The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyblivion


Morrowind revival project Skywind looks like a valuable resurrection of Bethesda's 2002 RPG. So much so, that the community responsible for it are also porting another classic Elder Scrolls into the Skyrim engine. The name "Skyblivion" may look like what would happen if you sneezed too hard and smashed your head on a keyboard, but it signals the start of Oblivion's transfer into the newer TES. It's been in the works for a while, but a new trailer has surfaced, showing the progress the team have made.



"Skyblivion is very early in development and as you might have noticed textures and models are pretty much untouched at this point," the trailer's description admits. As with Skywind, the team are looking for help in the creation of this mod. "In order to do this project right we will need help from the community with either the development or simply spreading the word so that we can get people interested in helping out with this project."

If you'd like to get involved, visit the TESRenewal forum. If, like me, you prefer passive anticipation, you can see more of the project below.

The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim thumb


At QuakeCon last night, Bethesda announced The Elder Scrolls Anthology, a special edition retail release containing every TES game, expansion and DLC pack. That's a hell of a lot of prison escapes, grand adventure, and stilted voice acting being packed into a single box. But if you're not tempted by an attractive re-release of games you likely already own, the developer is also packaging the ultimate in PC gaming physical rewards: five maps, covering Tamriel, Iliac Bay, Morrowind, Cyrodiil and Skyrim.

Here's what you'll get:




The Elder Scrolls Arena
The Elder Scrolls II: Daggerfall
The Elder Scrolls III: Morrowind
The Elder Scrolls III DLC: Tribunal
The Elder Scrolls III DLC: Bloodmoon
The Elder Scrolls IV: Oblivion
The Elder Scrolls IV DLC: Knights of the Nine
The Elder Scrolls IV DLC: Shivering Isles
The Elder Scrolls V: Skyrim
The Elder Scrolls V DLC: Dawnguard
The Elder Scrolls V DLC: Hearthfire
The Elder Scrolls V DLC: Dragonborn


Given Bethesda's tendency to bundle the official Oblivion add-ons onto retail discs, it's a likely bet that they'll be included as well. After all, it's not much of an anthology if it doesn't include Horse Armour.

It's a lovely looking artefact for fans of the series, but if you just want the games, there are cheaper options. With Bethesda running Steam sales this weekend in celebration of QuakeCon, expect to see Morrowind, Oblivion and Skyrim all get heavy discounts at some point. As for Arena and Daggerfall, both have been released as free downloads directly from Bethesda.

The Elder Scrolls Anthology will release September 13th in Europe, and September 10th in North America. It will cost £49.99 / $79.99 / €59.99 / $89.99AUD

Thanks, IGN.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
The Elder Scrolls Online

The Elder Scrolls Online remains a big question mark in the eyes of a lot of Elder Scrolls fans. How will the immersive, interactive world of Skyrim and Oblivion translate to an always-online multiplayer experience without losing their character?
After all, one of the great things about the Elder Scrolls games has always been the permanent consequences of your actions. Kill a named character and they (usually) stay dead; roll 5,000 sweet rolls down a cliff and they’ll just sit at the bottom.

The Elder Scrolls Online released a video today that answers some of these questions. In it, the player can be seen looting food and small items from crates on the dockside and risking the wrath of the gods by stealing bread straight off an altar. Have you no shame, player?



“It’s not just useless stuff,” Creative Director Paul Sage says in a voice over. “Right now you can take any one of these items that you find and it’s going to be part of a recipe. It’s going to be part of our crafting system. Yes, you’ll go out into the world and you’ll explore and you’ll find plants and many of the other things that you expect, but it all starts right in town.”

Like so many parts of the gameplay transition from single-player to MMO, the daedra will be in the details. If any crate can give crafting materials, how long until every crate in town has been picked clean by other players? If the items restock, doesn’t that bring players back to the feeling that they’re running on a treadmill?

The Elder Scrolls Online is currently in closed beta testing. It should be released sometime this year.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Coldharbour


When I saw Elder Scrolls Online a few months ago, it was revealed that the player will be sent on a central quest in the vein of those presented by the franchise's single player offerings. In ESO's case, it will revolve around the daedric prince Molag Bal, who takes the liberty of stealing your soul very shortly after character creation. This new trailer details the premise briefly, and shows off some in-game footage of Molag Bal's plane of Oblivion, Coldharbour.

