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The Elder Scrolls III: Bloodmoon

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discover it has been attacked and Carius is missing. The player travels north to the land of the Skaal and completes a series of rituals and tests to gain the trust of the leader, Tharsten Heart-Fang. The player investigates signs of what the Skaal describe as the Bloodmoon Prophecy, in which the appearance of disturbances and werewolves in Solstheim signal the return of the Daedric Prince Hircine in each Age. The player is infected with the werewolf disease, Sanies Lupinus, when the Skaal Village becomes attacked by werewolves, and Heart-Fang is discovered missing. At this point, the main quest diverges depending upon whether the player chooses to cure themselves of the disease to assist the Skaal, or to become a werewolf and fight the Skaal on behalf of Hircine. In the end, both threads converge as the Bloodmoon Prophecy becomes true and Hircine abducts the player for the Great Hunt. Reunited with Carius and Heart-Fang, who have also been abducted for the Great Hunt, the player navigates the maze within Mortrag Glacier to find and defeat the aspect of Hircine to put an end to the Great Hunt.
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colony often come at odds with his deputy, Falco Galenus. For most of the questline, players can side with Carnius or Falco to undertake tasks to build the colony, including establishing the mine, choosing which type of shops to construct, and resolving problems in the colony including missing shipments, thieves, and disturbances from local natives and monsters. At the end of the questline, the player either aids Carnius to stage an attack on the colony, only to be attacked in turn as Carnius has deemed the player is a liability, or assist Falco in defending the colony against Carnius' fake attack. Both branches end with the player confronting Carinus and defeating him, being rewarded with a promotion as the new Factor of the colony and constructing a player-owned estate in Raven Rock.
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dream cutscene and transform into a werewolf. This form grants the player the 'Eye of the Wolf' ability, which grants increased strength, agility and speed attributes. However, the player can only use their claws in this state, and is unable to use weapons, armor, magical items or cast spells, and is vulnerable to silver weapons. The player is required to kill at least one player character per night to avoid health loss. If non-player characters witness the player transitioning into a werewolf, all non-player characters in the game world permanently attack the player on sight, in and out of their werewolf state.
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including wolves, bears, boars, snow goblins, and wood-spirit Spriggans that must be defeated three times before properly killed. The game features several weapon and armor types, including Stalhrim Ice, Nordic Silver and Snow Wolf, with players able to complete a quest that provides access to non-player characters that can exchange weapons and armor from ice and pelts.
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introduces two major questlines: a main quest and a factional quest for the East Empire Company. The player initiates the main quest by interacting with Falx Carius, the Captain of Fort Frostmoth, completing small tasks to improve the morale of the fort. Upon completion, the player returns to fort to
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The East Empire Company questline is a secondary questline in which the player joins the faction and assists in the establishment of a mining colony on the site of Raven Rock. Players initiate the questline by talking to Carnius Magius, the Factor of the expedition, whose unscrupulous plans for the
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is set in Solstheim, an island between the provinces of Morrowind and Skyrim. The island is recently colonized by the Empire, who administer it from Fort Frostmoth. However, most of Solstheim is uninhabited wilderness, occupied by outlying villages of indigenous Nord tribes, including the Skaal who
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introduces the ability for the player to become a werewolf. Encountering a werewolf in combat exposes the player to a disease, Sanies Lupis, for three days, during which the player can choose to seek a cure. If the player is not cured within this period, every night the player experiences a short
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received positive reviews from critics, with praise directed to the expansion's highly distinctive visual design and landscape and the design of its branching questlines, particularly the East Empire Company questline, with criticism directed towards the limitations of gameplay when playing as a
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reviewers agreed, finding that whilst play as a werewolf was "a more interesting and challenging alternative to regular adventuring", the permanent mechanic of being attacked on sight by all characters if being seen transitioning between man and werewolf states was "an artificial mechanic that
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content and questline by asking non-player characters about the "latest rumors", directing them to a ship that transports them to Solstheim, or alternately locating the ship themselves. The expansion is directed towards higher-level characters at or above level 20, with more difficult enemies
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similarly highlighted the "new landscapes" and "lush and expansive forests" helped made the expansion feel "like a completely different game". Several critics highlighted the expansion's use of more detailed environments and snow shaders, whilst noting they affected the game's performance.
