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Elder Scrolls III, The - Morrowind (USA)

Xbox
🇬🇧
Reviewed in
2002
90
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✪ Reviewed on October 22, 2024
86

Foundational open world RPG of the modern generation, Xbox port of the PC original. Unparalleled total freedom, fascinating Vvardenfell world, extraordinarily rich quests. Writing and lore of rare depth. An RPG monument that must be played.

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Category
RPG 1 player 16+
Description
Released as a prisoner on the island of Vvardenfell, the player forges their own destiny in a vast open world of unique cultures and landscapes. Published by Bethesda Softworks, released in 2002 in the United States and Europe. A landmark open-world RPG with hundreds of quests, 27 evolving skills, guilds to join, over 300 spells, and total freedom in character development.

Elder Scrolls III, The - Morrowind review

4/5
Art direction
"Striking"
MAX
Music
"Legendary"
MAX
Story
"Masterful"
Signed by Jeremy Soule, the music wraps the open world in a broad, contemplative orchestra, from the peaceful exploration theme to the epic "Dragonborn" choir. Each horizon breathes freedom and wonder, carrying the adventure without ever tiring. This symphonic breadth, timeless, remains a benchmark of the genre.
Gameplay
"Excellent"
Fun
"Pleasant"
Difficulty
"Difficult"
Technical info
💾6,2 GB 📅01/05/2002
Published by Bethesda Softworks

Elder Scrolls III, The - Morrowind (Xbox) price, value & rarity

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Collector interest

A Bethesda open-world RPG that stunned with its freedom and the density of its island of Vvardenfell, a genre milestone brought to the original Xbox with ambition rare for the console. Its collecting interest lies in this status as a founding work of the modern Western RPG rather than scarcity, the run having stayed strong. A reference piece for fans of open role-playing.

Is Elder Scrolls III, The - Morrowind still worth playing in 2026?

Released in 2002, this third Elder Scrolls remains one of the most singular role playing experiences ever published on consoles. The island of Vvardenfell imposes a rare sense of otherness through its flora, architecture and the writing of Dunmer cultures. The class system, the mix of melee and magic and the absence of fast travel beyond the silt strider network leave immense freedom. Controls show their age, combat feels notoriously weightless and quest reading demands patience and a notebook. A genuine reference for the genre and a strong recommendation for curious role playing fans and for collectors.

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