bit more development
time and play testing.
I
had a love/hate relationship with Morrowind. There were moments
where I was swept up in its brilliance and the open-ended design.
Then there were moments where I was so sick of doing yet another
variation of one of the game's three standard fetch quests that
I wanted to cry. In the end, the positives outweighed the negatives.
Morrowind is an ambitious game that suffers from more than a few
flaws. Yet, it's hard to take off too many points for those flaws
when the majority of them spring from the fact that Bethesda is
trying to make innovations rather than retreading the same old ground.
It would have been easy for them to slap together yet another derivative
RPG and get it to the market, but instead they've made a game that
tries to be a true role-playing experience. It succeeds on some
levels and fails on others, but the effort is appreciated and deserves
some recognition.
Ultimately,
if you have a choice, the PC version of Morrowind is the way to
go. You'll not only have access to the patches but the mod kit adds
so much more to the game after you've defeated the main quest. That's
not to say that the Xbox version is bad and if you don't have a
high-end PC, this version is a more than viable alternative and
will allow you to experience one of the most ambitious RPGs yet
released.
Reviewed by AceGamez (All Rights Reserved).
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