The Elder Scrolls III: Morrowind Review
2002Bethesda Game StudiosGame
An alien island hands you a map, a rumor and no marker, then trusts you to find the rest of it yourself.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Great | |
| Gameplay | Good | |
| Overall | Great |
Morrowind is the game the series has been apologizing to ever since. Vvardenfell is not a fantasy village with a dragon problem. It is volcanic ash, giant fungus, crab shell architecture and three great houses whose feuds you have to understand before you can usefully pick a side. Directions arrive as written instructions from people who assume you can read a map, and the reward is that arriving anywhere feels like your work rather than a marker's. The main quest makes your outsider status the argument, a prophecy the Dunmer are openly skeptical about, which beats being told you are chosen.
Reviewers in 2002 split on one thing and time has not softened it: combat resolves on hidden dice, so a sword can pass through a mudcrab and register as a miss, and that reads as broken in first person. Everything else, the scale, the ash storms, the political writing and the flat refusal to hold a hand, is why people still install it three console generations later.
The Elder Scrolls III: Morrowind at a glance
- Platforms
- PC, Xbox
- Developer
- Bethesda Game Studios
- Hours played
- 70
- Year
- 2002
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