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from players. Designer Mark Nelson recounted that the implementation of werewolves in the game was the centre of the expansion's design, prompting the "large-scale" creation of a branching questline to differentiate players who did and did not choose to become a werewolf.
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as a "graphical treat", stating "the snow-shrouded forests of Solstheim provide a welcome change of pace", and "the (snow) particles build up to a virtual blizzard (and) it makes a fantastic visual and convinces you that this is a real world." William Abner of
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also provides the player with the ability to become a werewolf, a feature closely embedded in the main storyline and quests. The expansion features more detailed environments, including weather shaders such as snowfall and blizzards.
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indicating the game received "Generally favorable reviews" with an average score of 85 out of 100 based on 21 reviews. Reviewers praised the open-ended approach of the expansion as an improvement compared to its predecessor,
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involves the investigation of the Bloodmoon Prophecy that foretells the return of the demigod Hircine. A secondary features a new faction, the East Empire Company, which tasks the player to establish a mining colony.
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critiqued the feature, stating "the implementation isn't very exciting...the need to feed every night can become fairly tiresome, and because werewolves have only their claws as weapons, combat can get repetitive."
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praised the "complex" East Empire Company questline, stating "the new quests are at least as engaging as those in the original game and emphasize the best role-playing aspects of the series." Steven Bellotti of
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Reviewers provided particular praise for the main quest and East Empire Company faction, which sees a game area, Raven Rock, change based on player decisions throughout the questline. Matthew Peckham for
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was designed as an action-oriented expansion, with a focus on designing an environment filled with new dungeons, creatures and loot. This approach was pursued to contrast with the design of
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occupy a major village and the mead hall of Thirsk. On the south end of the island is Raven Rock, the site of a prospective ebony mining colony being developed by the East Empire Company.
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was developed over six months with a stated objective of making a more open-ended expansion focused on action and exploration, in contrast to the closed design of the previous expansion,
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commended the design of Solstheim as "well laid-out" and varied in its locations, finding it to be a good balance between the "cramped" design of
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on February 14, 2003, with a gold master of the game finalised in May and released on June 3, 2003, in the United States and June 27 in Europe.
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noted "(the game's) facelift comes at the price of framerates - even on high-end machines, combat in the snow can cause the game to chug."
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praised Solstheim as "an entirely new landscape" that "looks and feels like a foreign land compared to the rest of the settings in
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was featured by many reviewers as a highlight of the expansion, reviewers were divided on its implementation. Ron Dulin of
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found the "static and unchanging" attributes of werewolves to be poorly tailored to the expansion's difficult enemies.
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was developed over a six month period from November 2002, and was intended as the last expansion for
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praised the questline as "ingenious", stating "this sort of thoughtful scripting is what sets a
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what it's been lacking all this time - a way to actually affect the world around you".
