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ESO: Morrowind

In The Elder Scrolls Online: Morrowind, ZeniMax plays its Vvards right.

- By Matt Sakuraoka-Gilman

MMOs can’t thrive in mediocrity. In order for a game in this genre to please a consistent or growing player-base of the size necessary to keep an MMO world ticking over, there needs to be something about it that’s both different and brilliant. Upon its launch three years ago, The Elder Scrolls Online did not have this essential ingredient. It felt too much like an MMO by the numbers, and its splash of Tamriel flavoring was not quite enough to set it apart.

Since then, it’s been added to, revamped, and revitalize­d with One Tamriel, which opened up the world via a level-scaling system, and Zenimax Online’s forays into more flavorsome RPG storytelli­ng with its Orsinium DLC (among others). Morrowind, ESO’s first additional ‘Chapter’ (the developer is reluctant to use the word ‘expansion’), is a fresh mark in the sand for the game, a point from which fans will be able to say it found its place in the wider pantheon of MMOs. And that place is as a teller of great stories.

I’m late into a long session of playing when the effectiven­ess of ESO’s new storytelli­ng hits me. I have spent the better part of two hours in Sadrith Mora, entangled in the plight of Sun-in-Shadow, an Argonian slave with untapped magical abilities and an enthusiasm for the local mage community’s propensity for political intrigue. As I jog about the town, chatting to other wizards and counselors on her behalf, smoothing her possible path to a higher rank, exposition is expertly planted, adding extra spice to proceeding­s. There’s Eoki, a love-spurned fellow slave waiting for his one-time partner to free him. There’s a deep-seeded racism in the council chamber, with one character in particular seeming to hold a meaty grudge against Sun-in-Shadow’s lizard-folk.

And then there’s Sunny herself. Each time I return to her to hand in a quest I find myself combing her dialogue to find hints of her true motives, buffeted as I am in this overgrown collection of fungal towers between viciously ambitious mages all out to get their own way. Every time I’m handed a quest which requires a brisk stomp across the open map, I find myself setting out again, despite the late hour, not because I want to get the promised loot at the end of the trail, and not to tick off an objective in my journal. Instead, I keep going into the early hours, because I just really need to see how this all plays out.

MUSHROOM KINGDOM

Part of the reason the stories in Morrowind are so moreish is that they are not what you expect from a high fantasy setting. There are stories involving magicians with cat allergies, or Nords having their pants stolen while running away from goblins, or literal cowl-wearing vigilantes in need of aid as they bid for local justice (that last one comes complete with ESO’s own Commission­er Gordon). These tales are great, threaded, winding, and frequently unpredicta­ble. They’re often funny, too. One tale sees me chase after a bumbling archeologi­st Dark Elf at the behest of his fawning downtrodde­n assistant, Elfbetta. You really do get a sense that the writers are having an outrageous amount of fun, despite being under pressure to offer fans a location that delivers on 15-year-old memories of their first excursion to Vvardenfel­l in The Elder Scrolls III. It’s easy to find yourself gasping, laughing, and generally going along for the ride with them.

The setting plays a huge part in that. Stepping off the boat in Seyda Neen in high-texture-quality contempora­ry-o-vision is a powerful thing for those that were there 15 years ago. And the map is full of moments like this, from the half-built cantons of Vivec City ( ESO’s Vvardenfel­l is set 700 years prior to Morrowind), to the ever-present lurking of the Red Mountain. There are constant nods sprinkled throughout the game for veterans to enjoy and, importantl­y, these don’t feel like obligated fan service. The

The team rebuilding this world clearly harbors a love for the original

team rebuilding this world clearly harbors a love for the original.

And it’s easy to see why. For those that weren’t there all those moons ago, Vvardenfel­l is an exceptiona­l backdrop for a fantasy game. It’s an alien landscape, where looming mushrooms tower overhead and biomes shift from dense foliage to ash-choked badlands. This is mirrored in the soundscape as well. There are refrains that will trigger your memory, such as the rousing main theme, but there are also incidental sounds which layer atop your otherwise-sedate exploratio­n. The low groan of a Silt Strider. The chirping of a chitinous bug. This is not a typical fantasy land and, despite the inherent nostalgia, it feels as fresh now as it did back then.

What doesn’t feel that fresh at all is the game’s combat. This is an area that has had only minor improvemen­ts over the last three years. It’s still clunky, preoccupie­d with left and right mouse clicks in time with over-egged animations and stun markers. The new player class, the Warden, is perhaps a telling indicator of how uninspirin­g the existing classes are to pick from, and why they are so hard to even remember beyond the character creation screen.

BEAR PATROL

The Warden is capable in DPS, healing and tank roles, and boasts an ultimate ability which sees a bear guardian follow you around to aid in combat. It can do everything well, basically, and picking anything other than Warden when starting the game afresh now feels like the wrong thing to do. That’s great if you’re starting out, but for those already wondering why they bothered picking Nightblade three years ago, the itch to start over and get yourself a friggin’ bear will likely be high.

I can’t help but wonder why more games in this genre don’t look towards FFXIV’s class system, which simply lets your one main character be whatever you want it to be, whenever you want it to be. In ESO I ache for the freedom of character developmen­t proffered up by the game’s mainline inspiratio­ns.

One thing that is great about the Warden—again, to the detriment of the other classes—is that it is a very readable class. With all characters capable of wearing any armor sets, it can be hard in a pinch to clock what role any given player character is supposed to fill. Is that fully-plated cat-person over there a tank or a healer? With the Warden, well, she’s got a bloody bear next to her for a start. Each ability performed is also given a telltale series of persistent animations. A load of mushrooms sprouting at that Warden’s feet? Then she’s a healer. Covered in ice? Then she’s a tank. It’s a shame that the old classes remain unmemorabl­e or unreadable.

Given the quality of the storytelli­ng in the main event and the fact it can be tackled solo, it does beg the question: Why make this an MMO at all? In Morrowind, there are not too many excuses to partner up. In terms of PVE, there’s a new Trial ( ESO’s version of a raid) and that’s about it. The Halls of Fabricatio­n Trial suffers from the same problem that the existing Trials do: There’s little incentive to get that involved.

In ESO, the thing that keeps you pushing on is that you want to find out what happens next, not what loot will drop at the end. As such you may want to pal up and complete a Trial, but will it become your go-to endgame runner? I doubt it. It’s weird to suggest this, but unless you’re into PVP, and the game’s robust new Battlegrou­nds maps, then this iteration of Morrowind feels like an MMO only because of circumstan­ce, not design.

Those Battlegrou­nds are really well put together for those that are inclined, however. The stages themselves are full of vertical spaces and open killing grounds, tight corners to get the drop on foes and other such neat touches. The new format of three teams of four is also a neat addition, as it requires coordinati­on to succeed, but leaves enough breathing room for unsteady alliances. Ultimately, joining in with PVP involves the same sticky combat system, and it’s not enough to sustain you into the hundreds of hours.

On the hunt for a new game to power through to the endgame of with a bunch of guildmates? ESO: Morrowind isn’t going to scratch that itch. But this new Chapter is one of the most encompassi­ng and charming repositori­es for great stories I’ve played in a long time. Morrowind is an essential excursion for those of a certain gaming vintage, loaded as it is with reverence for that 15-year-old adventure. It’s also an ideal way to discover this place. Just don’t feel like you need to invite all of your friends along for the trip.

It’s an alien landscape, where looming mushrooms tower overhead

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