Reviews from

in the past


An accidental masterpiece, unrepeatable.

I really want to like this game, I really do. But playing it gives me a massive headache, and I keep getting lost. Maybe one day I'll finish it.

i found a secret 38th sermon where vivec confesses that he didnt achieve chim by reaching heaven through violence but instead through nofap, positive vibes and consistent hydration

my zoomer tendencies are showing but this is just a little too dense for me

i would like to congratulate myself on modding this game and still managed to break it, just like god intended


My childhood. Most engrossing world in gaming. Never read this many books in-game before.

Six years and a switch in directors, platform and setting led to their slowest but also their most intense and atmospheric work. Morrowind - however, is actually two games in one: The deliberate explorer and the moon-jumping alteration mage. The former is where the trademark 'haunting' component of dungeon-crawlers takes over the world, turning it into an agonizing wasteland in which the mood, weather, wildlife and natives are all hostile in their own way. It's also a classic example of exploration, first by dropping the tutorial dungeons, reducing fast travel to a paid service and - after a few minutes of walking and character creation, begins by wishing the player "good luck!". What comes next is perhaps the most 'involved' form of navigation ever. Via signposts, checking for directions (using a quest menu that takes after a messy journal) and frequent use of the map, players basically perform the gameplay loop of towns in prior TES games outwards. A similar process also affects its structure, as Daggerfall's dungeon verticality translates into complex world geometry (hills, mountains, valleys, even floating areas). The addition of random encounters (not only while resting, and whose rate becomes comical lategame) lends a new layer of tension to traversal, and in-between - their talent for strange-but-memorable moments shows in its roadside quests.

Alteration spells define the other side of their program, a hyper-busted strategy where magic becomes as freely explorable as its world. Movement-related ones such as levitate, jump and slowfall take on higher parameters - with access to more extreme effects via spellmaking, and the result is a progressively wild game of 'fast travel' in which players cross incredible distances with a single leap. Levitation - in particular, revolutionizes dungeon progression the way that Jump does to the overworld, while other spell types, whether new (conjuration) or expanded (illusion & mysticism), also benefit from the bugs/oversights of such a wonderfully broken spellcrafting system. Essentially, users must choose between slow-burn wandering and a superhero sim. What these two playstyles have in common is that the overworld is now the centerpiece.

Not every change is a huge plus (e.g. verbose topic-based dialogue system, combat that relies heavily on stamina) but the rest marks a major step forward in quality, variety and personality.

I'M A GOD HOW CAN YOU KILL A GOD

The pinnacle of the Elder Scrolls series for me by far. I can't guess how many hours disappeared into this game, but man...what a joy. I still haven't finished the main questline, but the world is so deep and immersive that I never felt the need to actually finish it. I'm also one of those weirdos who enjoys the dice roll aspect of combat and stats. Mods have only extended the life of this game, and one can only hope the next Elder Scrolls game looks back to what made this such a phenomenal open world...but seeing how Starfield turned out I don't have high hopes.

Never played through it as a child and only made up for it years later. But I played it regularly as a child anyway, always did a few quests and dungeons, completed a quest line here, became the boss of a faction there, but never really focused on anything. The world is fantastic, world-building is top-notch. The story seems very interesting and cryptic at times, but the main quest series is really quite tedious and repetitive (first convince all the clans and then....convince all the houses of Morrowind). Definitely one of the most immersive gaming experiences of my life - when I start this game, I'm fully immersed and forget about time and the world around me.

What an absolutely incredible game. It has a bit of a learning curve if you're used to modern games, but once you get into it, you really get into it.

elfo negro é mt preconceito né cara

This review contains spoilers

I wrote this review 5 years ago for a different site... it's a bit longer than I'd normally post here, but whatever.

Morrowind launched as I was finishing my Freshman year of high school. Being a huge fan of RPGs, I'd followed Morrowind's development for a full year before it launched. In that time, I played and replayed the Daggerfall demo many times since my parents wouldn't allow me to buy a game with nudity in it (lmao). To say that I was hyped would be an understatement. It's the one and only game I've ever pre-ordered, and I even spent the summer saving for a new computer since I was only able to hit 10-15 FPS with the clunker I had when it released. I spent hundreds of hours exploring and trying out different types of characters in the early 2000s.

