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The Elder Scrolls
III Morrowind Gold |
| $34.95 |
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(Win98/Me/2000/XP) (DVD Case) (MORROWGPR) |
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Included in this package: The
Elder Scrolls III: Morrowind and The Elder Scrolls III:
Tribunal
Developer: Bethesda Publisher:
UbiSoft
Ratings:
97 from ToTheGame
from Four Fat Chicks
Sequel to Arena and Daggerfall
Snatched from prison by the Emperor's decree, you arrive at the port of
Seyda Neen with nothing but the name of a contact in Balmora... completely
ignorant of the Prophecies of the Incarnate, your mission, and the role you are
to play in the Morrowind's history. Will you play an heroic warrior or a
stealthy thief? Will you join a mages guild or the assassin guild? Will you
explore in the huge open-ended world or will you complete all the quests and
find the Truth? You're the only one to answer those questions. You write the
Story.
GEOGRAPHY:
Morrowind is the northeastmost province of the Tamrielic Empire, bounded on
the north and east by the ocean, on the west by Skyrim, on the southwest by
Cyrodiil (also known as the Imperial Province), and on the south by Black Marsh
(also known as Argonia). Vvardenfell District consists of the island of
Vvardenfell, surrounded by the Inland Sea, and dominated by the titanic volcano
Red Mountain and its associated ash wastelands. Only recently open to
settlement and trade, most of the island's population is confined to the
relatively hospitable west and southwest coast, centered around the ancient
city of Vivec and the old Great House district centers at Balmora, Ald'ruhn,
and Sadrith Mora. The rest of the island is covered by hostile desert wastes,
arid grasslands, and volcanic badlands, and thinly populated by the nomadic
Ashlander tribes.
CULTURES:
Three major cultural groupings have settled Vvardenfell: the Ashlander
nomads, the Imperial Provincial culture, and the Dunmer Great House culture.
The smallest settlements are the Ashlander nomadic camps, comprised of small
portable huts. Recent Imperial colonies like Pelagiad display the same sturdy
half-timbered homes and stone castles as might be found in Daggerfall or any
other Western province.
POLITICS AND RELIGION:
Vvardenfell District's Grand Council, presided
over by the sovereign Lord Vedam Dren, Duke of Ebonheart and Vvardenfell, is
dominated by five interest groups: the three Great Houses, the Temple, and the
Imperial colonists. The Temple and House Redoran are champions of ancient
Dunmer customs and privileges, and uncompromising and intolerant worshippers of
the native religion call the Tribunal Temple, which venerates three immortal
god-kings -- Lord Vivec, Lord Sotha Sil, and Lady Almalexia. The Imperial
colonists and House Hlaalu find common cause in their shared tastes for
progress, tolerant polytheism, free trade, and vigorous exploitation of
Vvardenfell's untapped resources. The policies of House Telvanni's
sorcerer-lords are completely unpredictable, whimsically allying with or
opposing one faction or another for their own obscure reasons.
Key Features
Open-ended world allows you to follow the main plot from beginning
to end, wander off in search of adventure in any way you see fit, or any
combination of both.
The Elder Scrolls Construction Set ships with the game and allows
you to create and import plug-ins that extend gameplay almost indefinitely with
new items, characters, dungeons, and areas to explore.
 Stunning visuals with full day/night
lighting effects, realistic weather effects, fantastic spell effects, and
incredibly detailed creatures, characters, and landscape.
Customizable interface allows information windows to be hidden,
resized, and manipulated with simple drag-and-drop functionality.
World is centered around you. All the other characters change their
perception of you based on your actions, allowing you to experience the world
as an evil character or noble do-gooder with realistic repercussions and
results.
Balanced gameplay ensures that thief, magic user, and fighter
classes enjoy equal benefits and status in the world and that no one class
enjoys an unfair advantage over any other.
Hundreds of locations to explore in the wilderness, including
caves, ruins, dungeons, and more.
Unique spell system allows you to combine any spell effects you've
learned and fine tune their power, range, effect, and more, to allow for an
infinite number of spells.
