| The
Elder Scrolls 3: Tribunal
Review by Steerpike
January 2003
Oh, It's a Complete Level Editor
Most people who experienced The
Elder Scrolls 3: Morrowind were instantly enchanted.
CRPGs have been lumbering along since Fallout, neither bad
nor good (for the most part) and rarely introducing much in the
way of nonlinearity or new ideas to the genre. With Morrowind,
a real sense of openness and character-driven narrative evolution
was achieved. Even better, the folks at Bethesda included the reasonably
easy-to-use Elder Scrolls Construction Kit with the game, allowing
players to develop and release little plug-ins and even entirely
new adventures using the engine. Most plug-ins are very smalla
new weapon here, a house in the town of Balmora thereand for
the most part they integrate seamlessly with the rest of the game.
Tribunal, the first official expansion pack to Morrowind
(which means, I hope, that there will be more), is in fact just
a gigantic plug-in, built with the very same tools available to
all gamers. This is not a bad thing; though not nearly so colossal
as Morrowind itself, Tribunal is expected to supply
most gamers with a good twenty hours or so of gaming fun (compared
to Morrowind's 200-plus)and at only $29.99 retail (plus
the original game), that's nothing to complain about.
In broad watercolored strokes, Tribunal expands on the story
of religious and political conflict at the heart of Morrowind.
A new Dunmer king has arisen and all his thought and focus is
bent upon dislodging the nation of Morrowind from its sad position
underneath the Imperial thumb. Meanwhile, the tribunal of Living
GodsVivec, Almalexia, and Sotha Silremain at the heart
of the story. The problem with being a Living God is that after
a while you get pretty darn old, and pretty darn tired, and then
grouchy, but you're a God so you can't just slink off and die quietly;
you have to stick around and be worshiped and do impressive things
or else people will stop liking you. While that's great for a few
thousand years, you still possess mortal weaknesses (like sanity)
and after a while they begin to fray. Those who had the pleasure
of meeting the once-mighty Vivec in Morrowind may sympathize.
Almalexia and Sotha Sil finally turn up in Tribunal. Both
have their own goals, opinions on Vivec and Lord Dagoth, and positions
on the Nerevarine Conspiracy going on in Vvardenfell. If that last
sentence makes no sense to you, either you've never played Morrowind
or you ignored the main plot of the game. While it's not necessary
to have done so to enjoy Tribunal, I do recommend it; ultimately
Tribunal is more of the same, so if you didn't like the one
you're not going to like the other.
Geographically, if you know nothing about Tamriel (the larger empire
in which Morrowind/Tribunal take place) you may not realize
that the province of Morrowind is shaped like a doughnut and Vvardenfell
is an island where the hole would be. The rest of the province is
wrapped around it, and Morrowind's capital city, Mournhold, is in
that area. While early press statements about Tribunal indicated
that it would expand Morrowind to include "the entire
nation of the Dunmer," the actual truth is more along the lines
of "will expand Morrowind to include Mournhold and one
or two other places." Don't feel cheated, though; Bethesda's
"bigger is better" attitude is once again at play here
so it's not like you won't have lots of new places to explore.
RPG Rule #1: Goblins Are Not, Repeat Not, Difficult Foes
Rather than taking my 52nd-level character through Tribunal,
I decided to start over as a new class and have all the fun
again. That was kind of a mistake, so take heed: though the box
says that Tribunal is okay for characters of all levels,
don't be fooled. Be at least fourth or fifth level before you even
install Tribunal. The plug-in lies dormant but activates
at some point when your character rests, at which time the new adventure
begins and you find yourself attacked by a foe who would be peanuts
to a high-level character, but who killed me about nineteen times
when I was starting out. Shortly thereafter the intrigue of Tribunal
is added to the game, integrating as smoothly as any other plug-in.
Naturally, once the quest began I sent my new character straight
to Mournholda more difficult and irritating proposition than
it really needed to beto check out the new area; once there
I realized that I was in no way prepared to deal with the foes and
intrigues that awaited me. Specifically, I was killed by a goblin.
A goblin, the lowest of the low, the snail's trail of fantasy beasts,
a creature normally so base and pathetic that first-level D&D
characters starting out as ignorant farmhands with pitchforks are
able to defeat entire goblin hordes attacking their once-peaceful
community. The goblin is lower than the orc. The goblin is lower
than the gnoll. The goblin was, is, and shall always be the most
insignificant of all creatures, and under no circumstances should
even a very well-trained and armed ninja goblin with exceptionally
high morale possibly stand a chance against a character higher than
second level. I thought everyone knew that rule.