I returned to the game in 2007 and 2012 (after playing Oblivion and Skyrim), but just couldn't get properly invested and quit about 10-15 hours in each time. I finally came back for another round this month, and finished a 50ish hour playthrough, including the Main Quest, 5 guilds (Thieves, Mages, Morag Tong, Imperial Cult, House Hlaalu), and the main storylines of both expansions. This was my first time actually completing the main quest and Bloodmoon, though I'd made it a fair ways into both in the past. Here are my thoughts:

Story:

You're (possibly) a reincarnated ancient general recruited by a (sort of) Goddess/Demon to fulfill a prophesy and bring the end of a Tribunal of (formerly) mortal (sort of) Gods who usurped divine power from the heart of the (kind of) god responsible for the creation of Nirn and (big maybe) killed you in a previous life. Also, there's another dude who was with the Tribunal at the time and was totally corrupted into some sort of seductive vampire thing that's weaseling his way into people's dreams and making their faces fall off to make room for face tentacles. It's cool and trippy as heck. That said, it doesn't really provide much room for emotional involvement, which puts it behind a lot of its contemporary JRPGs and some CRPGs like Baldur's Gate 2 in my eyes. Still, though, rad stuff.

The Guild stories are mostly just, even for the time, boring fetch quests, and the vast majority of the miscellaneous quests around the world are a bit too simplistic to really get invested in.

Tribunal has some really neat concepts in the story, but it's one of the few games that I just can't accept the actions I'm forced to take. I don't want to help the dude that's clearly sending assassins after me or the very clearly crazy (former) goddess, dammit. I wanna help the guy who makes mecha dinosaurs.

Bloodmoon has a neat story, even if it's a bit frustrating to actually play. I like Norse mythology and re-enacting legendary deeds, so I was all on board there.

World:

It's an open-world game, so the quality of the world is pretty darn important. Luckily, Morrowind delivers some bombshells in this department. The cities are excellent in concept, ranging from pseudo-middle eastern architecture, to giant mushroom towers, to crabshell megastructures, to a series of big ol' floating cookie cutter buildings. Dungeons were also neat, especially the creepy and alien daedric dungeons, and the almost-steampunk dwemer ruins.

There's a lot of background everywhere you look, which really fleshes out this alien world you become a part of. Despite being fairly uninteresting, the guilds do give you a feeling of actually being a part of a fictional group and having to work your way to the top. Frankly, in 2001 or now, it was only the bizarre world and lore, along with the freedom, that really kept me in the game.

All of that said, the World would have been WAY better aesthetically if it weren't so damn gray and muddy looking in almost every region. The Ancestral Tombs and various caves were all way too similar to one another. More importantly, the NPCs were, by and large, very flat and uninteresting. Only a few NPCs were given any amount of back story, and far less were written with a unique voice to their dialogue. Despite all of the really cool concepts, the actual human aspect just wasn't there, generally speaking. I think the one liners common in JRPGs of the era did more to add character to the towns than most of the NPCs in Morrowind.

The books were amazing and weird and I love Michael Kirkbride.

Music:

Freaking Jeremy Soule put out some major bangers. I still get a bit of chill when I hear the drums and flutes at the beginning of the main theme. The epic scope of the main theme really gets you ready to go on an adventure, and the battle music perfectly builds tension. One of the all time greats, in my humble opinion, and I usually prefer stuff more in the range of Nier/Automata or FFXIII-2. Or I guess Devil May Cry to be compare it to something more contemporary.

Gameplay:

2002: Ugh, I guess I can live with this.

2019: Yikes.

Seriously, it's bad. No, a "dice roll" system does not make it feel like I'm playing a D&D campaign. Not even a little bit. It just feels bad. I literally remember wishing the gameplay was either Baldur's Gate style RTWP or properly action back in the day. The movement and animations are stiff as all hell, even for the time, creating a very clunky game feel. On top of that enemies mostly just walk straight at you and get stuck in the environment at some point or another, even with mods to improve combat AI.

