Elder Scrolls III
Morrowind Game Of The Year
||(Win98/Me/2000/XP) (DVD Case) (MORROWGYPR)
Included in this package:
The Elder Scrolls III: Morrowind, The Elder Scrolls
III: Tribunal and The Elder Scrolls III: Bloodmoon
from Four Fat Chicks
Sequel to Arena and
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.
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
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.
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
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
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
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 Elder Scrolls III: Bloodmoon
expansion for the popular first-person roleplaying game The Elder Scrolls III:
Morrowind for PC takes you to the frozen Island of Solstheim where the Empire
is establishing a new mining colony -- a venture being threatened by the
prophecy of the Bloodmoon and rumors of werewolves. Your journey north from
Vvardenfell by ship will bring you to a whole new world, where the ashlands and
rainy coasts of Morrowind give way to forests and hills covered with snow and
ice. In the huge wilderness of Solstheim you'll experience snow, blizzards, and
new creatures, including frost trolls, ice minions, and wolves, just to name a
The fate of Morrowind is in your hands... again.
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
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
"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
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
"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."
© 1993-2000 CDAccess.com, Inc.