In keeping with Coldharbour's nautical park theme, the realm itself is trying to quite literally drop anchor and merge with Tamriel. Dark Anchors will serve as part of the game's dynamic content, spawning enemies similar to the Oblivion gates we learned to love and hate in Elder Scrolls IV. Along with the tie-in to the main quest, we've also been told these will hook up with the Fighters' and Mages' Guild progressions.

The purpose of Coldharbour is, purportedly, to store the mortal souls Molag Bal has enslaved. By the looks of it, he just likes chaining them together and having them sway in mute misery. I guess it adds to the ambience, but I feel like he could be doing more with so many captive, androgynous, bald figures in drab robes. You know, get some frozen lemonade stands going. Those anchors are going to be bringing in a lot of foot traffic, after all.

If you haven't already, you can sign up for the ESO beta on the official site.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Breton


If I had to pick a handful of gaming moments that will stay with me forever, three of them would be stepping into Morrowind, Oblivion, and Skyrim for the first time. Another would be my first few days in World of Warcraft. At face value, combining Elder Scrolls with an MMO should lead to instant RPG nirvana. But the reality of the situation is much different.

Elder Scrolls Online is being created in an era of acute MMO fatigue. An era in which gamers who put off term papers to work the slot machine of mostly-samey content direction look to any new entry in the genre with the suspicion and cynicism of a too-many-times-spurned romantic. (Not that I would know anything about that.)

It was with this in mind that I went hands-on with ZeniMax Online's new contender to ask the question: Is this just another MMO with an Elder Scrolls veneer? Or has the dream of a living, multiplayer Elder Scrolls world been realized?

If you're looking for a comprehensive rundown of the game's headline features, meanwhile, Chris has discussed them all in some detail in his Elder Scrolls Online hands-on preview - including the newly announced first-person mode, stealth, skills and more. You should also check out our video interview with game director Matt Firor and lead gameplay designer Nick Konkle about their experiences crafting the game.

What I loved 

Elder Scrolls-style combat. ESO has been designed around a lot of the same basic ideas we're familiar with from Skyrim and Oblivion. Left mouse to attack, right mouse to block. Holding block and attacking executes a bash that can interrupt spellcasting. Arrows and spells have to be aimed with your reticle. You do have a hotbar, but it's pared down to about Guild Wars 2-size, and the devs have clearly stated that they don't want you worrying about it too much in combat. You also won't be forced into Tank/Healer/DPS roles. Adhering to said roles will help players manage the game's hardest enemies, according to the devs. However, they're looking to maximize the variety of builds that are viable against such challenges.

This isn't to say that it feels exactly like Skyrim or Oblivion... but we'll get into that on the next page.
 

 
You can build your character however you want, and skills level up as you use them. You do get a token choice of "classes" (which are kind of boring and unnecessary, and will be discussed on the next page), but it's a choice that can be completely ignored if you choose. Your class determines three of the Skill Lines you have access to, while the others, universal across all characters, are based on weapon types, fighting styles, armor classes, and magic schools.

You have to have a certain overall character level to unlock new skills (think perks from Skyrim, or talents from other MMOs), but once unlocked, they will progress in power through repeated usage. It's not precisely the same as the way it works in Skyrim, but if you, say, hit level 5 and unlock a two-handed cleave, that cleave skill on your hotbar will get stronger the more you use it.
 
The music and art style feel like Elder Scrolls. Some of the early previews we saw seemed to feature slightly goofy, overly-cartoony character models. That was not the case in the build I played (though it could be an issue of starter armor looking more Spartan and realistic). The models seemed proportioned correctly, and the textures, characters, and architecture struck just the right balance between fantasy and gritty realism we've seen in the series' history.

The environments still suffer from "MMO gigantism," which I'm told has something to do with camera distances, though I've never really bought its necessity. Luckily, from what I saw, it's not as horrendously distracting as it was in The Old Republic.
 
Full voice acting, and quest choices that matter. Every quest in the game will feature voice acting, and from what was shown, it mostly rates somewhere between okay and good. You'll also get to make choices in quests that affect more than an alignment meter, with recurring characters sometimes living or dying based on what you do. And unlike TOR, some of them will actually show up again if you spared their lives. We didn't get to play enough to see how far this extends, but it already seems to be more impactful than the "Take your Light/Dark Side points and never speak of this again" model that TOR used.
 

