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Elder Scrolls: Bloodmoon
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July 02, 2003
Platform: Windows PC
Developer:
Bethesda Software
Publisher:
Bethesda Software Reviewed by:
Jozef "NetDanzr" Purdes |
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Gameplay: [6] Graphics: [9] Audio: [7] Replay: [7]
Overall: [7.3] |
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Roughly a year after the release of
The Elder Scrolls: Morrowind, Bethesda has published its
second expansion. Unlike Tribunal, which has hit the shelves
last fall, Bloodmoon offers the same kind of open-ended
gameplay that made Morrowind famous. While it allows for a
lot of exploration, a whole new level of gameplay and offers and
engaging story and interesting quests, this title appears to be a
little rushed and not as tightly constructed as its predecessors.
Game mechanics
As were the two previous titles, Bloodmoon is a first-person
roleplaying game. You will travel to the newly discovered island of
Solstheim, explore it, kill all sorts of exotic beasts and complete
various quests. The story, as well as the environment may be
familiar to many players: instead of inventing a whole new setting,
the designers have borrowed heavily from Nordic legends and history.
The people you will deal most of the time are the Skaar, who bear
close resemblance to the Vikings.
You will arrive on the island at a brand new fort, which serves as
the staging ground for imperial colonization. There, you’ll find the
beginning of the two main quest lines. The one that is relevant to
the story will thrust you into the role of a private investigator in
the service of the fort’s commander. After he disappears, you will
need to ally yourself with the Skaar in order to find him. As the
story progresses, you will find out about other strange abductions,
all committed by werewolves and will get the chance to become one of
them or fight them to the bitter end.
The other quest line will get you involved into building a new town.
The East Empire Company has decided to construct an ebony mine and a
small village around it. As with the primary quest line, you will be
able to choose sides later on and affect the final look of the town.
Both quest lines offer something previously unseen in the original
game and the first expansion. The werewolf story will allow you to
become one of these vicious animals. This has been the main selling
point of the title, and rightfully so. Being a werewolf drastically
changes the gameplay, and while you may want to switch back to a
humanoid soon, for a while it is actually fun. A werewolf is a
strange creature: he can’t use any items or cast any spells. He is
extremely fast and powerful but very vulnerable to silver weapons,
which are abundant on the island. He must kill a human every night;
otherwise he’ll starve. And he must be very careful when changing to
and from his human form - if anybody sees him, he’ll be recognized
as a werewolf by all people and hunted down even as a human. As a
result, playing as a werewolf is challenging and attractive to
players who got bored with the traditional gameplay.
The second selling point of the expansion is the dynamically
evolving world, which is covered by the East Empire Company line of
quests. The mining colony will grow as you complete tasks for the
company. What starts out as a pile of rocks will quickly change into
a mine, residences, and later even stores and a dock. This adds a
lot of authenticity to the game.
Unfortunately, the quality of the quests is a mixed bag. They seem
to be more inventive, compared to those in the game’s predecessors,
but there is very few of them, and most are even more linear than
those in Tribunal. The quests start out well. For example,
the first task for the Skaar will force you to familiarize with the
entire island, as you’ll be visiting twelve different places
scattered throughout the map. Because of the relative scarcity of
other things to do, this works much better than a comparable quest
in Morrowind ("The Pilgrim’s Path"), which most players
completed only if they happened to be in a particular location.
Here, you will consciously run from one spot to the next in order to
fulfill the quest requirements, and discover most of the island in
the process. Other tasks are quite inventive in their solution. You
will have to "convince" people with your fists, or you’ll play a
detective and have a mystery to solve.
Sadly, there are simply too few quests in the game, and many of them
are very linear. I finished the two main quest lines in fifteen
hours and spent another ten hours cleaning up all the side quests
and playing the main storyline again, as a werewolf. At 25-30 hours,
the expansion offers much less gameplay than Tribunal. To
make matters worse, your freedom will be greatly limited. Many
times, people will spell out to you exactly what you need to do, and
quite a few quests will make you run between different characters,
each of which will send you to the next one. In case you don’t
remember the instructions, the journal will always update, telling
you exactly what to do next. I found no joy in being unable to
figure things out for myself. The last problem with the quests is
the lack of balance. While not as much as in Tribunal, I
often faced tough tasks, only to be later replaced by much easier
ones. For example, getting through the final dungeon proved to be a
challenge, as I had to cast every protective spell and often drink
healing potions to survive. When I later met the main villain, I
disposed of him in a matter of seconds in a very anticlimactic
battle.
While I could tolerate the problems with quests, which are still
more inventive than those in other recent roleplaying games, the one
aspect of Bloodmoon that made me wince was the dungeon
design. I haven’t seen such boring layouts for years now, and I hope
I won’t see them ever again. There are two main types of dungeons:
crypts and caves. Most crypts use one of three very simple designs,
each of which offers a main room and very short corridors. Unlike
the crypts in Morrowind, the ones used here lie all on the
same level. After you dispose of a few monsters, you’ll find some
random chests, haphazardly placed all over the place. The caves are
even worse: they all consist of impossibly long and barren
corridors, most of which end up at a dead end that holds a chest
guarded by a monster. You kill the monster and open the chest, which
usually contains the same items - a weapon or armor, a flask or two
of healing potions, an armorer hammer, an arrow and some gold. The
whole design is so repetitive and illogical that I’m wondering
whether the expansion hasn’t been rushed at the end.
