A series of role-playing game The Elder Scrolls


Pleasant feeling of returning home. Feeling when you more than interested to know what has changed during your absence and I met you at home. After so many games, sometimes good, sometimes cheesy, finally returning to the world in that game, which can serve as an example of a game of freedom and good ideas in the world crpg games. That's what I expect from the successor to Daggerfall, protracted called Morrowind, and what emotions are felt from the game. However, the "homecoming" was not so pleasant as I expected. fetish movies


We begin as usual with the plot. So, our main character, a simple sovets ... uh, a simple prisoner, who called to serve the emperor and was on his shoulders (on the shoulders of the player) will be responsible mission to expose a religious cult that is going to release Morrowind and its residents (those who played Daggerfall probably recall that Morrowind is one from the provinces of Tamriel, where they live the dark elves) from the dominion of the empire. Well, on a course of action the player learns who he really is and what is its role in the events occurring in the province of Morrowind, and also learn where and why disappeared Dwemers (as in Morrowind called dwarves). I must say immediately that Morrowind, unlike his predecessor, more dependent on the plot. And although it is not so obvious in the beginning, but over time it becomes obvious. The game has lost some punch, deprived of the freedom inherent in Daggerfall.

Beginning of all beginnings ...

... Lies in the character generation. And here we immediately encounter bad "usability". That would generate a character, it is necessary to bypass some npc, each of which is responsible for one or another part of the generation, telling each of them he is interested in a piece of history about who is this character and what he wants to be. I am such an approach to generating seem inconvenient, takes too much time. Although not rule out that someone like fun to have to taste, and that someone will perceive it as an atmospheric role-playing game element.

The game system has undergone little change. Something lost, something added, something which has changed the balance, but on the whole, recognizable, and since Daggerfall is nothing fundamentally has changed.


At generation, you can choose between ten different classes and races. Each race has its primary advantages and disadvantages to different skill, as well as some restrictions on the form of wearable armor. Be careful. Also appeared the so-called Birth Signs. Choose under what constellation of our character is born again and get some pluses and some minuses. With joy it is worth noting the presence of Custom Class. By selecting this option you create a character of your choice. That advise you to do. Severe restrictions for classes there. No one will disturb your magician waving a two-handed sword, a thief to walk in heavy armor, and warrior soar under heaven shooting enemies fireball.