 
A promising crafting system. I could count the MMOs that have done this well on one hand, following an unfortunate table saw accident. ESO's crafting is actually one of the more potentially fun systems I've had a look at in a while. In addition to base ingredients, you'll be able to introduce additives to your creations, each of which have four random properties (like Skyrim's alchemy ingredients). It encourages experimentation in a way I found entertaining.

Oh, and every armor piece and weapon that was shown in the demo can be made in one of nine racial styles, tied to the playable races of Tamriel. All crafters start off able to craft their own racial style, but can learn others.
 
Enemies that work together intelligently.  The most unexpected thing that impressed me about ESO was the design of the enemy AI. As they move about in combat, enemies will adjust their tactics based on how many allies they have nearby, the position of those allies, and what their allies are capable of. Humanoids will call to each other, allowing you to react to their intentions. Synergies are created when rogue-types douse the ground in oil, so their mage friend can light it aflame under your feet. In a particularly extreme example, a group of necromancers sacrificed one of their own in a ritual to summon a powerful, undead bruiser.

They can't pull off the kinds of complex maneuvers a player party might, but compared to common world enemies in other MMOs, they're a few tactical steps ahead.

On the next page: What I didn't love.



Everything on the previous page has me pretty excited for Elder Scrolls Online, especially considering my level of indifference about it going in. But like a good skooma trip, the time always rolls around when you have to come down and face reality. ESO probably isn't going to be the mythical "WoW killer," nor the multiplayer game every Elder Scrolls fan has been asking for.
What I didn't like

The combat isn't quite there yet. Yes, I both loved and didn't love ESO's combat; it's one of the most important things for the game to get right. ESO has all the trappings of Skyrim's combat, but it lacks its immediacy and kinetic physicality. You feel more like you're swinging at or through opponents than actually connecting. Blocking and bashing, as well, are based on visual prompts, turning combat into more of a "hit the right buttons at the right time" exercise than Skyrim or Oblivion's gritty "keep your guard up and look for an opening."

I am willing to wait and see on this. There's still time for improvements before launch that wouldn't require a gutting of the entire system. And it's not terrible as it is: It feels about the same as Guild Wars 2, falling a bit short of Tera—the latter being the gold standard for MMO action combat, in my opinion.
 
Classes seem like an afterthought, and don't cover enough niches. ESO has classes. But it doesn't need them, and I don't really understand why they're there. Only four will launch with the game: Dragonknight, Sorcerer, Templar, and Nightblade. Those basically boil down to samurai, mage, paladin, and rogue. The thing is, you can already build more or less any of those character types using the universal skill lines that are independent of your class. Variety is nice, but I would have preferred the addition of more universal skill lines than these four, tacked-on, oddly-specific archetypes.

A lot of concepts are left out in the cold, since you can't just choose not to take a class. If I want want my build to be something like a Nord berserker, I can forge something along those lines with non-class skill lines. But I have to pick a class that doesn't fit my concept on top of that, leaving me with skill trees that will just sit, forever ignored, on my character sheet. I expect we'll see more classes added over time, but right now, they seem too narrow and almost vestigial.
 

 
The dungeon layouts draw from MMOs more than they do from Elder Scrolls games. The design of MMO dungeons—the ones scattered in the world, moreso than instanced content—is absolutely boring. I want to get lost in ESO's world, but in the game's cavernous, straightforward, open-layout dungeons, it would be hard for even a blind Moth Priest to get lost. Sure, the Dwemer ruins look nice. But they lack the sense of mystery, and the feeling of delving into the unknown, claustrophobic bowels of the earth that are such a hallmark of Elder Scrolls games. I want to pass through the threshold of a dungeon with the knowledge that I'll be plumbing its depths for hours, the sight of the sun becoming a fading dream as corridor after corridor of steam pipes and hostile constructs assault my hit points and my sanity.

If I had to pick one most obvious disconnect between the traditional Elder Scrolls games and Elder Scrolls Online, it's the dungeons. You can't make up for it with instanced group content, because it's impossible to have the same paranoia-filled, self-paced experiences in such areas. It's a key part of the Elder Scrolls experience, so this is a big problem.
 
