PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,248
So I've been trash talking Morrowind for years now, but that was based on several failed attempts to play it, beginning with when it first came out in 2002 and years later. Each time I would play it for a few hours, get bored/tired of it, and uninstall. But rejoice, for I have now completed the game, and have a much better body of evidence to base my trash talking on. Just finished the main quest, and boy, do I hate it more than ever.
The Good:
- Size and quantity of content: Morrowind is insanely huge. I've played it for a long time on this run, and while I have traveled through most regions, there are still tons of unexplored patches on the world map. It is a rare RPG which is so huge, you instantly give up even trying to talk to every NPC, visit every dungeon, and do everything, and just focus on your goals/more interesting stuff.
- Background lore of the world: The game has a rich collection of lore, with everything from mythology, religion, world creation stories, to the present day factions and main quest backdrop, all backed up by tons of in-game books, and occasionally other stuff. This definitely adds to the atmosphere and enjoyment.
The Bad:
- Combat: Obvious one, but needs to be re-emphasized. Clearly the melee combat is shit, as standing there and clicking the attack button over and over is boring as all hell. That's why I went the magic route, but that is just as bad. The enchanting and alchemy paths are completely broken, and besides that, totally uncool. So I tried to be a real spellcaster. Instantly the game begin to fuck me over. Even though I chose a race and sign conducive to extra magicka, I still ended up with a pretty small magicka pool, especially when trying to cast custom spells. You run out after a few casts, and then you have to rest, and of course every place is swarming with monsters, especially those annoying as fuck cliff racers, so resting becomes a real chore.
On top of that, to fuck the pure spell caster over even more, these geniuses introduced the spell reflect mechanic, where many enemies will automatically reflect your spells back onto you. Who thought this would be an enjoyable mechanic? There is spell reflect in D&D games like BG, but there it's a legit mechanic, which you can counter with a breach spell or what not, here it's just an inherent fuck you from the developers. Even if you have resistance to that type of damage and don't hurt yourself too much, you are still wasting valuable magicka, if it's a powerful spell.
But that wasn't enough. As the next step in fucking the spell caster over (to convince them to give in and just use the retarded enchanted machine gun rings), half the enemies and their mother knock you down with their attacks, disrupting your spell casting and and making you lose the magicka again.
The final coup-DE-tat is that apparently projectiles collide with your spells in the air and cancel them out. So if two casters slings spells at each other, the spells will harmlessly explode between them. Same thing with arrows. So your 200 magicka costing uber custom spell will get blocked by a 4 magicka spell fire fart and/or some bandit's arrow. What kind of a retarded system is this? This caused me to switch to touch spells (along with their cheaper cost), but then I had to chase after every asshole in the game who tried to kite me.
Also enemies sometimes resist spells, spells will get blocked by invisible walls at times, and other fun stuff along these lines that will make you pull your hair out. What a clusterfuck...
- Exploration: a lot of people site this as a strongpoint of Morrowind, but I just don't see it that way, for a couple of reasons. I get it, the world is huge, and there is a ton of dungeons, caves, tombs, etc to explore. But to me, enjoyable exploration has to have two things, an incentive to explore, and variety. Morrowind has neither. Most magic items found in its multitude of tombs/caves/dungeons are either completely shit, useless to most builds except the "load up on on-cast enchantments" lore-less powerbuild, or just same stuff that you find in other 20,000 tombs. In my run, as I mentioned, I was playing a pure caster. I must've visited over a hundred side-places of interest (tombs, mines, abandoned fortresses, etc), and found exactly 2 (TWO!) things that were actually useful to my build: Mentor's Ring (+intelligence/willpower) and ring of wind (+ speed). That is an extremely low hit rate, and because of this, I very quickly got bored of going through these dungeons. Likewise, there is no point in doing them for the sake of story, because the vast majority of them have no story associated with them, and the few that do, have just a tiny bit of background lore, as opposed to lets say a deep and interesting story, such as some of the optional vaults in New Vegas. So there is really no incentive for the player to explore most of this crap after you've done a few. There is also no variety at all, as most of these places (in an early inspiration for Oblivion) are very much alike. Most ancestral tombs are alike, with slightly different layouts and featuring the same stock of monsters and furnishings. Most abandoned fortresses are alike, most mines are alike, most 6th house cult caverns are alike, and so on. After you've seen one or two, you've seen them all.
- Writing: I've actually had some hopes for this, as at some points, the main story seems to be really good, but ultimately, it goes nowhere. The whole angle of what exactly happened at Red Mountain all those ages ago between Nerevar, Dagoth ur, and the Tribunal is left hanging in the air, without any kind of a decent explanation, where basically you are just given several different accounts and some clues in the rest of the game, but this was the most interesting thing in the game by far, and they leave it completely unfinished. Without that angle, the main quest is in the end just another cliche destroy the evil villain story. Outside of the main quest, writing for quests is absolutely boring. I've completed the Mage's Guild questline and the Telvanni questline, and they were both dull and pointless, as were all the side quests I did. The best writing was actually in the books in the game, which is kinda ironic. WOuldn't it have been a better use of resources to spend that time writing quality quests instead of in-game books?
- Character development: absolutely retarded system that could've only been designed by Bethesda. While there is nothing wrong with raising your skills by usage, the way they tied that to stats arbitrarily is just inane.
- Aesthetics: hideously ugly NPCs with the worst animations I've ever seen, and badly aged graphics without mods.
- Enemies/AI: Boring selection of enemies (how many cliff racers are there?), terrible AI. They constantly keep getting stuck on the terrain to the point where I have to run to them, to give them a chance. NPC AI is also terrible, as they just keep pacing back and forth a year after Gothic did wonders with it. The cities look empty and dead.