Each and every mechanic is spectacular broken in some way. Why click "Bribe 10 Gold" 100 times when you can just make a "Charm 100 pts for 1 second" spell and bypass the whole ordeal. The unarmored skill didn't actually increase your armor like it showed (easily fixed with mods these days, of course). Hoo boy, alchemy was nuts with those fortify intelligence potions. 100% chameleon enchants so nothing ever sees you again? I shouldn't have to go grab some boots that turn your eyes off just to get around at a reasonable clip. Hyperlinking text Wikipedia-style is great for reading dry information, but not so much as a conversation system in a video game. The level up mechanics were bizarre and encouraged grinding misc skills just for stat points. The incentive to maximize endurance first was also obnoxious. While the text directions for quests were generally good enough, the 10% that weren't REALLY made wish there were quest markers. I can still get plenty immersed with a red dot on a map, but having to bring up a wiki because the game gives you outright incorrect instructions takes me right on out to frustration-ville.

Oh yeah, the spawn rate in Bloodmoon was crazy and felt like a bad mod.

With all of that said, the jump spell is awesome and one of my favorite ways to get around a game map ever. This may seem like a minor thing, but it was legitimately a major source of my enjoyment this playthrough.

Mods:

They're mostly necessary to fix the absolutely broken parts of the game. You can also make things look a lot prettier.

Unfortunately, I've never found any combination of mods that leads to me enjoying the actual gameplay. While some of the issues are able to be fixed with balancing mods, the overall game-feel just isn't good.

This time around, I played with Morrowind Rebirth (which actually fixed a lot of my issues with balance) and some mods to change the leveling system and such. I wanted to tackle at least some of Tamriel Rebuilt since a friend/former roommate of mine was an admin for the mod for over a decade. Unfortunately, I was running on fumes to just get through the main quest, and the expansions were already more content than I really wanted.

I think the mods for Oblivion and Skyrim are a lot more transformative, but each game had a 5-10x bigger playerbase than the previous, and obviously better technical assets to work with (even if the engine didn't change as much as people would have liked).

Final Thoughts:

Despite how big of a mess the game is, I managed to have fun with many playthroughs in the early 2000s, and it was great to get back to the game and FINALLY finish the main quest and expansion quests. I think I'm well and truly done playing the game at this point, since it took me 15 years to be ready for another go this time, but I will always love reading the bat-shit crazy lore.

I'm not going to go very in depth with this review as Morrowind is one of the most complicated games I've ever played, but what i will say is this is one of if not the best rpg video games I've ever played, hands down if you havent played this yet what are you doing go buy it right now.

Bethesda at its state of the art.
I think that everything in Morrowind is nearly perfect. Its interface is the best I have ever seen in a computer role playing game, and the exploration is the best I have experienced together with Gothic 2.
These two games are still better than a lot of AAA role playing games that come out today.
What I like the most about Morrowind is its weird and strange setting. Everything seems so alien, bizarre, it looks like another planet. I think that Bethesda used a lot of ideas from Morrowind in order to build Starfield. But Morrowind is on another level. While the following games relies too much on plot and characters, Morrowind is still totally a world driven game. There is no suspension of disbilief. Perfect game. I would never stop playing it.

My god Bethesda has fallen off a cliff. Todd Howard can make this and Starfield?

The writing and characters of this title is top notch. It feels so RPG it is practically a guidebook on the genre. A zoomer brain ruined by a short attention span would hate this title based on how free and packed full it is. A remaster or remake would be amazing :0

meu primeiro contato com a série elder scrolls em 2009, no meu notebook Celeron de 1.6Ghz e 1Gb de RAM, muito bom, não só um mundo, mas um jogo em si, extremamente rico em tudo que você possa imaginar, possibilidades, habilidades, poderes e deveres infinitos, apesar de extremamente ultrapassado, pra quem não é apegado a isso, pode ser uma bela experiência ainda hoje em dia

No entiendo nada de este juego XD

This game gets five stars not for being the most polished or balanced or complex crpg, but rather for being the crpg I inevitably compare all others too. Morrowind gave me a high I've spent my whole life chasing and opened my little child brain to a whole world of possibilities and new ways of approaching both games and the fantasy genre writ large. I have been thinking about this game for the better part of the last two decades, and I will continue thinking about it for the rest of my life.