It's zone-based. I don't think even the most optimistic people failed to see this coming, but it's still something that makes ESO feel more like an MMO than a genuine TES game. The world of Tamriel, expansive and open as it is, is divided up into level-based zones that make it difficult to explore as freely as you would in Oblivion or Skyrim. I didn't actually have the opportunity to go venturing off into the distance, as I had a limited amount of time in a build where portions of the world aren't even there yet. But there are separate zones designed for certain levels of characters.

The quest structure in the portions I played mostly led me by the hand from hub to hub, and I felt I was being whisked past experiences like getting lost and spontaneously adventuring into a cavern or a fort, as you do so frequently in other Elder Scrolls games. There is plenty to find off the beaten path, but the zone flow makes it feel like Zenimax doesn't care whether you find it or not. I also worry that partitions and loading screens will kill the sense of a seamless, immersive world, but I can't confirm how frequently these will appear.


All things considered, there are more reasons to be excited for Elder Scrolls Online than I expected to find, which was refreshing and encouraging. I could foresee it becoming a strong, second-tier contender in a league with Rift and EVE, based on the number of things it does right. Unfortunately, it seems to be cutting just enough key corners with the Daedric Knife of MMO Design Philosophy to fall short of the sublime, multiplayer Elder Scrolls experience we've all been dreaming of.

If you're anxious to see it for yourself, you can sign up for a chance at the closed beta on the ESO site. It'll also be playable at PAX East this weekend.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
StrosMkai


While I was in the USA to see The Elder Scrolls Online I chatted to game director Matt Firor and lead gameplay designer Nick Konkle about their experience making the game, the thinking behind the class and combat systems, and why they've kept first-person mode under wraps for so long.

You can also check out my hands-on from earlier today for a detailed breakdown of all the game's biggest features.


The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
SpiderBattle


At a press event at Zenimax Online Studios last week, the Elder Scrolls Online developer waited until the end of a lengthy presentation to deliver arguably the most important piece of news about their upcoming MMO. In short: TESO will have a full first-person mode in the Elder Scrolls style. This is, I suspect, what the majority of fans have been waiting to hear. It should certainly delay the inevitable “meh” in the comments below, if such a thing is possible.

First person wasn’t available in the build I played - we were shown it in a video, but it looks great. The constraints of MMO development mean that The Elder Scrolls Online isn’t as technically impressive as Skyrim, but this was the moment when the penny dropped for me. Having powered through two and a bit zones’ worth of content - the first six levels of the game, playing as the Daggerfall Covenant faction - there’s much that makes TESO distinct and interesting as an MMO: but proper first person play is the thing.

T.J. will be writing about his experience of the game from the perspective of a longstanding Elder Scrolls fan later on today: in this article, I’m going to cover the new information that came to light in my three hours with the game. Up front, though, I will say this: I went in worried and came out pretty pleased. There are new ideas here. I don’t believe that there’s a single type of person defined by the phrase ‘Elder Scrolls fan’ and I can see it working for some but not others. If your time in Skyrim was exclusively spent tooling around with emergent systems, murdering townspeople in their beds and stacking cheese wheels, then you’ll feel the absence of those things from TESO. If you’re up for something a bit more structured, then keep it on your radar.



The UI is among the most minimalistic I’ve seen in an MMO. The only persistent on-screen items are a crosshair, a minimap, and a small quest tracker. Health, stamina and magicka bars along with the hotbar appear during combat or when you’re wounded, but otherwise the focus is on the world. There are no damage numbers or debuff indicators for enemies beyond what is visibly happening to them. At present, the game could do with better feedback - I can get behind the idea of toning down typical MMO on-hit fireworks, but they need to be replaced with something and at the moment it’s not quite there.

Dialogue takes place in a zoomed-in first person similar to Skyrim, with a slightly expanded dialogue menu that more closely resembles Morrowind. It’s all fully voiced, but facial animation is a bit rough at the moment.

The inventory and skill menus follow Skyrim’s trend toward representing as much in-world as possible. Bringing either of these up zooms the camera in on your character in the world, who then effectively acts as your paper doll for equipping items.

Combat, while not as impactful as Skyrim, is not based on MMO-style rotations. As in any of the post-Morrowind TES games, you swing your weapon (or fire your bow or staff) with the left mouse button and block with the right. Holding attack charges up a powerful strike, and attacking while blocking results in a spell-interrupting bash. If you manage to block an enemy’s telegraphed power attack you’ll stun them, and your subsequent blows do more damage.

