Morrowind Reviewed by Robbies Dog Morrowind is the third chapter in the Elder Scrolls Series published by Bethesda Softworks and continues in the vein of the previous games; Arena (1993) and Daggerfall (1996), in that it is a 3D single-player RPG with first person, real-time hack and slash combat. Switchable between third and first person perspectives and controlled via Quake keys the engine allows for weapons and magic attacks modified by character stats. The land of Morrowind itself is located in the far North East Provinces of Vvardenfell in the shadow of the volcano Dagoth- Ur, which judging from the weather is somewhere in Wales. It is a time of political unease, with the Imperial administration of Morrowind threatened by an ancient curse, reports of supernatural happenings, the disappearance of the Dwarves [Dwemer], and a terrible disease known as "the Blight" sweeping the land. You begin the game on a boat after being released from jail and are brought to Morrowind with little explanation, so initially you're rather a stranger in a strange land. The current tensions in the country don't make life any easier for an outsider so it makes sense to join a guild. Once affiliated with a guild more sub-quests become available and you have their support to fall back on in time of crisis, however you are then automatically branded an enemy of rival guilds. Race, occupation, appearance and even star sign further complicate issues as each has an effect upon allegiances and as the game plays out everything your character does affects how they are perceived within the world. The central story is gradually revealed as a prophecy of an Imperial courier marked by the stars who stops an evil force and lived to become a legend. While there is a story line to follow, there are few limitations to this game and there are masses of sub quests and personal goals that are unrelated to the main plot. There are always dungeons and monsters to be fought across the land, which theoretically means that Morrowind can be played over as a different character type without much repetition. As my father once told me "along with freedom comes responsibility", and it's even true in Morrowind, where penalties must be paid for crimes committed, but what my old Dad didn't mention is that it only applies if you get caught. With so much kit hanging around being a bit sticky fingered can be a profitable sideline and there's nothing stopping you from stealing and killing everything in sight as long as you are willing to suffer the consequences, or be a bit clever about it. Morrowind also appears on the Xbox, which is unusual for a non-linear (proper) RPG as up until now consoles have lacked the ability to save large game files and the power to create living environments. Indeed graphically Morrowind has a massive polygon count and fantastic rendering: faces are diverse, movement is realistic and the natural environments are especially convincing. Even the towns have atmospheres all their own as the architecture varies around the country. Although Morrowind suffers the same fate as many RPGs in that it's all a bit brown, the level of detail really is impressive. However, all this detail doesn't come cheap and Morrowind requires a pretty nifty spec. for optimum performance. The detail isn't restricted to the graphics - there is a whole history of Vvardenfell which can all seem a bit overwhelming. In fact the scale of the thing is such that it's possible to lose track of the central plot and get swept along in the world of Morrowind. Not only does Morrowind boast a massive gaming environment, but the PC version (unlucky X Boxers!) is bundled with the TES Construction Set, the level design editor that Bethesda themselves used to create the game. Encouraging budding designers to expand the playable world and trade plug-ins of anything from entire towns to inventory items can only mean that Morrowind is likely to get even bigger. This would also explain why there is no real ending to the game as on completing the main quest you are reminded that Morrowind is still in need of your protection. Given the scale of the project occasional clipping issues are almost forgivable, but, as ever, it makes sense to save on a regular basis as it is possible to fall through a seam or get stuck on a polygon. Also annoying are the music and sound effects which, while quite atmospheric, can become irritating. AI is limited and NPCs in particular can be annoying as they have few lines of dialogue, but insist on saying them whenever you get close regardless of their actual response. Yet again my Victorian values reveal themselves as I say that NPCs should speak only when spoken to. Overall Morrowind is a great game and its epic quality certainly means that it's value for money with so many hours of gameplay. However, this longevity has a downside in that the length of time spent playing the game means many features become repetitive, particularly the missions, as there are only so many ways of dressing up; "Go get an X from Y". - o -