Tail firmly between my legs, I crept back to Vvardenfell where
nice normal creatures lived, and worked on improving my character
a bit before returning. Things were significantly more balanced
once I was 12th level and above, so new players take note. Meanwhile,
I was able to appreciate some of the technical and gameplay improvements
that Tribunal makes (it's a patch as well as an expansion
pack).
The journal system, widely reviled as inadequate in Morrowind,
is improved to include sorting by quest, entry, and more. Frankly,
however, it's still nowhere near as good as it needs to be in a
game this complex; there's still no way to make your own notes in
the journal and the general interface is lacking. In the next expansion
pack, I want to see more powerful cross-referencing, the ability
to export your journal to Word or Excel, sort entries manually,
add personal notes, switch between game time and real time dates,
apply priority levels to notes, and so forth.
Another new feature is the ability to add notes to the automap
on both the world and local level. This is a nice addition, and
there's not much that can be said about it (other than that it should
have been included with the original game). The automap in general,
however, remains unimproved, and while it's not nearly so lacking
as the journal, some tweaking here and theresuch as more accurate
representation of elevationswould have been nice.
A few merchants in Mournhold have unusually large amounts of cash
on hand. This is a big improvementanyone who finished Morrowind
almost certainly wound up with a room, house, or stronghold
full of loot so valuable that no one on the island could afford
to buy it from him/her for more than a fraction of its worth. The
Glass Staff, for example, a not terribly uncommon item, is worth
50,000 gold. A "Seller Max" button is also a nice blessing
to traders who are willing to pass along items worth more cash in
toto than the merchant has; just offer the items and click the button
rather than messing with the slow plus/minus keys.
Meanwhile, adventurers also have the ability to purchase a pack
Guar to carry the loot from all their travels. These animals, which
resemble friendly bipedal goanas with the mouths of sperm whales,
can be found all over the province doing the combined work of mules,
oxen, donkeys, horses, and cows. The drawback to the pack Guar is
that Tribunal doesn't improve 3D pathing very much and if
you don't keep an eye on your beast, it's going to get stuck on
a rock and you'll inadvertently leave it behind. This would be especially
vexing if you don't know where to start looking for it and it happened
to be carrying a fortune in loot on its back.
Overall stability is increased in Tribunal as well, and
though Morrowind was not a really unstable game to begin
with, each little incremental improvement helps. I still find myself
crashing out to Windows without warning now and then, but the event
is rare and, compared to some of Bethesda's other offerings, nothing
I take too seriously.
Dungeons Deeper than Daggerfall's
You'll have the opportunity to explore, among other locations,
the vast sewer-cum-lost-city complex underneath Mournhold, and if
dungeon crawlers have been sad that Morrowind's underground
adventures were too short or simple, they can stop their braying
now. This underworld is immense and home to several mysteries of
its own, sporting fantastic new creatures and exciting treasure
to be had. In order to fully explore the area you should expect
to spend probably six to ten of your twenty hours down there, and
it's here especially that being able to annotate the automap is
necessary.
Other quests range from simple ten-minute operations to more complex
citywide excursions, and as usual you're free to take them or leave
them as you see fit. Just as in all of the Elder Scrolls titles,
you're under no obligation to do anything that isn't part of the
overall story arc, but if you ignore all of the corollary material
you're likely to miss out on a lot of fun and charm. Gamers who
allow Tribunal to take them forty hours are more likely to
be pleased with it than those who only allow it to take twenty.
One note of irritation is that though Tribunal integrates
comfortably with Morrowind from a technical standpoint, there
is a great in-game sense of disconnection between the two places.
Actually getting to Mournhold requires a ridiculous expenditure
of effort every timethe only point of access is through the
fortress of Ebonheart, and a less conveniently placed locale to
make your base of operations there never has beenthen getting
back can also be a chore. Those employing magic will probably use
the Mark and Recall spells to some effect, but you
can (stupidly) only set one mark. Most players I know place a mark
at whatever house, structure, or town they've chosen as their "home
base," and they are loath to change it. In a way this all goes
back to the fact that your character walks too slowly, that Bethesda
or some enterprising fan never created a plug-in for horses, and
that there are more fun ways to spend your time than walking from
Balmora to Ebonheart day after day.
The result of this is that while Tribunal is meant to slide
right in beside Morrowind on a logical level, it's incredibly
jarring to move back and forth between them. Since you're not expected
to have finished Morrowind before you start Tribunal,
you constantly feel like you're moving from the game to the
expansion pack. I might have preferred a much higher-level expansion
for those who'd nearly finished Morrowindmuch like
the Baldur's Gate series expands its gamesbut of course
that would have excluded newcomers to the series.