The hotbar includes six slots for abilities plus an additional ultimate skill - I didn’t get to use these, but one example would be a Meteor spell - and a consumable. Its resemblance to a traditional MMO quickbar is deceptive, because skills in TESO are not cooldown based. Your ability to spam skills is entirely based on your available health, stamina or magicka, and as such combat is more about effective use of those resources than it is about settling into a set rhythm. Blocking, sprinting and dodging use stamina, for example, making them a trade-off with powerful melee skills like cleaves.

Unlike prior Elder Scrolls games, spells do not need to be equipped into a hand before being cast - they fire instantly. This speeds up combat and is the chief thing - besides the aforementioned feedback issues - that makes TESO feel different to previous games in the series. Expect to see more spells being cast, by more people. Nonetheless, the system is theoretically closer to the single player games than it is to most MMOs.



Stealth is available to everyone, but it isn’t as deep as Skyrim. Press control to crouch and you enter sneak mode, which allows you to bypass camps of enemies and complete quests without violence if you’re good at it. It’s based on line of sight rather than dynamic light levels, so sneaking about requires a bit of planning. Sneaking replaces your cursor with a Skyrim-style eye to let you know when you’re liable to be detected.

It’s also possible to loot disguises from select enemies or find them in camps. Wearing a disguise allows you to move around normally in hostile areas, but getting to close to an alert enemy can break your cover.

The skill system sits somewhere between Skyrim and Guild Wars 2, with select improvements over both. As in Skyrim, levelling up in TESO earns you a boost to either health, stamina or magicka and a skill point to spend. You start the game with a selection of skill lines based on your class, race, and equipment. Examples from the weapons group would be:


Two Handed
One Hand and Shield
Dual wield
Bow
Destruction Staff
Restoration Staff


Investing points in each skill line unlocks new passive and active skills. Active skills level up through use, and at rank five you can spend another skill point to ‘morph’ these spells and abilities into one of two variants. An example we were shown was a Daedric summoning skill that could be altered to conjure either an exploding scamp or a hulking clannfear.

Although there will be a finite amount of skill points available to a single character, more skill lines can be acquired over time. Members of the Fighters’ and Mages’ Guilds, for example, get access to new skills based on their rank in those factions. There are special abilities for PvP, and this is also how special player states like vampirism will be handled. The system is impressive precisely because it’s so expandable: its easy to see how new skill lines can add options to the game without imbalancing it in the way that an extended level cap or tacked-on alternate advancement system might.

The Fighters’ and Mages’ Guilds will be in at launch, with thieves and the Dark Brotherhood to be added later. Fighter’s Guild members will be tasked with hunting Daedra and banishing Molag Bal’s Dark Anchors from the surface of Tamriel. Mages are tasked with tracking down necromantic lore.



Towns are relatively static, but enemy combat AI has been reworked. NPCs in TESO live deterministic lives based on your actions: they do move about, but this is phased as part of your progress within the various questlines. In combat, however, things are more flexible. Enemies will interact with one another based on their type - for example, multiple humanoid foes will work together, calling for healing or special attacks as the situation demands. Then, enemies who all belong to the same faction will have access to additional powers. The example we were shown was a group of necromancers - a warrior and two mages of different schools - dynamically starting a sacrificial summoning ritual to hold off the player party.

Monsters also have special abilities. Spriggans will possess and enhance any woodland predators that stray nearby, and spiders will eat their slain allies to gain strength. Lovely.

Quests are very subtly instanced. Its surprising to be playing an MMO and find a quest giver jogging alongside you once you’ve picked up their quest - or to emerge from a dungeon only to have the person you’re helping run over to give you your reward straight away. This is thanks to a phasing implementation that is almost seamless. A major part of every personal story will be assembling a group of heroes, and these allies are not only consistent across zones but appear in the open world rather than in specific story instances. Other players’ companions are rendered as anonymous mercenaries, preserving your immersion in a way that evades TOR-style companion clone syndrome.



It looks like an Elder Scrolls game, but it has been designed as an MMO.

An evident effort has been made to match up TESO to the art style and geography established by the previous games, but interiors and doorways have been enlarged to accommodate more players. We were told that the height maps from Oblivion and Skyrim have informed the layout of the relevant zones. In a neat touch, the fortresses that you’ll fight over in PvP are based on the ruins from Oblivion, including their name and approximate locations.

