Monday, August 3, 2009

THE ELDER SCROLLS III: MORROWIND


GAME DETAILS :-

Developer : Bethesda Game Studios

Publisher : Bethesda SoftWorks / ZeniMax And Ubisoft

Engine : Gamebryo

Genre : First Person Role-Playing

Release Date : May 1 , 2002

SYSTEM REQUIREMENTS :-

Operating System : Windows 98 / Windows 2000

CPU : AMD Athlon Classic K75 / Intel Pentium III Processor

Memory (RAM) : 128 MB

Graphics Hardware : DirectX 8.1 Compatible Video Card with Memory 32 MB

[NVIDIA : GeForce 3 Ti Series
ATI : Radeon 8500 Series]


Hard Disk Space : 1 GB

GAME FEATURES :-

The central quests of Morrowind concern the evil Dagoth Ur, housed within the volcanic Red Mountain. Ur has used the Heart of Lorkhan, a large, heart-like artifact of great power, to make himself immortal, and now seeks to drive the Imperial occupiers from Morrowind using his network of spies, as well as an enormous golem, powered by the Heart of Lorkhan, a dwarven artifact the lord had originally been tasked to guard. In his stratagem for power, he blights the land of Vvardenfell and corrupts the minds of the weak by sending them dreams. The player begins fresh off a boat from the mainland in a town called Seyda Neen, freed from imprisonment by the string pulling of a distant and obscure emperor. At this point the player is under no obligation to follow through with the main quest, and may instead choose to take part in regional politics, to explore or adventure, or to pursue minor side quests. As with previous entries in the series, a particular emphasis in the design and execution of the game lays upon the freedom of the player. The plot soon reveals that the player is possibly the "Nerevarine", the re-incarnation of Nerevar, an ancient Dunmer hero. As the player moves through the main storyline, he/she begins to take on characteristics of the Nerevarine, all the while learning more of the tumultuous past of Vivec, Nerevar, and Dagoth Ur. The third test is to find the Moon-and-Star, the ring worn by Nerevar, which would instantly kill any other. The player finds the ring. After receiving the support and being declared "Hortator" of the Great Houses and "Nerevarine" of the nomadic Ashlander tribes, the player comes to be officially called "Nerevarine" by the "Tribunal Temple", who normally persecute anyone who claims to be the "Nerevarine" and sentence them to death. Thereafter, the player plots an assault on Dagoth Ur with the help of Vivec, one of the three living gods that was able to partially resist corruption when they used the Heart of Lorkhan, who presents the player with the artifact gauntlet Wraithguard. He then tasks the player to recover the artifacts Sunder and Keening, the implements necessary to destroy the Heart of Lorkhan. Now facing Lord Dagoth, the player breaks the Heart of Lorkhan with Kagrenac's tools (Sunder and Keening), destroying the source of Dagoth's power and killing Dagoth Ur in the process. Red Mountain is cleared of blight, House Dagoth falls, and the player is congratulated for his/her efforts by the Daedric Lord Azura.

In Morrowind, if you play as a thief, then you gain levels by thieving. If you play as a magic user, you gain levels by using magic, and so on. This is a clever system that makes perfect sense. Even early on, and sometimes surprisingly so, you can get your hands on some powerful weapons, armor, and artifacts that will last you for many hours' worth of gameplay. Throughout the game, your character will be only as good as his or her items, or his or her magic, which must be bought, rather than discovered or learned from experience. Actually, the game not only allows you to buy spells, but it also allows you to make them. In addition, you can create your own enchanted items and make your own potions from reagents you can actually go scavenging for out in the wilderness. Then you just use gadgets called probes over and over until you successfully disarm the device. A low skill in "security" means your chances of success are slim, but there's a zero-percent chance of triggering the trap by accident. Locks are dealt with in exactly the same fashion, only using picks instead of probes. Unlike locks, traps are supposed to be dangerous and difficult to detect. As another example, most of Morrowind's shopkeepers have little money on hand. The environments themselves are what steal the show. Extremely impressive effects, ranging from torrential rains and raging sandstorms to bodies of water that look so real they'll make you thirsty, all help make the world seem alive. Soft ambient lighting and atmospheric hazing is also put to excellent use. You'll always look forward to seeing the next of Morrowind's numerous, imaginative, beautiful areas. Morrowind offers some of best value for the money of any single-player game currently available, and it ranks up there in terms of size, scope, and quality with some of the best games the role-playing genre has ever had to offer. Morrowind does have numerous drawbacks, as well as some bugs. But they're all generally minor enough that most anyone should be able to look past them, especially if they're aware of them going into the game. It's a beautiful, sprawling, and open-ended game that lets you play pretty much however you like as long as you're willing to fill in a few blanks using your imagination.

GAME REVIEW :-

8.5/10

The Elder Scrolls III: Morrowind Trailer :-

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