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in 2004. The expansion adds a landmass to the game, Solstheim, a setting modelled on
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werewolf and various performance issues and bugs. Solstheim, the setting of
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also takes place on the island of Solstheim, set after the events of
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was "glad to return to the more-open ended adventuring available in
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compromises the otherwise immersive setting". Steven Bellotti of
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Critics praised the visual design of Solstheim, the setting of
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features even more detailed and populated environments (than
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The visual design and landscape of Solstheim, the setting in
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was received positively by reviewers, with review aggregator
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adds an island to the original world map. Players access the
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role-playing experience apart from its peers. Ron Dulin of
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locations to explore. In contrast to the first expansion,
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in 2003. The expansion was later released as part of the
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pushed the performance of their system. Daniel Wilks of
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Whilst the inclusion of werewolves and lycanthropy in
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The Elder Scrolls V: Skyrim: Original Game Soundtrack
1272: 2403: 797:, not just a tacked-on area." Chris Anderson of 454:, was released for PC and Xbox in October 2003. 2437:Video games with gender-selectable protagonists 747:for pursuing a "freeform style" reminiscent of 289:The Elder Scrolls III:Morrowind ยง Gameplay 1240:. Archived from the original on April 16, 2003 519: 2046: 1611: 1135:"Q&A: 'The Elder Scrolls III: Bloodmoon'" 263:, would return as the primary setting for an 1625: 1162: 1160: 607: 557: 1363:"Morrowind: Game of the Year Edition Ships" 965:"The Elder Scrolls III: Bloodmoon - Review" 825:similarly stated that the questline "gives 751:in contrast to the "scripted linearity" of 2472:Video games developed in the United States 2053: 2039: 1618: 1604: 1069:"The Elder Scrolls III: Bloodmoon Q&A" 40: 2060: 1557: 1555: 1332:"Elder Scrolls III: Bloodmoon for Europe" 1157: 763:and the "widespread and empty" design of 1561: 1515: 1509: 1455: 1453: 1451: 1449: 1447: 1273:Bethesda Softworks (February 14, 2003). 1234:"Elder Scrolls III: Bloodmoon Interview" 1231: 962: 902: 855:Many reviewers observed the graphics of 340: 1484: 1482: 1467:from the original on September 20, 2022 1360: 1329: 1041: 1022: 898: 896: 894: 313:, which added a city separate from the 14: 2404: 1552: 1535: 1533: 1531: 1427: 1425: 1410:from the original on February 21, 2015 1166: 1132: 1109:from the original on November 25, 2023 992: 990: 975:from the original on November 26, 2023 924: 922: 920: 918: 733:in contrast to the cramped setting of 2034: 1639:List of The Elder Scrolls video games 1599: 1539: 1488: 1444: 1431: 1390: 1388: 1373:from the original on January 14, 2024 1342:from the original on December 5, 2023 1200: 1196: 1194: 1079:from the original on December 4, 2023 1018: 1016: 1014: 1012: 958: 956: 954: 952: 950: 948: 946: 944: 928: 2442:Video games set on fictional islands 1479: 1133:Miller, Stanley A (March 10, 2003). 1128: 1126: 1124: 1061: 996: 891: 1528: 1516:Lafferty, Michael (June 24, 2003). 1422: 1042:Schrier, Jason (December 4, 2012). 1023:Peckham, Matthew (September 2003). 987: 915: 521: 461: 444:Morrowind: Game of the Year Edition 222:Morrowind: Game of the Year Edition 24: 2186:IHRA Professional Drag Racing 2005 1564:"The Elder Scrolls III: Bloodmoon" 1562:Anderson, Chris (September 2003). 