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Let's Play Morrowind
Morrowind is a single player computer role-playing game developed by Bethesda Game Studios, and published by Bethesda Softworks and Ubisoft. It is the third installment in The Elder Scrolls series of games. It was released in North America in 2002 for Microsoft Windows and the Xbox. Well-received publicly and critically, selling over four million copies and winning more than 60 awards, including Game of the Year, Morrowind holds an average review score of 89% from both Metacritic and Game Rankings. The game spawned two expansion packs for the PC: Tribunal and Bloodmoon. Both were eventually repackaged into a full set containing all three, Morrowind: Game of the Year Edition, which shipped on October 30, 2003 for both PC and Xbox.
The main story takes place on Vvardenfell, an island in the Dunmer province of Morrowind, which lies in the empire of Tamriel and is far from the more civilized lands to the west and south that typified Daggerfall and Arena. The central quests concern the deity Dagoth Ur, housed within the volcanic Red Mountain, who seeks to gain power and break Morrowind free from Imperial reign. Morrowind was designed with an open-ended free-form style of gameplay in mind, with a lessened emphasis on the game's main plot. This choice received mixed reviews in the gaming press, though such feelings were tempered by reviewers' appreciation of Morrowind's expansive and detailed game world.
Amnesia: The Dark Descent
Amnesia: The Dark Descent is a graphic adventure survival horror game by Frictional Games, who previously developed the Penumbra series. In a similar vein to the developer's previous games, Amnesia is an exploration-based adventure game played from a first-person perspective. The game retains the physical object interaction used in Penumbra, allowing for advanced physics based puzzles and interactions such as opening doors and fixing machinery. Amnesia does not give the player access to weapons, giving them no defense against the gruesome creatures that wander Brennenburg Castle. Because of this, the player must use their wits to escape and hide from the monsters until they lose interest in finding them. Using the shadows to hide is recommended. Separate from the player's health bar is an indication of the character's sanity. Being in darkness too long, witnessing unsettling events or staring at the monsters for too long will reduce your sanity. As the sanity level decreases, visual and audio hallucinations begin to take place and the player is noticed by monsters more easily. Using tinderboxes to light candles and other light sources, as well as a lantern found near the beginning of the game, the player can stop their sanity draining. However, the number of tinderboxes is limited and the lantern uses up oil and cannot be used once it runs out. This forces the player to find a balance between the amount of time they spend in light and shadow. Sanity is restored to full once the player completes an objective or progresses the game's story.
The game casts the player in the role of Daniel, a young man from London, who awakens in the dark halls of Brennenburg Castle with little to no memory about himself or his past. All he can remember is his name and that something is hunting him.
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