Review: The Elder Scrolls Online: Morrowind

At launch, The Elder Scrolls Online had a lot promise. Going being simultaneously floored and reserved with a preview event, and communicating for the team of developers exactly why which was. Thus far, they’ve fixed a number of my complaints. Let’s catch 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 numerous quality-of-life updates. This is a lot in roughly 36 months, especially when a great many other publishers might have let it rot or given up on it.

Yet, despite all of those trimmings they weren’t enough to acquire me in earnest — until Bethesda dangled the promise of returning to Morrowind facing 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 part of this experiment is that you can produce 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 on a docked ship and walk directly into port in seconds. Given the variety of hoops one commonly has to leap through within an MMO to access a brand new expansion (sorry, “Chapter,” as ZeniMax is looking it) it is a blessing, and an extension of these efforts within the “One Tamriel” update.

For the purpose of this review I mostly tested out Morrowind under the guise of the new player to find out if the onboarding experience was as advertised (it absolutely was). Naturally I decided a Dark Elf Warden, since the mix of the native race as well as the new class will allow me to fully entrench myself in this brave marketplace of mushrooms and machinery. I had been immediately thrust into Vvardenfell, the favourite part of the Morrowind province, 700 years before the events of The Elder Scrolls III.

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

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

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

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