The protagonist travels by Morrowind, eastern province of the Septim Empire in Tamriel. He/she can save it from enslavement or explore for personal purposes.The protagonist travels by Morrowind, eastern province of the Septim Empire in Tamriel. He/she can save it from enslavement or explore for personal purposes.The protagonist travels by Morrowind, eastern province of the Septim Empire in Tamriel. He/she can save it from enslavement or explore for personal purposes.
- Awards
- 2 nominations total
Jeff Baker
- Dagoth Ur
- (voice)
- …
Jonathan Bryce
- Male Argonians
- (voice)
- …
Lynda Carter
- Female Nords
- (voice)
Linda Canyon
- Female Dunmers
- (voice)
- (as Linda Kenyon)
David DeBoy
- Male Altmers
- (voice)
Shari Elliker
- Azura
- (voice)
- …
Catherine Flye
- Female Altmers
- (voice)
- …
Gayle Jessup
- Female Redguards
- (voice)
Wes Johnson
- Boethiah
- (voice)
- …
Melissa Leebaert
- Mephala
- (voice)
- …
Michael Mack
- Male Redguards
- (voice)
Elisabeth Noone
- Female Argonians
- (voice)
- …
Featured reviews
It's hard to name any RPGs that have even come close to Morrowind's immersiveness and expansiveness, save Daggerfall, the previous game in the Elder Scrolls series. Tom Hall's Anachronox comes close, but that game is really a mix of genres and hard to directly compare to Morrowind.
Like Anachronox, it's clear that a lot of love went into Morrowind. You can truly become lost in this game for hours and hours and even forget to eat or sleep. Hopefully Morrowind will achieve the sales it deserves, and we will see further continuations of the series. Looking back on Daggerfall, it's really amazing how far the game industry has come in 5 years.
Like Anachronox, it's clear that a lot of love went into Morrowind. You can truly become lost in this game for hours and hours and even forget to eat or sleep. Hopefully Morrowind will achieve the sales it deserves, and we will see further continuations of the series. Looking back on Daggerfall, it's really amazing how far the game industry has come in 5 years.
"The Elder Scrolls 3: Morrowind" is, in my mind, the best RPG that's been produced to date. It is the only completely open-ended RPG that I've seen. With virtually no limitations placed on where you can go or what you can do, it propels itself into a whole new level of RPG. In fact, this game allows almost too much freedom. At times it can be overwhelming and exhausting, but those things are also what make it refreshing. There are numerous factions and outfits that you can join completely at your own discretion. The game also has a unique system of remembering what you've done. Like I said, you're free to do whatever you want, whenever you want to do it. You can kill anyone, rob anyone, fight anyone, etc., and there are several ways that you can do each. There is a thin storyline that drives the game forward, which you are free to pursue or not at your leisure.
It has been joked that during every Elder Scrolls game produced by Bethesda Softworks, they've never repeated the same mistake twice in games - they've invented *new* mistakes with each one. Before Bloodmoon, there was Morrowind - considered an excellent game, despite serious performance issues. Before Morrowind, there was Battlespire, a game considered good, despite an aging engine that should have been replaced. Before Battlespire, there was Daggerfall - commended but considered the buggiest games in history.
Bloodmoon, the second expansion of Morrowind, continues this trend.
Like most Bethesda games, Bloodmoon hits on so many positive notes, you want to love it. Essentially, Bloodmoon is more like Morrowind than Tribunal was. Whereas Tribunal consisted of essentially a series of small indoor buildings (even the 'open air' areas are indoor areas), Bloodmoon consists of a fully-designed island, off the shore of the main island.
In Tribunal, you feel you're being lead from Room A to Room B to Room C. In Bloodmoon, you're given an entire island to play with. A player can choose to do the Plot Quest, or aid the construction of a mining town - which takes roughly as long as the Plot Quest to accomplish. If none of those strike your fancy, there's enough non-plot quests to keep a player far busier than they were in Tribunal.
All this is great, but (as I alluded to) Bloodmoon continues Bethesda's history with their games. Bloodmoon amplifies the already-shaky performance issues with Morrowind. For some, the myriad of trees on the Bloodmoon island will lower performance. For others, the snowstorm effect will do it. Many others have reported that even installing Bloodmoon has lowered performance significantly.
Overall, Bloodmoon is like most of the Elder Scrolls games - the execution of a very good idea hampers the playability and enjoyment of the game.
Bloodmoon, the second expansion of Morrowind, continues this trend.
Like most Bethesda games, Bloodmoon hits on so many positive notes, you want to love it. Essentially, Bloodmoon is more like Morrowind than Tribunal was. Whereas Tribunal consisted of essentially a series of small indoor buildings (even the 'open air' areas are indoor areas), Bloodmoon consists of a fully-designed island, off the shore of the main island.
