The Elder Scrolls III: Morrowind – boxart
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The Elder Scrolls III: Morrowind

RPG 2002 Bethesda Game Studios The Elder Scrolls ⏱ Very long · 30+ h ⭐ Must-play🔞 18+
The Elder Scrolls III: Morrowind – In-game
In-game
The Elder Scrolls III: Morrowind – In-game
In-game
+7
The Elder Scrolls III: Morrowind – In-game
In-game
The Elder Scrolls III: Morrowind – In-game
In-game
The Elder Scrolls III: Morrowind – In-game
In-game
The Elder Scrolls III: Morrowind – In-game
In-game
The Elder Scrolls III: Morrowind – In-game
In-game
The Elder Scrolls III: Morrowind – In-game
In-game
The Elder Scrolls III: Morrowind – In-game
In-game

An unprecedentedly vast open world on a console; the island of Vvardenfell with its mushroom forests.

The Elder Scrolls III: Morrowind brought to the Xbox console an essentially unprecedented scale of open game world, one that console RPGs had not offered before, and showed many players what the open-world genre was capable of outside personal computers. Bethesda Game Studios created the island of Vvardenfell, a setting entirely different from traditional fantasy backdrops — a landscape with giant mushroom forests serving as dwellings, ash storms shrouding the horizon, and an exotic, at-first-glance alien culture of native dark elves called Dunmer, whose customs, religion, and political factions gave the world a depth and credibility that went beyond the usual fantasy clichés.

The game boldly did away with modern navigation crutches — no glowing trails or arrows pointing to the objective, only a written journal with clues and the necessity to genuinely listen to characters' descriptions of the way and explore the terrain on foot, which created a sense of real discovery and orientation in the world rather than passively following markers. The character system offered the freedom to become practically anything — a warrior, a mage, a thief, a member of secret orders, or a hired assassin — and to complete quests through a range of different approaches according to one's own judgment and developed skills. Abilities improved through use, so the character grew naturally according to how the player behaved, and experiments with homemade spells or potions led to situations the developers could hardly have foreseen.

Technically, it was an extraordinarily demanding title: the console had to sustain a vast contiguous world, and Morrowind ran on it with noticeably shorter draw distance and occasional drops in smoothness, though this actually rather reinforced the atmosphere of the misty, ash-swept island. The Xbox version, ported with an eye to the console's technical limitations compared to the PC version, was for a considerable number of players the first gateway into the Elder Scrolls universe, even before the series was made famous by the later entries Oblivion and Skyrim. It remains among the most beloved and atmospheric episodes of the entire series thanks to its unmistakable, exotic atmosphere, which the more polished later entries never quite recaptured.

Game 12 of 176 for Microsoft Xbox

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