Instead of slapping together a shoddy comic book review, I've been indulging myself in the third Elder Scrolls game: Morrowind. So far, a level 11 Nord Crusader who'd only recently slaughtered a Dremora Lord (which wasn't at all a walk in a park as I expected; yes, it was my first encounter), unleashed upon myself by my annoying disposition to take things which do not belong to me. What can I say, I'm a glutton for punishment, still stranded within the confines of Ramimilk Shrine, with a variety of Daedric entities (I caught a glimpse of a Frost Atronach lurking around behind one of the stone pillars) swarming outside.
Anywho, I've never loved a game so much. Then again, I've never played anything outside Pokemon and games that run in gameboy emulators before, so you can probably imagine the euphoria I would feel, to leave reality behind as I delve into the fantastical, into a place seemingly without bounds. The mind-blowing amount of detail put into it was unlike anything I'd ever experienced, from the landscape to the weather's caprice. Killing unsightly creatures, raiding tombs and lost shrines, it was enough to keep me hooked on to it for hours. The music alone sufficed to turn me on all the more as I wandered about, and now I find myself humming to the tune every time I leave the house, commencing a new adventure beyond the comfort of my abode to uncharted territories (a nearby convenience store).
I should also make a mention of the game's interactive gameplay. A vastly customizable character, a vast range of races to choose from, each with their strengths and infirmities. For instance, Nords are highly frost- and shock resistant, though lacking in the way of the mystic arts. Loads of quests available as you progress, loads more as you join a guild or a house, bringing you to new places scattered across the island of Morrowind. I joined a temple in Balmora, which may seem out of line from my being an atheist, the concept of which is possibly a nonexistent one in the Elder Scrolls realm, considering gods do exist, and from much Googling, you'll be fighting one at the end of the game, and the fact that bartering with any god of your choosing in exchange of a blessing seems a better deal than maintaining my personal values. Quests are also one among a range of ways to make money or receive better equipment. Still, it would eventually seem that a portion of them run along a single-minded trend; be sent somewhere else to either kill/ maim someone/ something or retrieve something. Nothing to complicated so far; save the dizzying routes I had to take sometimes, though it probably won't pose any problem to the navigationally superior g I'm nowhere near completing the game yet (too much to explore; I'm quite easily distracted, do note), so I'm not at liberty to judge at the moment. The game's combat system is staggeringly elementary; simply click the left button of your mouse till your foe submits to your blows if you're wielding a sword or anything else with a grip. Blocking is automated, unfortunately.
Overall, Morrowind, in my opinion, borders on the fantastic, despite its various faults. My happy place as well, so to speak. I don't particularly relish being jumped upon from behind by a walking corpse. Now, to find a way out from the shrine...
Anywho, I've never loved a game so much. Then again, I've never played anything outside Pokemon and games that run in gameboy emulators before, so you can probably imagine the euphoria I would feel, to leave reality behind as I delve into the fantastical, into a place seemingly without bounds. The mind-blowing amount of detail put into it was unlike anything I'd ever experienced, from the landscape to the weather's caprice. Killing unsightly creatures, raiding tombs and lost shrines, it was enough to keep me hooked on to it for hours. The music alone sufficed to turn me on all the more as I wandered about, and now I find myself humming to the tune every time I leave the house, commencing a new adventure beyond the comfort of my abode to uncharted territories (a nearby convenience store).
I should also make a mention of the game's interactive gameplay. A vastly customizable character, a vast range of races to choose from, each with their strengths and infirmities. For instance, Nords are highly frost- and shock resistant, though lacking in the way of the mystic arts. Loads of quests available as you progress, loads more as you join a guild or a house, bringing you to new places scattered across the island of Morrowind. I joined a temple in Balmora, which may seem out of line from my being an atheist, the concept of which is possibly a nonexistent one in the Elder Scrolls realm, considering gods do exist, and from much Googling, you'll be fighting one at the end of the game, and the fact that bartering with any god of your choosing in exchange of a blessing seems a better deal than maintaining my personal values. Quests are also one among a range of ways to make money or receive better equipment. Still, it would eventually seem that a portion of them run along a single-minded trend; be sent somewhere else to either kill/ maim someone/ something or retrieve something. Nothing to complicated so far; save the dizzying routes I had to take sometimes, though it probably won't pose any problem to the navigationally superior g I'm nowhere near completing the game yet (too much to explore; I'm quite easily distracted, do note), so I'm not at liberty to judge at the moment. The game's combat system is staggeringly elementary; simply click the left button of your mouse till your foe submits to your blows if you're wielding a sword or anything else with a grip. Blocking is automated, unfortunately.
Overall, Morrowind, in my opinion, borders on the fantastic, despite its various faults. My happy place as well, so to speak. I don't particularly relish being jumped upon from behind by a walking corpse. Now, to find a way out from the shrine...