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Let’s start with what Morrowind does right, and
what type of game player will really appreciate it. The basis
of Morrowind, as is explained in the manual, is to provide
players with a world where they can do what they want and
dip back into the story whenever they want, if they want to
at all. To that end, skills are provided that would allow
you to make your fortune or fame in any number of ways, from
spell caster and fighter to thief, assassin, trader or diplomat.
In fact, the whole system is purely skill based, classes are
provided, but are in no way rigid, allowing you to develop
the skills to suit your own preference of play.
There are probably quite literally hundreds of quests for
you to take as you find your way around the world, some part
of progressions in various guilds or orders, others simply
given out by individual non-player characters (NPCs). Most
of these quests, as is fairly normal in RPGs involve finding
and talking to someone, finding an item, or killing something/one,
but there is a lot of variation simply because of the sheer
number available for you to find.
The world itself is almost seamless and is really quite huge,
meaning that often, instead of a long hike, you’ll find
yourself exploring the network of transportation of silt striders
and ships. I wouldn’t recommend doing this the whole
time though, as you’ll miss out on finding the various
small quests that are littered around the world as well as
many of the dungeons and crypts.
A large amount of back story, history and information exists
in many tomes that can be found, either usually in book sellers
or in homes which describe in varying detail and focus the
world, its inhabitants and its history. The most valuable
of these tomes will teach your character things about various
skills and improve your abilities in them.
If you like to explore a massive world where the crest of
each hill may reveal a new quest or dungeon, this game really
has your name on it.
I find it a disappointment though that the story isn’t
more involving – I always liken the escape offered by
role-playing games to books that you take part in, and an
old adage for books is that you must capture your audience’s
imagination from the first paragraph. Morrowind singularly
fails to do this, as many of the initial parts of the story
involve you being told to go off, join a guild or order and
gain prominence in it. It’s the equivalent of being
told to go off and level up before you come back.
Conversation in Morrowind quickly becomes a chore, since
it involves a list of topics you can ask NPCs about, which
grows as you do more and learn more about the world. Eventually,
you list of topics will become really quite long, meaning
you have to do quite a lot of scrolling to find the pertinent
questions to ask each NPC you need to interact with. Additionally,
ask any NPC about something they may not know any specifics
about and you’ll get a canned response that will be
verbatim what many others will say to you – it makes
you wonder precisely why you need all of these topics included
for conversation.
There are a few pitfalls that are easy to fall into in character
creation too – while the world is wonderfully big and
a joy to explore, if you find yourself with a character who
has a low speed and athletics score, your running abilities
will be the laughing point of many a snail, and moving about
even in a house will be an exercise in frustration.
At which point we get on to combat – no matter what
profession you choose to explore the possibilities of, you’re
likely to need to fight in some way or another during the
game, especially if you follow the story, which may leave
people who choose a diplomatic class feeling slightly hard
done by. Fighting and magic are very simple to get the hang
of though, you select the mode you’re in (normal, combat
or spell casting) and use the primary mouse button to attack
or cast in the latter two modes respectively. Unfortunately
combat is as lacklustre as it is simple, since you eventually
learn that (as you would expect) weapons have different modes
of attack, some of which are better suited to that weapon
than others (which you pick is actually determined by your
direction or lack of movement, similar to the system in Jedi
Knight 2, but without as much variety). Eventually though,
it becomes a matter of picking the mode of attack, clicking
the mouse, holding it down to power up a stronger attack,
releasing and hitting or missing, complete with a fairly mundane
animation.
Spell casting is similar, and in fact, magical weapons enchanted
with spells will use the same animation on hitting as the
spells they’re enchanted with use. Unfortunately, many
of the spells suffer from having a very short range, meaning
that spell casting combat can easily degenerate into a parody
of normal combat where you wonder why you didn’t just
get a sword and heavy armour instead. The animations for spell
effect can be fairly laughable as well, in such a beautifully
rendered world I hardly expected to see a small animated 2d
image of an explosion when I hit someone with a flame sword,
but that’s precisely what you get, and it jars somewhat
with the rest of the game.
While not wanting to labour a point, character animations
suffer somewhat too, while characters are decked out in a
variety of wondrous armour or clothing, guards tend to look
as if they’re trying to take the largest steps they
possibly can while walking about, and other animations are
similarly unnatural.
The counterpoint to the freedom and depth of the world is
then that while the world is beautiful, deep and interesting,
the story is unlikely to deeply involve you, character animations
tend to look rushed and poor in relation, and the magic and
combat system is weak and uninteresting.
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