This was my very first WRPG. I didn’t understand the full concept of it all yet. This game has so
Many negative things about it (controls, mechanics, glitches, repetition, the list can go long) - but I was completely blown away by the sure scale of it all. The customization. I replayed this game probably a dozen times within my first month of playing and would spend over an hour creating my character. It took me forever to settle and accept that each character had their perks and flaws and my decisions affect their outcomes and the sort of story I want my character to tell or live in. I dumped hundreds of hours into this game. I created a massive binder with everything from my thoughts, the fledgling internet’s thoughts, lore, my own personalized lore, the binder was as thick as an encyclopedia. It’s broken. It’s buggy, it’s glitchy and the series has surpassed this one over and over again.
But it’s story. It’s atmosphere. It’s nostalgia. This one needs to be remade for today’s consoles in a bad way. I’d be all over that!

obviously u can take me with a grain of salt if u know my tastes,,, but for however badly vivec is laid out, or however weird it is that a bunch of white guys from maryland keep trying to do meaningful commentary on imperialism but their main nuance is to make the occupied peoples Xenophobic and Supremacist, or however overly small and unmotivated the soundtrack is, this rly does come closer then just about anything else to fulfilling the Promise of the computer rpg world. definitely not necessarily the computer rpg, its not really reactive enough for that...but when i first found out about skyrim as a Young Child, the promise that was made that intoxicated me was that i was going to enter an entire world, believable and living, which was my playground but that existed apart from me. currently i do think the Open World is probably best served by less traditional games...eastshade, lil gator game, even death stranding use their spaces for more Big Expressive Ideas then simply to emulate some kind of Reality thru compromised shorthand. but morrowind nails on the goldest possible version of itself...a small island, culturally and politically dense and self-sufficient but still involved in larger conflicts, extremely diverse in terms of aesthetics but all feeling coherent anyway. u see where they get their food, where those who want to get away from everyone else live, where the centers of local and occupational government are, the slow errosion of any imperial structures the further away you are from seyda neen. and the granular growth of the RPG Journey is equally intoxicating...the emphasis on pure Numbers rather then real-time skill is a roadblock to some, but its the main thing that sells your progression...the way it fundamentally feels to do things is appreciably different at the start and end of the game. the faction quests in particular were a huge highlight for me, very simple moment to moment, but their cumulative effect is way more impactful then anything i can recall from skyrim.

when open world games let me keep playing past the completion of the main quest, my main way to achieve closure before the uninstall is to simply walk all the way back to the starting area, preferably to the place i first took control. i aim to do this without any fast travel or consulting the map if possible. in some games this is more feasible then others, but morrowind is perfect for it. in doing so i passed thru some of the first roads i ever walked thru, the first big city i found, the first imperial outpost i found, the first ancestral tomb i raided before giving up on tomb raiding and becoming religious out of penance, the little town where i met the first memorably weird npc who gave me a quest, and finally the place where i killed my first mudcrab. it was, genuinely, a greatly emotionally pregnant experience. the main quest is great honestly, and i love how it ends framing itself as basically a superhero origin story for your character. but more then anything, it felt like My adventure. my aforementioned religious penance, the time i spent adventuring in the bitter coast and west gash before ever going to balmora, the way i slowly clawed my way up to the top of house redornan (which started full of hostile ashlanders and ended with me having a mansion and every guard fawning over me), the way i stumbled into a levitation artifact about halfway through my playthrough that i used up till the end of the game, the way being the nerevarine caused a crisis of faith which had me embracing my new self but still holding onto my temple beliefs stubbornly, and the way that the ordinators that were supposed to be killing me for being a heretic ended up mostly killing me for stealing their sacred armor. i dont think any other of this Kind of rpg has given me these kinds of memories, not even my beloved new vegas. wealth beyond measure indeed.

the power of this game is that every mod that are suposed to make it look better just make it look worse because the artistic direction is that good . Archaic to some , awesome to me .


This is the best RPG game ever created, not to diminish from its successors in the series, which are also both excellent and well-crafted masterpieces, but Morrowind has a unique charm, atmosphere and soul, that not its successors, neither any other game before or after comes close to matching.

