


Really, there’s two ways of looking at Morrowind. When playing through the expansion’s PvE content, I never felt ill-equipped even if the hairiest of battles, being able to change tactics and loadouts on-the-fly. Again, this feels like another line drawn between TESO and singleplayer Elder Scrolls games, being able to tailor your character without subscribing to your typical warrior/rogue/wizard or tank/healer/damage archetypes. Playing as the Warden is fun and never limits you to one particular combat role. As an extension to this, you can summon a bear that will follow you around, automatically attacking targets and generally helping to draw attention away from you. Finally there are Animal Companion skills, temporarily spawning creatures to inflict damage and various debuffs. Meanwhile, Green Balance calls upon natural elements to heal you and your allies, whether directly or by creating safe havens. Winter’s Embrace includes a spread of protective spells that can be used to soak up damage. Combining a menagerie of arcane powers, the Warden offers three skill trees that form a fairly versatile range of play styles. There’s also a new player class known as the Warden – the first class to be added since TESO launched back in 2014. Morrowind brings even more ways to do so with new dungeons, raids, and an arena-style PvP arena with quick fire modes such as team deathmatch and capture the flag.

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The One Tamriel update broke down barriers between levels, so you can team up with anybody and face an appropriate level of difficulty. That’s not to say there aren’t opportunities to team up or against other groups of players. Still, the constant presence of other players running around gives the illusion that this is an intrinsically multiplayer experience Where MMOs often cram in as little dialogue as possible, here you can spends a good half hour or so talking to NPCs with not so much as a scuffle or swordfight in between. While there are PvP battlegrounds, dungeons, and raids, its core PvE story-driven content feels more like a singleplayer Elder Scrolls game. That’s perhaps my biggest gripe with Morrowind and TESO as a whole. As “The Outlander” you are portrayed as Morrowind’s heroic saviour but at times that’s hard to believe when constantly surrounded by players being told exactly the same thing. The only slight drawback here is how the story is framed, butting against the traditional storytelling route most MMOs follow. Vivec’s plight and its web of subplots had me wanting to explore and learn more about Morrowind, The Tribunal, The Ashlanders, and various other concepts and factions. When I first played The Elder Scrolls Online, I couldn’t connect with the storylines at all, but something clicked in Morrowind. Sensing that his powers are starting to wane, he enlists your help to restore them. This brings you to Vivec City, named after one of three demi-gods that preside over this corner of Tamriel. The developer has promised that the game will be playable as a single-player experience, so I'm hoping that it's as well tuned for the lone wolves out there as it is for party adventures.As you begin to explore the region of Vvardenfell, you’ll be drawn towards the expansion’s main storyline. We'll see how much has changed since release, which was the last time I played this game. My early experiences with the game already offered what felt like a pretty watered down version of the Elder Scrolls experience, and I'm not all that interested in having my gaming memories further streamlined into an MMO format. Of course, that's one reason why I'm afraid to return in The Elder Scrolls Online. There was a depth to this game that I never quite felt in later installments, and I feel that I keep futilely hoping for Bethesda to go somewhere this interesting ever again. The main quest, too, remains the best of the series, tying story to setting as it asks the player to travel the continent and become the reincarnation of an ancient hero - or at least claim to. And unlike the relatively standard Germanic fantasy of Skyrim and the utterly bland Oblivion, Morrowind offered us a truly bizarre, surprising world at every turn, where warriors lived in giant shells, wizards in colossal mushrooms, and where everyone rode around on giant otherworldly insects. Sure, it may not have the visual or gameplay sophistication of later entries, but open world games are all about setting, as I'm always saying to no one in particular. Morrowind remains my favorite entry in this venerated series.
