Review: The Elder Scrolls Online: Morrowind

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At launch, The Elder Scrolls Online had a great deal promise. I remember being simultaneously floored and reserved at a preview event, and communicating towards the team of developers exactly why that has been. Up to now, they’ve fixed a number of my complaints. Let’s get caught up a bit.

Since launch ESO has revamped its leveling system, added instanced player housing, gone free-to-play, hosted four major DLCs, and released a number of quality-of-life updates. That’s a lot in roughly three years, specially when many other publishers could have let it rot or given up on it.

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

Perhaps the best benefit of this experiment is you can develop a new character (or perhaps your first) and dive into Morrowind immediately, barring an optional tutorial. There’s no level cap requirement or gate limitation, you simply start a docked ship and walk right into port within a few minutes. Due to the number of hoops one commonly has to jump through in a MMO to get to a fresh expansion (sorry, “Chapter,” as ZeniMax is calling it) it is a blessing, as well as an extension of the efforts inside the “One Tamriel” update.

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For that purpose of this review I mostly tested out Morrowind beneath the guise of your new player to ascertain if the onboarding experience was as advertised (it was). Naturally I decided a Dark Elf Warden, because the mixture of the native race as well as the new class will allow me to completely entrench myself in this brave new world of mushrooms and machinery. I had been immediately thrust into Vvardenfell, the most common area of the Morrowind province, 700 years before the era of The Elder Scrolls III.

Familiar faces are nearly immediately shoved prior to you, most notably Vivec, the illustrious warrior poet god king. Not all of them land. As i appreciate ZeniMax’s efforts to throw fans a bone, many of the writing and exposition winds up flat. MMOs have risen to the challenge of providing scripts that measure up towards the industry as a whole often times before, but most of the work how the team puts out for ESO lacks a level of engagement that even the core series is occasionally noted for.

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

The sport has also evolved quite a bit because the buggy days 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 look first-person within an MMO. The postgame Champion System and ability to right away phase anywhere for leveling make adventuring that rather more enticing, and every one of that funnels into more opportunities to screw around inside the new island.

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