1518:"The Elder Scrolls III: Bloodmoon" 1497:from the original on March 8, 2007 1491:"The Elder Scrolls III: Bloodmoon" 1461:"The Elder Scrolls III: Bloodmoon" 1434:"The Elder Scrolls III: Bloodmoon" 1385: 1191: 1025:"The Elder Scrolls III: Bloodmoon" 1009: 941: 25: 2488: 1891:The Elder Scrolls Renewal Project 1578: 1361:Thorsen, Tor (November 4, 2003). 1232:Callaham, John (March 11, 2003). 1121: 609: 559: 415:was raised by executive producer 2386: 2385: 2081:The Elder Scrolls III: Morrowind 2015: 2014: 1586:The Elder Scrolls III: Bloodmoon 1489:Abner, William (June 23, 2003). 1398:The Elder Scrolls III: Bloodmoon 1330:Calvert, Justin (June 6, 2003). 871:similarly commented that "since 628: 623: 618: 613: 608: 578: 573: 568: 563: 558: 540: 535: 530: 525: 520: 464:The Elder Scrolls III: Bloodmoon 297:is largely identical to that in 209:The Elder Scrolls III: Morrowind 196:The Elder Scrolls III: Bloodmoon 35:The Elder Scrolls III: Bloodmoon 2452:Action role-playing video games 1354: 1323: 1297: 1266: 1225: 1005:. No. 149. pp. 36โ€“38. 251:The Elder Scrolls III: Tribunal 1542:"Elder Scrolls III: Bloodmoon" 1540:Butts, Steve (June 16, 2003). 1091: 1035: 929:Wilks, Daniel (October 2003). 905:"Elder Scrolls III: Bloodmoon" 397: 317:consisting of interior cells, 13: 1: 1432:Dulin, Ron (September 2003). 999:"Sex and the Single Werewolf" 884: 457: 7: 2462:Bethesda Game Studios games 1463:. GameSpot. June 13, 2003. 1440:. No. 230. p. 96. 371:The Elder Scrolls V: Skyrim 282: 276:The Elder Scrolls V: Skyrim 232:. The primary questline of 10: 2493: 2432:Video game expansion packs 1520:. GameZone. Archived from 1139:Milwaukee Journal Sentinel 997:Yans, Cindy (April 2003). 937:. No. 91. p. 81. 907:. PC Gamer. Archived from 353: 286: 2477:Single-player video games 2383: 2342: 2321: 2300: 2273: 2202: 2173: 2068: 2010: 1962: 1934: 1908: 1845: 1820: 1758: 1645: 1636: 1258:: CS1 maint: unfit URL ( 963:Bellotti, Steven (2003). 506: 503: 490:(PC; based on 21 reviews) 476: 473: 182: 170: 112: 96: 84: 72: 60: 48: 39: 34: 2447:Role-playing video games 381: 1203:"Interviews: Bloodmoon" 514:Computer Games Magazine 336: 2467:Open-world video games 1954:ZeniMax Online Studios 1861:Nehrim: At Fate's Edge 931:"Morrowind: Bloodmoon" 903:McNamara, Tom (2003). 350: 2062:Bethesda Game Studios 1947:Bethesda Game Studios 1548:on February 17, 2004. 1544:. IGN. Archived from 1438:Computer Gaming World 1167:Nelson, Mark (2004). 838:Computer Gaming World 755:. Steven Bellotti of 552:Computer Gaming World 344: 214:Bethesda Game Studios 55:Bethesda Game Studios 2417:Werewolf video games 2358:(American TV series) 1169:"Dunces With Wolves" 911:on November 6, 2005. 2364:Children of the Sky 2111:Knights of the Nine 1698:Knights of the Nine 1201:Rossi, Roy (2003). 500: 470: 279:released in 2012. 177:Action role-playing 18:Morrowind Bloodmoon 2370:Bethesda Softworks 1942:Bethesda Softworks 1883:The Forgotten City 1524:on August 1, 2003. 1207:Gaming Illustrated 1173:Bethesda Softworks 1075:. April 30, 2003. 743:similarly praised 737:. Daniel Wilks of 498: 468: 440:Bethesda Softworks 368:, an expansion to 351: 273:, an expansion to 67:Bethesda Softworks 2412:The Elder Scrolls 2399: 2398: 2193:Sportsman Edition 2071:The Elder Scrolls 2028: 2027: 1992:Arrow in the knee 1829:The Infernal City 1628:The Elder Scrolls 1285:on March 17, 2003 1179:on April 15, 2004 1105:. June 25, 2003. 723:. Steve Butts of 706: 705: 496: 495: 491: 438:was announced by 411:. 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Index

Morrowind Bloodmoon

Developer(s)
Bethesda Game Studios
Publisher(s)
Bethesda Softworks
The Elder Scrolls
Engine
Gamebryo
Platform(s)
Microsoft Windows
Xbox
NA
UK
NA
EU
Genre(s)
Action role-playing
Single-player
expansion pack
video game
The Elder Scrolls III: Morrowind
Bethesda Game Studios
Windows
Xbox
Norse mythology
The Elder Scrolls III: Tribunal
Elder Scrolls
Dragonborn
The Elder Scrolls V: Skyrim

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