The game of my dreams! But I suffered so much because of the absence of beacons. So many hours I spent trying to find some points. Especially when played for Morag Tong

Incredible piece of anti-imperialist art. Everypony should play this game. Vivec is dangerously real.

Passou aniversário, carnaval mas finalmente terminei Morrowind, e meus manos.. que obra.

Já adianto que eu sou um chupa saco de The Elder Scrolls mesmo não jogando tanto quanto a galera costuma jogar (Fazer play de 1000 horas e os caramba a 4) porque eu simplesmente não consigo me apegar tanto em um jogo assim, dito isso se prepare para ler elogios desproporcionais e baseado totalmente no meu gosto pessoal.

Após o Daggerfall ter sido um projeto ambicioso que infelizmente por limitações da época não brilhou tanto quanto devia, Morrowind veio como algo mais sólido e alcançável e meus amigos.. mesmo que ele não tenha um mapa de 161km como o seu jogo anterior, ele é bem mais trabalhado nos cenários, ambientação e personagens.

As cidades de Morrowind são vivas e a caminhada (lenta e dolorosa) entre as estradas e montanhas de Vvardenfell causa uma sensação familiar a de você andar de carro no GTA san andreas por toda Los Santos, ou seja, te coloca totalmente no ambiente do jogo e transmite aquele toque de aventura essencial em um RPG.

Negociações, Guildas, missões que vão de ''resgate o meu anel perdido'' até ''reconstrua um templo antigo PA CARALH*'' resume brevemente o que a aventura em Morrowind é. Ah e já deixando claro esse jogo aqui é muito casca grossa, diferente dos outros Elder Scrolls que tem uma pegada mais casual, Morrowind foi lançado em uma época em que videogames ainda era algo muito de bolha, então ele é bem dificil mas.. óbvio que da pra quebrar o jogo e deixar ele bem mais tranquilo.

''Mas e ao tempo, Lawan? Morrowind sobreviveu ao tempo?'' Infelizmente diferente da gente, Obras não andam no tempo e morrowind sofre de problemas que desanimam a gameplay, problemas claro que não eram nada pra se esquentar antigamente, só que hoje da muita complicação na cabeça. Ter que ficar seguindo Pontos cardeais pra saber onde ta tal caverna é uma coisa que me cansou demais no jogo, e fico muito triste que não há nenhum mod (e provavelmente não vai ter) que adicione quest marks no jogo, já que isso tornaria ele bem mais aproveitável.

É claro que, muitos irão dizer que a falta de marcadores agrega na experiência de Morrowind, só que eu discordo. Apesar de ser legal sair explorando, pulando montanhas e andando nas estradas enfrentando todo tipo de bixo e achando quests bizarras, isso se torna meio chato depois de um tempo e torna o jogo bem cansativo pra uma segunda run.

Mas uma coisa tenho que bater muita palma, as quests secundárias dele são perfeitas tanto as de Guilda e as aleatórias que você encontra pela cidade, são muito bem trabalhadas e eu só achei chata as da guilda de assassinos mesmo, não vi muita graça

Pra quem for querer jogar Morrowind hoje em dia quer ter essa experiência clássica, sugiro que coloque uns mods de correção já que o jogo tem bastante crashs e coloque também o mod Easy Escort, esse mod vai facilitar as suas missões que forem de escolta já que a maioria delas são bem chatas e quebram se tu fizer uma coisinha de errada, afinal de contas a IA do NPC que tu tem que proteger é horrível e ele acaba travando em uma pedra sempre. Com esse mod ai tu pode andar direto pro lugar que ele ta destinado e ele vai ta sempre perto de você. Mas claro se tu for puritano, só baixe os patch mesmo e seja feliz

Outra coisa que recomendo pra deixar a experiência mais agradável a quem for casual, é utilizar alguns cheats do console de comandos, se você gostar claro. Não há problema nenhum nisso e não vai afetar tanto a sua experiência se você souber mexer neles direitinho, e eu sou a favor da diversão então, se isso vai te entreter mais no jogo, faça. Não se sinta mal.