The final dungeon tries to be original, featuring a set of two
relatively simple mazes. As you go through the mazes, however, you
will realize that they are also extremely linear, and the
surroundings are so dull that you’ll wonder why the designers even
bothered. Other than throwing in some extremely powerful enemies,
the final maze offers no challenge.
To be fair, the expansion offers some bright spots elsewhere. I
really enjoyed the overall lay of the land, especially the seamless
transition between the thick forests and the snowy plains. The whole
island looks very authentic, even though it is filled to the brink
with different features. The ingenious people of the island, the
Skaar, are also very well portrayed, with their unique customs and
architecture. It is apparent that the designers put a lot of thought
into the gaming world and the main story. In addition, I really
appreciated the fact that one of the sore spots of the original game
and the expansion has been improved upon - the pathfinding of
computer-controlled characters. Even in mazes where you loose sight
of your followers, they will always catch up with you. Too bad that
the same people still enjoy standing in narrow corridors and block
your way...
Technical considerations
Morrowind was no stranger to crashes, and its hardware
requirements are legendary. Bloodmoon puts both to new
extremes, with an atrocious frame rate and a memory leak that makes
the game crash every four to six hours.
Probably the most frustrating technical problem is the drop in frame
rate. On the same computer where I played the original game at
roughly 40 frames per second (never lower than 20 FPS), I was
getting 20 FPS indoors in the expansion, and as little as 0.5-2 FPS
outdoors, mainly during a blizzard. While some drop in the frame
rate was to be expected (due to the abundance of trees, all of which
are full 3D models), it is baffling that the frame rate could drop
so much during a blizzard on an open ice plain, especially
considering that I haven’t seen any difference between blizzards and
blight storms from the original game, other than their color. Even
after considerably decreasing the graphical settings, I got some
jerky movement during periods of snow, storms and in forests.
The second frustrating problem is a memory leak that degrades the
game performance until it finally crashes. I have noticed, for
example, that loading a game after my death has automatically
resulted into halving the average frame rate, and I never managed to
play the game for longer than six hours before it dumped me back to
the desktop. This is also the most widely reported problem on the
official message boards.
The third technical problem is caused by changes in scripting. After
installing Bloodmoon, many quests in Morrowind and
Tribunal will become unplayable, including the main quest line
of the first expansion. In addition, the gaming world will
experience some changes, especially in various sounds. For example,
blight storms will sound just like blizzards. If you like to tinker
with the editor, you will also notice about thirty error messages
when you try to load Morrowind and both expansions.
Gameplay - 6
While it’s commendable that the designers returned to an open-ended
gameplay, they failed to induce the same kind of urgency that what I
experienced in Tribunal. Overall, however, I found the gaming
world, the background story and the quest structure very authentic
and enjoyable. In addition, the introduction of werewolves and a
dynamically evolving environment has greatly enhanced the atmosphere
and put new life into the series. All this has been offset by an
uninspired dungeon design and very frustrating technical problems.
No matter how great the gameplay is, as long as I can’t enjoy it due
to slowdowns and crashes, I can’t rate it any higher.
Graphics - 9
I liked the graphics in this game more than those in Tribunal.
The snow-covered world, the trees and ice plains, and to a certain
extent even the ice caves present a very enjoyable deviation from
the original design and the first expansion. In addition, the game
offers a whole new architectural style and plenty of new monsters to
fight. The only problem I’ve had here was that some of the new
monsters seemed to be slapped together without much of a thought.
Where most of the monsters in the previous two titles had a certain
unique personality, I found many of the new enemies to be little
more than targets.
Sound - 7
The only improvements here are new monster sounds and voiceovers.
The voiceovers have experienced much more enhancement than in
Tribunal. People now greet you more appropriately, often in
relation to your current quest. Once you complete it and are
assigned a new task, people’s greeting changes. Several characters
will also lead lengthy monologues now, some of which are quite
entertaining.
Regretfully, I didn’t feel that better voiceovers were enough here.
While I could tolerate the lack of new music in Tribunal, I
cannot do so here. Tribunal was closely related to
Morrowind, both in the terms of their history and culture. As
such, they formed a very homogenous environment, and the same music
in both places seemed appropriate. Bloodmoon is a whole
different story, though. It has its own history, mythology and even
different land features and weather patterns. The same music that I
was accustomed to hearing on the island of Vvanderfell sounds very
strange on the island of Solstheim. I would welcome some new, unique
tunes here.
Replay value - 7
Bloodmoon offers a slightly shorter gameplay than Tribunal,
but still manages to achieve the $1/hour ratio that many full games
don’t. However, the replay value is slightly limited by the
relatively linear quest structure and the technical problems. I was
very happy to finish the expansion and get rid of it, so that I
wouldn’t suffer more frustration.
Overall - 7.3
The Elder Scrolls III: Bloodmoon is a worthwhile expansion
for all Morrowind fans. Those who missed the open-ended
questing in Tribunal will be pleasantly surprised, and those
who wanted to try something new will have the werewolf to play with.
The new landmass, its inhabitants and history all seem very
authentic, and it is obvious that the developers spent a lot of time
designing it. Sadly, it also appears that the designers have rushed
certain aspects of the game, especially the dungeon design,
technological implementation and the integration with the title’s
predecessors. Without a patch to fix these problems, Bloodmoon
will remain attractive only to the technologically savvy fans and
those who are more forgiving. The rest should wait for the patch to
be released and tested by the gamers before considering a purchase.
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