Review: The Elder Scrolls Online: Morrowind

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At launch, The Elder Scrolls Online had so much promise. I remember being simultaneously floored and reserved at a preview event, and communicating towards the team precisely why that has been. Thus far, they’ve fixed a few of my complaints. Let’s catch up somewhat.

Since launch ESO has revamped its leveling system, added instanced player housing, gone free-to-play, hosted four major DLCs, and presented a number of quality-of-life updates. Which is a lot in roughly 36 months, specially when a number of other publishers could have allow it to rot or given up on it.

Yet, despite those trimmings they weren’t enough to get me back earnest — until Bethesda dangled the commitment 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)

Possibly the best benefit with this experiment is that you could produce a new character (or perhaps your first) and dive into Morrowind immediately, barring an optional tutorial. There isn’t any level cap requirement or gate limitation, you merely begin a docked ship and walk straight into port within a few minutes. Because of the number of hoops one normally has to jump through in a MMO to access a brand new expansion (sorry, “Chapter,” as ZeniMax is asking it) this can be a blessing, and an extension of these efforts inside the “One Tamriel” update.

For your purposes of this review I mostly tested out Morrowind underneath the guise of your new player to ascertain if the onboarding experience was as advertised (it absolutely was). Naturally I selected a Dark Elf Warden, because the combination of the native race as well as the new class will allow me to fully entrench myself on this brave marketplace of mushrooms and machinery. I had been immediately thrust into Vvardenfell, the most famous part of the Morrowind province, 700 years prior to the events of The Elder Scrolls III.

Familiar faces are almost immediately shoved prior to you, most notably Vivec, the illustrious warrior poet god king. Not every one of them land. As i appreciate ZeniMax’s efforts to throw fans a bone, a lot of the writing and exposition eventually ends up flat. MMOs have risen for the challenge of providing scripts that compare well towards the industry as a whole often times before, but a majority of with the work that the team puts out for ESO lacks a degree of engagement that even the core series is occasionally recognized for.

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

The overall game has additionally evolved quite a bit since the buggy events of launch yore. Just about any day-to-day action is smooth (more smooth than your average Elder Scrolls actually), and that i still love the choice to go first-person in a MMO. The postgame Champion System and ability to instantly phase anywhere for leveling make adventuring that much more enticing, and all of that funnels into more possibilities to screw around in the new island.

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