Elder Scrolls III: Morrowind | Bethesda Softworks | 2002 | |
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In the tradition of the Elder Scrolls series, Bethesda created a huge fantasy role-playing game that leaves more freedom to the player than most other games before. After being released from a prison ship at the shores of the island Vvardenfell, Morrowind heroes may do more or less what they want: follow the main quest and solve the mystery of an ancient prophecy, join any of roughly a dozen guilds and rise in their hierarchy by performing duties, or simply explore the gigantic island with its very individual cities, hundreds of dungeons and tombs, ancient ruins and mighty fortresses. Morrowind uses a two-stage skill system. Your hero’s primary stats (strength etc.) increase with each level gained, secondary abilities improve by use – the more often you jump, the more proficient you become in the Acrobatics skill. The real-time fights are simple exchanges of strikes or spells, until one combatant dies. What's annoying is the enemy's health condition is not shown. Your race and gender, but also your reputation influence the reactions of NPCs. If a character's sympathy for you is low (rated on a scale from 1 to 100), he might refuse to answer your questions; if it is high, you'll get more detailed information and better bargains in shops. Most quests involving other persons can be solved by persuasion, pick pocketing, or simply by force. Morrowind's NDL 3D game engine is powerful in drawing wide, detailed outdoor landscapes as well as complex indoor environments. Transitions are not fluent; houses and dungeons must be loaded upon entering. Graphically most notable are the cleverly textured character models and the beautiful water effects with realistic reflections. | ||
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