So I am sorry guys, but I have no idea how this game made it to the top 10. The sheer size and scope are impressive, and the lore and writing have their moments, but it's such a broken thing that you can't even call it a flawed gem. It's a flawed turd.
The Good:
- Size and quantity of content: Morrowind is insanely huge. I've played it for a long time on this run, and while I have traveled through most regions, there are still tons of unexplored patches on the world map. It is a rare RPG which is so huge, you instantly give up even trying to talk to every NPC, visit every dungeon, and do everything, and just focus on your goals/more interesting stuff.
- Background lore of the world: The game has a rich collection of lore, with everything from mythology, religion, world creation stories, to the present day factions and main quest backdrop, all backed up by tons of in-game books, and occasionally other stuff. This definitely adds to the atmosphere and enjoyment.
The Bad:
- Combat: Obvious one, but needs to be re-emphasized. Clearly the melee combat is shit, as standing there and clicking the attack button over and over is boring as all hell. That's why I went the magic route, but that is just as bad. The enchanting and alchemy paths are completely broken, and besides that, totally uncool. So I tried to be a real spellcaster. Instantly the game begin to fuck me over. Even though I chose a race and sign conducive to extra magicka, I still ended up with a pretty small magicka pool, especially when trying to cast custom spells. You run out after a few casts, and then you have to rest, and of course every place is swarming with monsters, especially those annoying as fuck cliff racers, so resting becomes a real chore.
On top of that, to fuck the pure spell caster over even more, these geniuses introduced the spell reflect mechanic, where many enemies will automatically reflect your spells back onto you. Who thought this would be an enjoyable mechanic? There is spell reflect in D&D games like BG, but there it's a legit mechanic, which you can counter with a breach spell or what not, here it's just an inherent fuck you from the developers. Even if you have resistance to that type of damage and don't hurt yourself too much, you are still wasting valuable magicka, if it's a powerful spell.
But that wasn't enough. As the next step in fucking the spell caster over (to convince them to give in and just use the retarded enchanted machine gun rings), half the enemies and their mother knock you down with their attacks, disrupting your spell casting and and making you lose the magicka again.
The final coup-DE-tat is that apparently projectiles collide with your spells in the air and cancel them out. So if two casters slings spells at each other, the spells will harmlessly explode between them. Same thing with arrows. So your 200 magicka costing uber custom spell will get blocked by a 4 magicka spell fire fart and/or some bandit's arrow. What kind of a retarded system is this? This caused me to switch to touch spells (along with their cheaper cost), but then I had to chase after every asshole in the game who tried to kite me.
Also enemies sometimes resist spells, spells will get blocked by invisible walls at times, and other fun stuff along these lines that will make you pull your hair out. What a clusterfuck...
- Exploration: a lot of people site this as a strongpoint of Morrowind, but I just don't see it that way, for a couple of reasons. I get it, the world is huge, and there is a ton of dungeons, caves, tombs, etc to explore. But to me, enjoyable exploration has to have two things, an incentive to explore, and variety. Morrowind has neither. Most magic items found in its multitude of tombs/caves/dungeons are either completely shit, useless to most builds except the "load up on on-cast enchantments" lore-less powerbuild, or just same stuff that you find in other 20,000 tombs. In my run, as I mentioned, I was playing a pure caster. I must've visited over a hundred side-places of interest (tombs, mines, abandoned fortresses, etc), and found exactly 2 (TWO!) things that were actually useful to my build: Mentor's Ring (+intelligence/willpower) and ring of wind (+ speed). That is an extremely low hit rate, and because of this, I very quickly got bored of going through these dungeons. Likewise, there is no point in doing them for the sake of story, because the vast majority of them have no story associated with them, and the few that do, have just a tiny bit of background lore, as opposed to lets say a deep and interesting story, such as some of the optional vaults in New Vegas. So there is really no incentive for the player to explore most of this crap after you've done a few. There is also no variety at all, as most of these places (in an early inspiration for Oblivion) are very much alike. Most ancestral tombs are alike, with slightly different layouts and featuring the same stock of monsters and furnishings. Most abandoned fortresses are alike, most mines are alike, most 6th house cult caverns are alike, and so on. After you've seen one or two, you've seen them all.
- Writing: I've actually had some hopes for this, as at some points, the main story seems to be really good, but ultimately, it goes nowhere. The whole angle of what exactly happened at Red Mountain all those ages ago between Nerevar, Dagoth ur, and the Tribunal is left hanging in the air, without any kind of a decent explanation, where basically you are just given several different accounts and some clues in the rest of the game, but this was the most interesting thing in the game by far, and they leave it completely unfinished. Without that angle, the main quest is in the end just another cliche destroy the evil villain story. Outside of the main quest, writing for quests is absolutely boring. I've completed the Mage's Guild questline and the Telvanni questline, and they were both dull and pointless, as were all the side quests I did. The best writing was actually in the books in the game, which is kinda ironic. WOuldn't it have been a better use of resources to spend that time writing quality quests instead of in-game books?
- Character development: absolutely retarded system that could've only been designed by Bethesda. While there is nothing wrong with raising your skills by usage, the way they tied that to stats arbitrarily is just inane.
- Aesthetics: hideously ugly NPCs with the worst animations I've ever seen, and badly aged graphics without mods.
- Enemies/AI: Boring selection of enemies (how many cliff racers are there?), terrible AI. They constantly keep getting stuck on the terrain to the point where I have to run to them, to give them a chance. NPC AI is also terrible, as they just keep pacing back and forth a year after Gothic did wonders with it. The cities look empty and dead.
So I am sorry guys, but I have no idea how this game made it to the top 10. The sheer size and scope are impressive, and the lore and writing have their moments, but it's such a broken thing that you can't even call it a flawed gem. It's a flawed turd.