You can play through every zone on a single character, regardless of faction. There’s a reason why few MMOs bother with three factions nowadays - it’s a vast amount of content to create, particularly when you’re only likely to see a third of it. TESO’s solution is clever. You’ll level from 1-50 and do your personal story with your chosen faction, then when you’re finished you can pick a second faction to play through in what amounts to a new game plus. Zones and encounters are buffed to 50 and loot updated accordingly. Then, when you finish that you’ll be able to play through the final faction in an even tougher mode. You’ll still only be able to group and socialise with members of your own faction, but it means you don’t have to pick what race you play based solely on what zones you want to adventure in. Your Breton will get to wander around Skyrim.

Crafting adopts a lot of what was good about Skyrim’s alchemy and applies it to the whole system. There are five professions: Armorsmith, Weaponsmith, Enchanter, Alchemist and Provisioner (cook). One player will be able to dabble in all five, but only one can be fully mastered. Items are made from a set of base ingredients and then a selection of bonus additives which all have hidden properties similar to alchemical ingredients in prior TES games. Reverse-engineering looted items will allow you to determine some of these properties, which can then be applied to your own items. In addition, you also pick a style for wearable items like weapons and armour: an iron axe could be orcish, Breton, aldmeri etc. We watched one of the game’s designers invest heavily in crafting a Fine Iron Battle Axe of Undead Bane of Lightning. I understand they’re working on the name.

The Elder Scrolls Online will be playable on the floor at PAX East this week and is in closed beta now. We’ll have a video interview with two of the game’s senior designers going up at 3pm GMT, with T.J.’s take to follow at 4pm.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim OST thumb


Bethesda have made a number of soundtracks from their back-catalogue available digitally, many for the first time. Albums for Dishonored, Rage, the two Fallouts, as well as Jeremy Soule's excellent Elder Scrolls scores have been released. Now you can pretend that simple chores are epic undertakings, re-imagining your vacuuming as a fight against giant spiders and their webs. It's not just me that does that, right?

Most of the soundtracks are available for £8, although the 53 track Skyrim score is inevitably a bit costlier at £15. The only problem with the deal is that they've only been released to iTunes, Apples abhorrent mess of music store. Is a Spotify upload really too much to ask for?

Still, battling against the creaking iTunes may just be worth it for songs like this.

The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim Dragonborn top


In an effort to recapture the limelight a soldier from Fallout 3 has invaded the upcoming Dragonborn expansion for The Elder Scrolls V: Skyrim. Desperate to relive the glory days of 2008, when Fallout 3 was quite popular, the Brotherhood of Steel member tunnelled his way into Tamriel. His plan to set up a shop in Whiterun before Skyrim's release where thwarted by a poor sense of direction and an inability to see anything through his helmet's ridiculously tiny eye slit. "It was the worst thing that's ever happened apart from the thing with the giant robot," he said. "And no, I don't want to talk about it."

The soldier, who wishes to keep his identity a secret, broke down quickly under questioning, revealing that all he wanted was to have an adventurer stray within earshot so he could loudly announce his life story. "Am I doing it right?" he asked forlornly, before folding his arms and resuming a well-practiced idle pose.

Authorities vowed publicly to have the soldeir removed in due course, but added that they couldn't right away, as they were too busy admiring the weird creatures and "mad awesome sky-lizards" present in the latest batch of Dragonborn screenshots.





















The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Morrowind Overhaul mod


The Skywind project, which plans to port Morrowind into the Skyrim engine, is still some way off. But perhaps you have the terrible urge to play a glorious, updated Morrowind right now. There are two options. You can go to your nearest park, carve out a hole, stuff some hay in and then hibernate until Skywind is out (not recommended) OR you can install the latest version of the splendid Morrowind Overhaul mod (recommended!). It's just been updated to version 3.0, which means its slimmer, less buggy and easier to install than ever.

The Morrowind Overhaul is devoted to making Morrowind look and sound beautiful. The torrent link from the Ornitocopter front page is the easiest way to get hold of the mod at the moment, though there is a direct download option if you're lucky enough to catch their server during a lull.

You'll need a fresh install of Morrowind to get this working. Here's a helpful video tutorial if the automatic installer doesn't work. You can feast your eyes on the mod's overhauled Morrowind environments in this trailer. The update was spotted by Redditor, FruitLoops.

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