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RPGVault brings us their Morrowind: Bloodmoon impressions, based on the press copy they received. Nice stuff, nice screenshots - have a look. Here's an appetizer:
Another very cool feature is developing the new frontier that is Solstheim. A large side quest allows your character to take up the direction of constructing a mining colony on the island. Advanced players in Morrowind who built their own houses will find parallels in this quest set. If being a werewolf doesn't appeal, then a citizen of the empire may want to consider becoming a prefect or clerk of the new East Empire Trade Company, tasked with pacifying the wilderness. With precious ebony practically thrusting out of the ground, it's a wonder this hasn't happened earlier. However, you soon find that Solstheim's frontier reputation is well earned. The native Nord population takes issue with the new mine's spoiling of nature. As well, Bloodmoon serves up another infusion of new creatures and monsters ready to prevent the taming of their lands. These include wolves and bears, fryse hag witches, berserkers and a raft of new undead. Of note are spriggans, tree-like spirits that must each be killed three times before they will stay down, and ricklings, small goblinoids that ride tusked boars. And don't pet the cute seal-like horkers; they'll take exception!
There are new graphical effects like blizzards and regular snowfall. Solstheim is a rocky island spotted with firs and evergreens. The local flora introduces yet more possible alchemical ingredients such as holly berries. The fauna provide wolf and bear pelts. What's more, Bloodmoon adds new Nordic NPC types clad in new Nordic mail or Bear armor. The local architecture, echoing the native weaponry, is reminiscent of various arctic and Viking cultures. It is a nice look and change from the typical Tamrielic structures we have become used to in Morrowind. Even the dungeons and barrows have a unique icy look that effectively transmits the frosty environment. |
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