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Most would agree that the RPG genre is going through another one of its periodic revivals at this point in time. Along with Dungeon Siege and the upcoming Neverwinter Nights, one of the most talked about RPGs coming out this year is definitely Bethesda Softworks Morrowind, the third game in the Elder Scrolls RPG series. Several years in the making after its first two successful predecessors (Arena and Daggerfall), Morrowind has had its fair share of hype and expectations. Morrowind certainly deserves a closer look by default, since it is essentially one of the few RPGs, if not the only RPG out these days that offers completely open-ended gameplay (that isnt a MMORPG). Keep in mind, however, that due to the fact that the game is just so huge, its virtually impossible to talk about everything in the game. Thus, this review will concentrate on what Ive seen so far in the game from over 60 hours of gameplay.
Game Overview
Morrowind takes place in a distant, eastern province of the Empire. Far away from the Imperial centre, the island of Vvardenfell (also known as the province of Morrowind) is home to the dark elves, everybodys favourite evil race. Youll find that Dark Elves arent the only inhabitants of this remote island. There are the other elven races such as the High Elves and Wood Elves. The usual human types (subcategorized as the Imperials, Nords, Bretons, and Redguards) also maintain large population centres on the island. Rounding out this menagerie of playable races are the Orcs, Argonians (think reptilian people), and Khajit (cat people). Although Dwarves (called Dwemer) used to live in Morrowind, they have long since mysteriously disappeared.
Filled with vast mountain ranges, deserts, and swamps, most of Morrowind remains wild and untamed. Despite efforts to populate it, the countryside still remains a dangerous place to travel through. This is especially true now that a new demonic threat seems to be emerging from Red Mountain. Sealed off from the rest of Morrowind by a huge wall (think of the Great Wall of China), the monsters from Red Mountain appear to be multiplying and attacking settlements with increasing force and frequency. Red Mountain also happens to be the final resting place for Dagoth Ur. Think of him as Morrowinds answer to Sauron.
What you have to do with all of this entirely depends on what you make of it, of course. Without giving too much of the main storyline away, you are sent to Morrowind by the Emperor on unspecified business. In fact, you literally dont have an identity until the game asks you for your characters stats through an interactive tutorial. After giving your name and selecting your race and your looks, you are asked for your vocation. Depending on the method you choose, you can either answer a series of multiple-choice questions to determine your class, or choose from a pre-generated character kit, or make a custom class for your character. Id have to say that the third choice, that of making your own class, is probably by far the most enjoyable and probably the most in tune with the spirit of the game. This allows you to make a character and play it the way you want to. In addition, here is where you pick your birthsign as well. Your birthsign, if chosen well, will give your character certain unique bonuses that would hopefully complement his/her stats. I ended up creating a Redguard Fighter/Thief that didnt have the Sneak ability (I wasnt planning on pickpocketing) but on the other hand, was still able to barter well with merchants and pick locks. His birthsign gave him bonuses to agility, and a unique paralysing attack that was a big help in many a battle. Furthermore, his racial bonuses not only gave him significant resistances to disease and poisons, but also included a special ability called Adrenaline Rush that further enhanced his combat abilities. Needless to say, I figured that my Redguard character was ready to venture forth and make a name for himself in Morrowind.
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just read the review
i agree with most of it