The Sunday Guardian

ELDER SCROLLS ONLINE: MORROWIND CLARISSE LOUGHREY A classic game is given the Hollywood treatment

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ZeniMax Online Studios Bethesda Softworks, ZeniMax Online Studios PS4, Xbox One, PC Rs 3,999 With the first additional ‘Chapter’ to the MMO, Bethesda seems to have taken a sly tip from Hollywood. This is essentiall­y The Force Awakens of the gaming world: a nostalgic draw that’s broad enough in its appeal to satiate newcomers.

We zoom back 700 years before the events of 2002’s here, and those subtle difference­s and shifts in time are obvious in-game. Settlement­s are (convenient­ly) smaller; a few of the cities you may remember don’t even exist yet, but are hinted at.You may find a page detailing Vivec’s desire to build Ebonheart anew on the island, a quest spills the first inkling of what an Ashlander settlement named Ald’ruhn would later become, and even the capital Vivec City is still largely a constructi­on site.

That said, ESO: Morrowind still feels familiar, and that’s where its greatest flaw arises. For hard-core players of the 2002 game, for anyone who wrung that map out for every possible quest, every nook and cranny, they may return to this world with a lessened sense of awe. There’s little to surprise here, and since MMOs demand certain constricti­ons, it can feel limiting when each landmark only really offers a single quest to players. However, best judgement would state those feelings are rather unfair, even if they’re entirely natural and uncontroll­able. This isn’t the same game. And, if you’re approachin­g as, essentiall­y, a condensed remaster of a clas- sic game through the lens of an MMO, it’s overwhelmi­ngly effective.

The scale may not match Skyrim’s epic vistas, but there’s been an incredible amount of detail added to this world, which is wonderful for veteran players to witness. The intricate ceiling paintings within Vivec City, for example, or the way there’s a luminous red, organic carpet that seems to line the floors of the Kwama Egg mines.

Any illusion this is a straight remaster, of course, dissipates the second you find yourself in a crowd of other players. It’s particular­ly strange when NPCs are always asking how on earth you managed to find their hideouts, or with what bravery you must have ventured into these abandoned dungeons, when these locations are often as busy and filled with brawling as a bar at happy hour. Maybe that’s just the price you pay for Bethesda sticking to their guns and ensuring feels as authentica­lly like the rest of the franchise as possible, with previous games’ superior sense of writing certainly not lost in the transition.

There are the same memorable characters (from Sun-in-Shadow, the slave you help free from Telvanni bigotry, or the Ashlander Seryn and her noble quest to stop her powermad brother), and that trademark sense of humour remains intact, with one quest even boldly dropping a Ghostbuste­rs reference without even a flinch. Furthermor­e, Morrowind feels surprising­ly like its own entity. Of course, you need as a base game first, but you could very well play Morrowind in its entirety without ever feeling the draw to step on the mainland. A feeling only amplified by the fact it comes with a unique introducti­on for new characters, thrusting you straight back into Seyda Neen after your initial escape from slavers, all with the help of a fan-favourite assassin.

Add to that some of the new features offered here; there’s last year’s One Tamriel level-balancing update, for example, which removes all previous limitation­s when it comes to quests or group gameplay, meaning low-level and high-level players can all happily work together and no part of

will be initially out of bounds for newcomers. THE INDEPENDEN­T

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