Freed by the decree of Uriel Septim VII, the Emperor of Tamriel, a lone prisoner is transported to the province of Morrowind. It seems that the strange dreams this prisoner has been having lately may have a connection to equally strange events occurring there. The protagonist is given a simple assignment: join the Blades, a secret organization whose goal is to protect the safety of the Emperor. This leads to a discovery of an ancient prophecy and an evil scheme concocted by a powerful deity whom the protagonist alone is able to stop.
Conceived in the tradition of the Elder Scrolls
is a fantasy role-playing game with a vast world open for exploration. After being released from a prison ship at the shores of the island Vvardenfell, the protagonist may do more or less what he or she wants: follow the main quest and solve the mystery of an ancient prophecy, join any of roughly a dozen guilds and rise in their hierarchy by performing duties, or simply explore the gigantic island with its stylistically diverse cities, hundreds of dungeons and tombs, ancient ruins and mighty fortresses. Morrowind
uses a two-stage skill system. The hero’s primary stats (strength etc.) increase with each level gained, while secondary abilities improve by use – for example, the more often the character jumps, the more proficient he or she becomes in the Acrobatics skill, etc. The action-oriented fights are simple exchanges of strikes or spells, until one combatant dies. The enemy's hit points and condition were not originally shown; however, at the request of customers a health bar was added for enemies as part of the first upgrade patch.
The protagonist's race and gender, but also his or her reputation influence the reactions of NPCs. If a character’s sympathy for the hero is low (rated on a scale from 1 to 100), he might refuse to answer questions; if it is high, the player will get more detailed information and better bargains in shops. Most quests involving other persons can be solved by persuasion, pick-pocketing, or simply by force.
The game's NDL 3D game engine is powerful in drawing wide, detailed outdoor landscapes as well as complex indoor environments. Transitions are not fluent; houses and dungeons must be loaded upon entering.
- "上古捲軸 III：魔捲晨風" -- Chinese spelling (traditional)
- "上古卷轴III：晨风" -- Chinese spelling (simplified)
Part of the Following Groups
The Press Says
||May 20, 2002
||5 out of 5
|Armchair Empire, The
||Jul 06, 2002
||10 out of 10
|Armchair Empire, The
||Jun 02, 2002
||9.4 out of 10
||Jul 22, 2002
||9.2 out of 10
||May 14, 2002
||91 out of 100
||Dec 17, 2002
||9 out of 10
||Oct 16, 2002
||18 out of 20
||Sep 17, 2002
is told to include 3244 NPCs, 316.042 hand placed objects, 480 billion possible characters to create and play, 150 billion spells by using spellmaking in the game, and six full sized novels worth of text.
Some monsters and creatures went through drastic visual changes from Daggerfall
. First, the type of khajiit are the same as those presented in Redguard
, while the Dremora were turned from fair-skinned, horned demons to black and red-skinned demons. Harpies were replaced with (visually at least) Winged Twilights, and other monsters such as the slaughterfish, orcs and others remain much the same, though much better looking in true 3D.
Ever wonder why Morrowind
can run at such a slow FPS sometimes and why the game is notorious for making even expensive, fast systems (as of 2004) seem slow? The answer is simple; polygons. While playing the game you'll encounter vast areas full of people, objects and architecture. All these are made from polygons and require the videocard to process them. Morrowind
has possibly the heaviest counts of polygons in a single video game, most likely surpassing every game before it and still with a vast number more than contemporary games.
There is a single daedric crescent from Battlespire
hidden in Morrowind
, but getting to it requires some work and initiative (it isn't a part of any main or faction quest), or access to a hint guide.
Information also contributed by
- Computer Games Magazine
- March 2003 (Issue #148) - #3 overall in the "10 Best Games of 2002" list
- Computer Gaming World
- April 2003 (Issue #225) – RPG of the Year
- 2002 - PC RPG of the Year
- 2011 – #14 Top PC Game of the 2000s
- RPG Vault
- 2002 - Game of the Year
- 2002 - Role-Playing Game of the Year
This entry was contributed by NeoMoose (1105)