Size matters.
We spend inordinate amounts of time here at GR griping about certain gaming issues.
Games based on movies? Hate 'em. Tomb Raider knockoffs? Enough already.
Unfair treatment of Zombie Americans? We shall overcome!
Perhaps no issue gets our panties in a bunch like linear gameplay. At this
point in the history of game design, we want to see software that gives gamers
the choice to create their own experience, not just walk through the pretty
pictures the designers came up with. We want freedom without sacrificing story.
We want more GTA 3, really.
And
if this is the case, then we also want The Elder Scrolls III: Morrowind,
as it's the most expansive role-playing game to grace a console system anywhere.
But it's not just big, folks - it's really, really, REALLY big. Like an estimated
600 hours of gameplay big. Like so big, you could play the game for solid weeks
and barely see half of the world. And thankfully, it's also darn good. Despite
some hitches along the way, this is a massive journey that any Xbox owner simply
can't afford to miss.
Morrowind is the third in the Elder Scrolls series, following the ancient
Arena and the classic Daggerfall.
It's very much in the tradition of these games in terms of programming, freedom
and open-ended gameplay, though it ups the ante in terms of delivery.
I think the best way to describe Morrowind is that it's really built
for you to explore, not for you to complete. The start of the game is great.
You arrive in the land of Vvardenfell by ship, a lowly outlander just trying
to survive. At this point, you don't know who you are at all. Soon enough, you'll
have to check in at the Census office and by way of seamlessly interwoven question
and answer, pick your race, gender, class and birth sign.
You'll know that things are different here when you consider the whopping
10 races to choose from, each with distinct abilities and attributes. That's
further specialized when you pick a class. Morrowind gets brownie points
for including a very clever option that has you answering a list of moral questions
in order to determine what class best suits you. Alternately, you can pick your
own or mix and match, a daunting task for any but the most hardcore gamer.
However, you can't really choose incorrectly, as the game breaks down the
confinements of the class system by rewarding repetition, much in the same way
as Ultima Online. With practice,
a mage can learn to use an axe. A thief can learn to cast fireballs. It won't
be easy (though you can probably find someone willing to train you for some
coin), but any type of race or class can master any skill set in the game.
To counter this, Morrowind features a trillion skills, ranging from
the obvious like 'Long Sword' and 'Destruction Spells' to obscure abilities
like 'Mercantile' (haggling) and 'Alchemy.' Take some mushrooms, buy (or steal)
a mortar and pestle, and try making some potions. Drinks are on the house!
Once you're set with your character, you're on your own. Literally. You're swept out into the street with a note to deliver to a guy in a town far away, which does give you some direction, but you don't remotely have to follow it.
In fact, you don't have to do anything. Want to stroll around the countryside
picking mushrooms? Go ahead. Want to take a swim? Have a blast. Feel like stealing
a sword from a shopkeeper? Feel free! Er, provided you're willing to pay the
consequences should you fail, which means either paying off your sin in gold
or spending some time in lockup, which degrades your skills a tad.
Yep,
that's right. Jail. You can be a bad guy if you want, robbing and maiming the
innocent. The game is geared to just allow you to exist however you see fit,
and though there are obvious benefits to being good over being evil, you can
be either and succeed all the same. The point here is that you do not have to
follow any specific path in this game. You can pretty much take any road you
wish... and Morrowind will fill it with things for you to do.
Speaking of roads, there are lots of them. Vvardenfell is simply gigantic,
featuring literally hundreds of towns, cities, farms, caves, forts, tombs, dungeons
and more. To give you a sense of the size and scope of this game, I spent well
over 40 hours playing Morrowind, only actually seeing about 6 cities
spanning areas covering roughly one quarter of the game world. I've done a lot,
for sure - my Dark Elf will kick your ass - but at the same time I have hardly
scratched the surface.
Every single city is populated with unique characters with unique stories, names and looks. Though obviously there's some repetition here, there are enough quests in the game to make every area feel different and important.
And you can be sure that you'll undertake plenty of quests, but not all of
them will have to do with the Main Story. Actually, very few of them have anything
to do with the plot (yes, there is a plot tucked away here somewhere). You might
join a guild (Mage's, Fighter's, Thieves) and run errands to increase your rank.
You might want to become an Imperial officer, or a Knight protector, or a Temple
priest, or none of the above. Again, it's up to you.
On the other hand, all this freedom comes at a cost - too many choices. This
is a frightening game for gamers who like direction (even GTA 3 had a
fairly obvious mission structure). There will definitely be some of you who
will turn the game on, get spit out into the street, wander around for a bit
and eventually get bored because the game isn't creating enough drama for you
on its own.
This isn't helped by the fact that the game employs no FMV at all to flesh
out important plot points. You don't get rewarded with cut scenes or get big
panoramic sweeps of new areas. The lack of these classic plot devices takes
away from the story of Morrowind and can lead to a game that feels a
little redundant.
This enormous world is shown to you through either a first or third person
camera, both of which are useful. Surprisingly, the Xbox control is excellent.
You'll run around swapping through menus with ease, and the screen is rarely
cluttered with nonsense. It's clean and functional.
The
same can be said for the graphics. Morrowind is reminiscent of GTA
3 in that its graphics don't really amaze so much as impress. Areas flow
into one another with only occasional load screens (unless you take a 'stilt
strider', a giant bug used for travel between towns). The water effects are
nice and the textures are decent, though the characters move a bit jerkily and
the animations are very simple. You also might find some framerate drops during
particularly cluttered bits. But again, it's all about size, and the fact that
the game holds up trying to process so much information attests to smart programming.
The entire game is real-time, so combat essentially boils down to flat out
action. This is one of the game's poor spots. Most melee combat is easier in
first-person thanks to a targeting reticule, which means you're moving towards
and away from your opponent just swinging like mad. The analog trigger allows
for three different kinds of swings, but there are no advanced moves or combos
at all. This is sort of a letdown, as combat can wind up a bit mundane and a
little too much like a first-person Diablo.
The combat also brings up the game's most irritating omission - a lack of
any sort of hit point meter for enemies. Sure, my Fiend Katana does up
to 20 points of damage, but why is that info useful if I don't even have a little
meter to watch as I smite my foe? You'll know you hit 'em, but you'll have no
idea how much damage you did or how close the baddies are to dying. It gets
frustrating... and the developers knew it, since they fixed it in the
PC version thanks to a patch.
Though we here at GR go off all the time about the lack of voice-acting in
RPGs, it's sort of hard holding that against Morrowind because of the
amount of information it contains. Every single character in the game - thousands,
easy - has a voiced greeting. A few of the key players have more elaborate speech,
but the bulk of the time you'll be reading text. It can admittedly get tiresome,
but again, there's just hours and hours of stuff to soak up. You can read every
book you might find in the game (there are a LOT of books), some of which have
close to 50 pages detailing past events in the universe that have no bearing
on gameplay at all.
The rest of the sound is fine, with epic, sweeping music and decent effects.
I can go on for days about this game. I could talk about the impressive numbers
of unique items, the thrill of murdering an innocent and getting away with it,
the fact that you can even make your own spells. But why spoil it? Morrowind
is all about your personal experience with it, and although there are some small
problems, it's the biggest, deepest, most detailed RPG yet created for the consoles,
and for that reason alone is worth your time and money.
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