In Tribunal, you feel you're being lead from Room A to Room B to Room C. In Bloodmoon, you're given an entire island to play with. A player can choose to do the Plot Quest, or aid the construction of a mining town - which takes roughly as long as the Plot Quest to accomplish. If none of those strike your fancy, there's enough non-plot quests to keep a player far busier than they were in Tribunal.
All this is great, but (as I alluded to) Bloodmoon continues Bethesda's history with their games. Bloodmoon amplifies the already-shaky performance issues with Morrowind. For some, the myriad of trees on the Bloodmoon island will lower performance. For others, the snowstorm effect will do it. Many others have reported that even installing Bloodmoon has lowered performance significantly.
Overall, Bloodmoon is like most of the Elder Scrolls games - the execution of a very good idea hampers the playability and enjoyment of the game.
The guys at Bethesda have always had great story lines and Bloodmoon is no exception. Unlike Tribunal, Bloodmoon's plot does not involve game impairing ninja's around every turn. It adds another dimension to the game, werewolves. Werewolves have more too them than vampires did. They have their own movie when you transform, they can jump high, and attack well. Another bonus are the new movies. The original Morrowind had about 3 movies. Bloodmoon has a movie for about every quest. Bloodmoon opens up a whole new region with new opportunities. The only problem I noticed was how hard it was to get there. You can not take the standard silt strider and there is only 1 boat to get there. Along with the travel problems, with the exception of Raven Rock there is not Inter island transport, which means that you must walk every where. Then again, this give you more opportunities to explore the beautiful, fulfilling Bloodmoon experience.
Bloodmoon has a completely different feel and tone than Morrowind (or for you folks who worry about these kinds of things, the island of Vvardenfell in the Morrowind Province), which is extremely refreshing after hours spent in the tribal wastelands and swampy coasts. After the fanciful culture and creatures in Vvardenfell, Solstheim's real animals and realistic area and buildings hit closer to home. Home being this world we live in. Taking you character from a make believe world into something so real (and I'm not talking graphics) makes what you do seem more important and the enemies more menacing and the people deeper, even though they really aren't.
I won't give any spoilers, but take my word that even the bosses are better because they are their own characters. They aren't just a stronger version of the same things all around them. They have motives for what they do that you learn through the quests and encounters with them, and are not just told that they are smugglers that need to be killed or an outlaw that has killed a friend of your employer or an evil deadra. Morrowind only has one of these kinds of bosses, whereas Bloodmoon has many.
The new weapons and armor are truly awesome. Powerful weapons and armor can be found there. Relatively great armor can be bought without questing, and the weapons you quest for are some of the best in the game.
Quests are difficult and they aren't all just going out and killing someone or retrieving an item or escorting an NPC.
My favorite part of what Bloodmoon and Tribunal both offer that I am willing to tell you so as not to spoil anything is that you are able to participate in a few battles. Not all one on one or one on multiple, you can fight alongside many friends against a great many foes that you would not defeat alone. This is a truly great expansion that is worth more than it costs.
I won't give any spoilers, but take my word that even the bosses are better because they are their own characters. They aren't just a stronger version of the same things all around them. They have motives for what they do that you learn through the quests and encounters with them, and are not just told that they are smugglers that need to be killed or an outlaw that has killed a friend of your employer or an evil deadra. Morrowind only has one of these kinds of bosses, whereas Bloodmoon has many.
The new weapons and armor are truly awesome. Powerful weapons and armor can be found there. Relatively great armor can be bought without questing, and the weapons you quest for are some of the best in the game.
Quests are difficult and they aren't all just going out and killing someone or retrieving an item or escorting an NPC.
My favorite part of what Bloodmoon and Tribunal both offer that I am willing to tell you so as not to spoil anything is that you are able to participate in a few battles. Not all one on one or one on multiple, you can fight alongside many friends against a great many foes that you would not defeat alone. This is a truly great expansion that is worth more than it costs.
Did you know
- TriviaWhen released on the computer, the game's performance was so lacking that many reviews joked that the ideal system for playing Morrowind was "a computer two years from now". As of 2004 - roughly two years after the game was released - many of the newest systems still have difficulty playing the game at an acceptable speed.
- GoofsThe inscription on the shrine near the Koal Cave says that Vivec taught the Dunmer to create armor from dreugh wax, but if you take one look at a dreugh and dreugh armor, you can easily see that the armor is made from its carapace without being changed save for the dreugh having been hollowed out..
- Quotes
Jiub: Wake Up. We're Here. Why are you shaking? Are you ok? Wake up. Stand up. There you go. You were dreaming. What's your name?
- ConnectionsFeatured in Troldspejlet: Episode #27.4 (2002)
Details
- Release date
- Country of origin
- Official sites
- Language
- Also known as
- Morrowind
- Production companies
- See more company credits at IMDbPro
- Color
Contribute to this page
Suggest an edit or add missing content