The Elder Scrolls 3 Tribunal Expansion Pack
The first official expansion pack for the critically acclaimed RPG, The
Elder Scrolls III Morrowind. In Tribunal, a ruthless new king has taken the
throne of Morrowind, while an aging god drifts deeper into madness. Into this
chaos you are thrust, with deadly assassins close behind you and Morrowind's
uncertain future ahead. Your journey will lead you to Mournhold, capital city
of Morrowind, to the Clockwork City of Sotha Sil, and through massive,
epic-sized dungeons.
Strange and deadly creatures await you in Tribunal, including goblins, lich
lords, and the mysterious Fabricants. Powerful new armor and weapons will aid
you in your survival, and your adventures will be documented in the improved
journal system and an annotatable map.
The fate of Morrowind is in your hands... again.
Requirements:
Windows 98/Me/2000/XP: Windows ME/98 128 MB RAM * Windows XP/2000 256
MB RAM * 500 MHz Intel Pentium III, Celeron, or AMD Athlon processor * 8x
CD/DVD-ROM Drive * 1 GB free hard disk space * Windows swapfile * DirectX 8.1
(included) * 32MB Direct3D compatible video card with 32-bit color support and
DirectX 8.1 compatible driver * DirectX 8.1 compatible sound card * Keyboard,
Mouse
RECOMMENDED: 800 MHz or faster Intel Pentium III or AMD Athlon
processor * 256 MB RAM * NVIDIA GeForce2 GTS, or ATI Radeon 7500 or faster
video card
Ratings:
ToTheGame by Terje S. Bø
"One major point about this game is that it's big. It's huge. I've seen
questions like "how long does it take to walk from one end of the gameworld to
the other?". That's a very hard question to answer, as it depends on your
character - the character's speed, athletics skill, and how much stuff the
character is carrying. Also, it depends on whether you walk east-west or
north-south. And what mountains are in the way. The short answer is that there
is no short answer, and that you'd grow way frustrated on the way, because
you'd be sure to pass by dozens of cave entrances, small camps, and other
interesting places. Not to mention meeting a horde of cliffracers, some cute
scribs, and some not-so-cute rats. The world is filled with creatures, and
here's my first complaint. There are too many cliffracers. After you've
progressed a little in combat abilities, they become nothing more than an
annoyance. An annoyance that is not easily ignored, since they fly faster than
you run, and they sometimes carry diseases. So, even if you could handle the
damage they deal, you would want to kill them ASAP, because diseases are
B.A.D."
"Graphically, the game is a treat! Locations are
varied, as are creatures. There are almost no "cookie cutter fantasy CRPG
creatures" (the rat being the only exception) and all the creatures behave
believably. The dumb creatures are truly dumb, while the smarter creatures tend
to use sound tactics. NPCs vary too, but over a narrower scale. Still they use
some surprising tactics at times. For instance, an NPC I was fighting (the NPC
used a warhammer) suddenly decided to holster his warhammer and administer a
few hand-to-hand punches. Hand-to-hand lowers an opponents fatigue, so these
are sound tactics that can make an enemy fall prone and lay helpless. The NPCs,
by the way, look great - individual pieces of armour can be worn, and are
visible on the character model. If you kill that character, you can pick up the
armour. The same goes for clothing and weapons."
"With all its good points and its few bad points, the thing that impresses
me most about Morrowind is its scope. It's huge, and I don't think any player
will see all there is to be seen in the world of Morrowind."
Four Fat
Chicks by Steerpike
"For those considering a purchase of Morrowind, you'd better take a hard
look at what your computer has under the hood before you whip out your credit
card. The system requirements for Morrowind are nothing short of
insaneBethesda Softworks suggests a minimum of 800 MHz and 256 megabytes
of RAM if you're running Windows XP; I recommend more. It will gobble a
gigabyte of hard drive space and consume your Windows swapfile so voraciously
that some newsgroups are suggesting you set your minimum paging size to another
gigabyte. Though the game only requires a graphic card with DirectX 8.1 support
and 32 megabytes of onboard memory, Morrowind is really made to shine with the
newest generation of cards onlyGeForce 3 and 4 (but not GeForce 4 MX),
Radeon 7500 and 8500, and the upcoming offerings from Matrox and
Creativethat is, video cards that support programmable pixel shaders.