Still Looking Good, Baby
Morrowind, at only six months old, is still one of the prettiest
games out thereespecially among RPGs, where only Arx Fatalis
can hope to equal itso Tribunal doesn't need to
add big technology to the graphics. It's just as good-looking as
ever, and I was pleased to see that designers flexed their creative
muscles by making Mournhold and surrounding regions visually different
from Vvardenfell without making it seem like you were in another
country or something. The province of Morrowind is a grim, bleak
place filled with cranky people, but Vvardenfell is more gloomy
than the mainland.
While on the subject of graphics, one thing I neglected to mention
in my Morrowind review but will mention now is that the game
doesn't run on a proprietary engineMorrowind, like
Star
Trek Bridge Commander, Freedom
Force, and Dark Age of Camelot all licensed NetImmerse
engine technology from NDLa testament to the tremendous breadth
and versatility of that game engine, considering how different those
four titles are.
By the way, GeForce owners would be well advised to crank nVidia's
proprietary "Digital Vibrancy" control as high as they
can stand. Morrowind and Tribunal, gorgeous as they
are, look even better with this set high; digital vibrancy makes
subtle gradations of color more obvious to the human eye and, though
it may be annoying while using the Windows desktop, it really adds
to most games.
Sadly, no new orchestrations came with Tribunal to complement
the game's already breathtaking score; composing and recording such
would probably have taken too long and interfered with the timely
release of the expansion. I know people who have downloaded Morrowind's
music to play while they work or prowl around their homesit
is incredibly good, and my only complaint is that they weren't able
to get more of it.
Balance: More than the Art of Not Falling Over
The one standard complaint about Morrowind carries over
into its expansion pack. The game is not adequately balanced for
later levels. Once you reach the 25th level or so, your character
is essentially so tough that even the most powerful creatures pose
little threat. Even the mightiest Daedroth, the chilling Golden
Saints and horrifying Winged Twilights are nonetheless just a sword-flick
away from the afterlife once a powerful character comes upon them.
While it's better to be skewed in favor of a highly powerful character
than it is to be too hard when the character is just starting out,
I know plenty of people who grew bored with the game and either
quit or will not play through again just because they know that
the challenge would end around the halfway point of the game. I
suspect the solution to this is a new expansion pack that adds creatures
capable of dealing with high-level characters and scatters them
not only through "new" areas, but through Vvardenfell
as well.
Also, I note that it is still difficult to locate really fancy
items of certain sorts. Glass, Ebony, and Daedric items are easily
found when you're high-level, but they tend to be swords or spears
rather than more exotic weapons. This doesn't encourage players
to expand their horizons by playing an expert in the mace or tanto.
I know the above statement contradicts an earlier remark from my
Morrowind review, but it is true and only a lot of playing
made it clear. I propose that the next expansion add more item compositions
to go along with the standard Dwemer, Daedric, Ebony, Glass, Iron,
Orcish, Steel, and so forth; also, perhaps an algorithm in the code
to determine the player's highest primary weapon score and offer
powerful weapons based on it.
City of Light, City of Magic
Generally speaking Tribunal is a great expansion pack. It
fixes bugs, adds new places to explore, enhances the capabilities
of the game, and is very well written and designed. Though the plot
is fairly straightforward compared to some of the more devious story
arcs that Bethesda writers are known for, it nonetheless kept my
attention throughout and was deeply enjoyable to play.
Sadly, it does little to correct the underlying complaints about
Morrowind. Make no mistake, those complaints are few and
for the most part quite paltry, but I would love to have seen them
addressed here. Also, I would rather Tribunal had been cleanly
integrated into the world of Morrowind rather than seeming
like an expansion pack due simply to the amount of effort involved
in physically getting to the new locations. Next time I want horses,
carts, better journal controls, balance for high-level players,
and more accessible exotic weapons. When all that is provided, we
may well have the near-perfect CRPG. 
|
The Verdict
The Lowdown
Developer: Bethesda
Publisher: Bethesda
Release Date: November 2002
Available for: 
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System Requirements
Windows 98/ME with 128 MB RAM
Windows 00/XP with 256 MB RAM
500 MHz Intel Pentium III, Celeron, or AMD Athlon processor (800
MHz PIII or AMD recommended)
8X CD-ROM drive
1 GB free hard disk space
DirectX 8.1
32 MB Direct3D compatible video card with 32-bit color support and
DirectX 8.1 compatible driver (Nvidia GeForce 2 GTS or ATI Radeon
7500 recommended)
DirectX 8.1 compatible sound card
Where to Find It
Gogamer
24.90

Prices/links current as of 01/07/03
Links provided for informational purposes only.
FFC makes no warranty with regard to any transaction entered into
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