Review falithes 5/5 · Jul 16, 2025
How the mighty have fallen
I played this game for the first time back in 2003. I remember being about 20 hours in. Wandering into a cave, killing a powerful mage and then saving my file. What I hadn't realized at the time is the mage had cast a powerful DoT on me. Thus locking me into a permanent death loop... my 20 hour playthrough …
I played this game for the first time back in 2003. I remember being about 20 hours in. Wandering into a cave, killing a powerful mage and then saving my file. What I hadn't realized at the time is the mage had cast a powerful DoT on me. Thus locking me into a permanent death loop... my 20 hour playthrough completely ruined. I was demoralized. I quit and never went back until recently.
Morrowind doesn't run properly out the door. Bethesda and Steam don't support it. Fortunately Open Morrowind exists. It's pretty quick to get it running and that's all you need to get Morrowind to run properly. You can then run the game in 4k resolution, with some bug fixes and the game honestly looks good. Sure it's an early 2000s game, but I find the art style to be endearing. The third person camera is... janky to say the least but honestly in a more comical sort of way.
After Morrowind Bethesda would make pretty significant changes in the game design. They would allow for convenient fast travel to any location you have been, they would add quest markers on maps and in general have a more sensible leveling system. Morrowind does have fast travel, but its contextualize into world building. There are numerous Silt riders that will be able to take you to most major cities and villages. Then there's the mage guild which overs you teleportation to the four major cities. There are boats that will take you around to various ports throughout the land. Finally, the Dunmer forts that have teleport rooms as well. Morrowind does have plenty of ways for you to get around. Though, there are no quest markers. Sometimes a quest giver will mark a location on your map, but this is honestly pretty rare. Most of the time you need to relay on their directions that will use landmarks. These directions vary in quality, but overall it's pretty neat to have this more old school style of questing. There were plenty of times where I still needed to just look it up on a wiki, but overall I did enjoy making my best efforts of trying to figure out the quests without a guide. A part of me wishes they kept this type of fast travel. It makes the game more immersive and forces you to interact with the world more often while not inconveniencing you too much. It was a good balance that they tragically scrapped.
There's also a far more enjoyable and silly form of fast travel... alchemy. The way alchemy works in this game is linear stacking of the buffs you consume. Drink 50 potions that increase your strength by 10? Now you have 500 strength! What's particularly silly and broken about alchemy is how the quality of your potion scales off your intelligence stat. Thus, if you drink a ton of pots that fortify your intelligence you start to make significantly better potions. Using this exploit, I was able to increase my intelligence to 40000, which allowed me to make int potions that could increase my int by 250 points for like 15 minutes. Then with my super brain, I made levitation potions that made me fly at mach 1 for 20 minutes. True fast travel unlocked! I also made mana and health pots that basically gave me infinite mana and health for 20 minutes. I was a god! Breaking the game is honestly the main appeal of Morrowind. It's a janky mess of a game but has a lot of personality due to these weird interactions.
The biggest mistake Bethesda made going forward was removing levitate from their games... zooming around the continent at Mach 1 was so much fun. Imagine Oblivion or Skyrim and doing that! I get that incorporating flight in a game can be challenging but man would it be worth the pay off.
Leveling is really odd in this game. You pick main and secondary skills, where leveling up 10 times in any of these skills results in you leveling up. When you level up you get 3 tokens that can be added to any of your main attributes. If you used skills affiliated with an attribute, you can potentially increase a given attribute by even more. The max modifier is 5. To achieve this level, you need to level a skill 10 times that is associated with a given attribute. Sound confusing? It is. You basically need to use miscellaneous skills (that won't impact leveling up) to gain enough modifiers for the attributes you want to level... leveling is honestly a big pain in the ass. There are mods out there that make this more sensible... but morrowind isn't really a game about efficiency so don't stress about it. Worst case scenario, level alchemy and chug a bunch of potions.
Early Morrowind is slow and punishing. Your base movement speed is really bad. You can get around this via alchemy, but in general, before I unlocked Mach 1 potions, Morrowind is a vibe game. You will be walking a lot and slowly. Combat is certainly floaty, but once you get strong combat encounters will end quickly. That said, Morrowind is a very hostile world. Almost everything will angrily try to kill you. The worst being the flying Racers who are everywhere and will chase you to the ends of the earth...
Another interesting aspect about Morrowind is the spell crafting. It is very fun to make your own custom spells, but there are plenty of caveats and limitations (unlike alchemy). For one thing, you are limited by your ability to successfully cast the spell and the cost to cast. Thus, while technically you can slide the damage modifier to be something absurd like 1000, you probably would never be able to cast a spell that does that much damage unless you chug an absurd amount of potions to boost your stats based their natural limit. Still, you figure out quick that making a fireball that damages in a 20 foot radius, imposes 100% weakness to fire and does damage for a few seconds is a near auto-win spell and fun to use.
The story of Morrowind is fairly generic. You go from rags to messiah like all Elder Scrolls games and most grand adventure stories. Still, the writing is good. I found the characters and Gods you interact with to be compelling. Honestly my favorite Elder Scrolls main plot. of course, like with Oblivion and Skyrim, the side quests are also good. I liked both DLCs as well. One is Mournhold and the other is a small insular island with Nordic folks and Werewolves. Both are fairly dense sandboxes with colorful characters and multiple side quests to pursue. While both DLCs seem to be intended as end game, I stubbornly went to them early. Fortunately I had potions that made me essentially a God so no big deal. My only real gripe with the DLC is how pretty early on you will start being randomly assailed by Dark Brotherhood assassins. This is a neat way to direct you to Mournhold, but honestly this happens way too early. Not only are these assassins going to fuck you up, but going to Mournhold early will also result in a bad time... they really should have delayed the dark brotherhood assassin attempts to much later in the game after you've progressed the main storyline to a later stage... other than that both DLCs are enjoyable and present unique cultures and quest lines.
In conclusion, this is a janky mess with a lot of charm. With Open Morrowind it really isn't that bad to get this running on modern hardware. It has a cult following for a reason. Certainly my favorite Elder Scrolls game. A more humble time.