Review: The Elder Scrolls Online: Morrowind

At launch, The Elder Scrolls Online had a great deal promise. I recall being simultaneously floored and reserved in a preview event, and communicating to the development team why that has been. To date, they’ve fixed a few of my complaints. Let’s get up to date a little.

Since launch ESO has revamped its leveling system, added instanced player housing, gone free-to-play, hosted four major DLCs, and presented numerous quality-of-life updates. This is a lot in roughly three years, specially when a great many other publishers might have let it rot or abandoned it.

Yet, despite all those trimmings they weren’t enough to acquire me back in earnest — until Bethesda dangled the promise of returning to Morrowind in front of me.

The Elder Scrolls Online: Morrowind (Mac, PC [reviewed], PlayStation 4, Xbox One)
Developer: ZeniMax Online Studios
Publisher: Bethesda Softworks
Released: June 6, 2017
MSRP: $39.99 (upgrade), $49.99 (full package with base game)

Probably the neat thing of this experiment is that you could develop a new character (or maybe your first) and dive into Morrowind immediately, barring an optional tutorial. There isn’t ESO Power Leveling or gate limitation, you simply start on a docked ship and walk right into port in seconds. Due to the variety of hoops one usually has to leap through in an MMO to get at a fresh expansion (sorry, “Chapter,” as ZeniMax is asking it) this can be a blessing, plus an extension of the efforts in the “One Tamriel” update.

For that purposes of this review I mostly tested out Morrowind under the guise of your new player to find out if the onboarding experience was as advertised (it was). Naturally I selected a Dark Elf Warden, because the mix of the native race and also the new class allows me to completely entrench myself within this brave new world of mushrooms and machinery. I had been immediately thrust into Vvardenfell, the favourite section of the Morrowind province, 700 years ahead of the era of The Elder Scrolls III.

Familiar faces are almost immediately shoved prior to you, especially Vivec, the illustrious warrior poet god king. Not every one of them land. Because i appreciate ZeniMax’s efforts to throw fans a bone, most of the writing and exposition ends up flat. MMOs have risen to the challenge of providing scripts that compare well to the industry as a whole many times previously, but many from the work the team creates for ESO lacks a degree of engagement that the core series is occasionally known for.

It’s not only as a result of heightened a feeling of fantasy using the eccentric foliage either. This can be still the same xenophobic arena of Morrowind, that is great when juxtaposed to the rest lore from the Elder Scrolls universe. Reliving the heated political feud of the ruling Great Houses would be a rush as was seeing the gross Silt Striders as well as the congregation of undesirables that litter the streets.

The overall game in addition has made great strides since the buggy times of launch yore. Virtually every day-to-day action is smooth (more smooth than your average Elder Scrolls actually), and I still love the possibility to visit first-person in a MMO. The postgame Champion System and skill to instantly phase anywhere for leveling make adventuring that rather more enticing, and every one of that funnels into more opportunities to screw around within the new island.

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