The Elder Scrolls III: Morrowind review

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The Elder Scrolls III: Morrowind review
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It sounds perfect on paper. So is it third time lucky?

Our experienced team dedicates many hours to every review, to really get to the heart of what matters most to you.To celebrate the 30th anniversary of The Elder Scrolls, we're publishing our original reviews of each main game in the series from our archives. This review first ran in PC Gamer UK issue 111, back in June 2002.

Developers Bethesda were clearly unsatisfied with the randomised world offered by Daggerfall and have sought here to define every quest, location and NPC in detail. The result is an island just three miles across but packed with thousands of unique NPCs, perhaps thirty hamlets, villages and—incredibly—a potential 500 hours of adventuring. Sounds great, doesn't it? And for the most part, the game's mechanics are mightily impressive.

The first-person perspective system works well, allowing you to easily study items—every object in the world has a brief description which flashes up when you look at it. A third-person view was never originally intended to be included, but it's there and allows you to look at your character in all his or her glory. Armour, clothes and weapons are all depicted accurately, and the divided nature of armour can make for some marvellously mismatched combinations.

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