"If you have the system to run it, though, Morrowind is worth the horsepower
it requires: it's the most beautiful CRPG I've ever seen, and all those
megahertz it demands go to very good use. A brand-new engine brings the bleak
world of Vvardenfell into jaw-dropping, pixel-shaded glory. I was floored by
the breathtaking vistas that open up before you in the spectacle that is
Morrowind's graphics engine. The water, especially, is miles ahead of the usual
effects we see in today's accelerated games. Even the most
I-don't-care-about-graphics gamers will be drooling when they see raindrops
pattering into fully reflective, bump-mapped, pixel-shaded rivers and lakes. If
you've got the computage to run full-screen antialiasing to go with the pixel
shading, you're in for a visual treat you won't soon forget. Add to this the
fact that nothingnot one thingin the game is a sprite, but rather
every object, from the apples on the tables to the blades of grass in the
ground, is a 3D model, and you'll appreciate it further."
"Bethesda learned harsh lessons from Daggerfall,
though, and they're not the type of studio that repeats mistakes (they make new
ones). Gone is the randomly generated over- and underworld of Daggerfall. Gone
are the catacombs that were so impossibly huge you could literally spend months
of game time lost in them. In Morrowind, the world is colossal, yesbut
it's tight and logical. Dungeons have a clear beginning, middle, and end, even
if some of them are enormous. The automap feature is tremendously improved.
Outdoor travel won't leave you feeling like you're wandering in an empty
wildernessVvardenfell sports a nice set of roads, and some conscientious
Island Planner stuck plenty of signs in the ground so you'll always have an
idea of where you're going..."
"Bethesda claims more than 400 unique quests pepper the game. It felt like
I'd done a lot more than that, and all are interesting and well-conceived. You
will find the occasional "Deliver Object A to Person B" FedEx quests, but for
the most part your assignments are complex and exciting. Even better, there are
usually several ways to succeed. If you're sent to shake down an antiquities
dealer for some valuable Dwarven artifacts, for example, you could follow the
letter of the quest, or rob the store, or loot some Dwarven ruins yourself, or
hire someone else to do it, or any number of other possible alternatives. For
the first time we're beginning to see games with the kind of technology
required to support multiple creative solutions to problems. Bethesda has once
again taken a grand leap forward as it blurs the line between computer and
tabletop roleplaying..."
"It is a beautiful, exciting, rich, and well-written game. It is everything
that a great CRPG hopes to be. I certainly hope that other gamers are enjoying
it as much as I am, because we've suffered through a long RPG dry spell where
titles that hit the shelves brought very little creativity or newness to the
table. Now at last we have something to tide us over. And since every game of
Morrowind will be fundamentally different depending on the path you choose to
take through the story, gamers who finish Morrowind will probably turn around
and start right over again as thieves. Or knights. Or witch hunters. Or
battlemages. Or bards. Or pilgrims. Or sorcerers. Or alchemists. Or barbarians.
Or monks. Or ..."
Quandary
Review by Clint Mullins
"Character creation in Morrowind is a joy. You can select from pre-made
characters or answer a series of questions to determine your character as in
the Ultima series. I chose the third option which is to custom make your own.
Shortly after, Cayra my Mystic Blade was on a ship arriving at the port of
Seyda Neen. At this point you are given a package to deliver which starts the
main quest rolling. However, the delivery of this package can be delayed as
long as you want giving you the chance to explore for yourself."
"The armor and weapons you choose appear
instantly on your character. Pressing the Tab key gives you a third person view
so you can admire yourself. I have actually used armor with a poorer rating
because it looked cool. Combat itself is relatively simple, just a matter of
clicking the cursor on your opponent. You can vary the attack using direction
keys but there is an option in the settings to always use the best attack.
Holding the mouse button down longer makes you hit harder but you leave
yourself open to attacks."
"One of the genuinely exciting things about this game is the ability to
download plug-ins. These are extra areas, items or changes to the
game play made by other players. (You can contribute your own if you like). You
simply download them, put them in the correct folder and then check a box to
include them in the game."
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