Elder Scrolls 3: Bloodmoon (requires original Morrowind)
PC, £19.99 Bethsead/Ubisoft, ****
Bloodmoon is the second expansion pack for Morrowind, the mighty, yet flawed, role-playing game from last year. Morrowind was frustratingly close to greatness, a stunning freeform island setting that let you go anywhere and created an environment fit for exploration. It was easy to spend hours wandering around, chancing upon dungeons and hidden goodies. And the huge amount of character customisation meant RPG stat-heads were in heaven. Sadly, some overly brown visuals and rigid, unrealistic in-game characters detracted from the atmosphere.
Bloodmoon does much to rectify these problems, creating an essential add-on pack for the original Morrowind. Set on a snowy island, north-west of the original, Bloodmoon is full of boars, wolves and hostile inhabitants. As before, players areallowed to explore leisurely, but this time around, the combat is lot tougher. Enemies now attack in groups, making Bloodmoon only recommended to those who have played the original game and whose characters are at a higher level.
Luckily, the rewards are worth it, with new armour, weaponry and some awe-inspiring sights a real incentive to persevere. The main quest is more focused than before, although during its course you will visit the entire island. But it is one side-quest that involves organising a mining operation, which really breaks the mould.
Here you can do much more than simple delivery or hunting chores. Throw in the ability to become a werewolf, which helps but also hinders, and the atmospheric snowy Nordic environment, and you have a worthy add-on pack. Bloodmoon is essential for all Morrowind players.
Greg Howson
A Tale In The Desert
PC (Online), Free download from www.atitd.com $14 (£8.70) a month, eGenesis/eGenesis, ****
A Tale in The Desert is something of a social experiment. It gives players a vast untapped world, in this case ancient Egypt, and lets them explore and unfold the resources and challenges, form their own guilds, make laws and see what happens. The results are fascinating, not least because unlike most massively multiplayer online role-playing games (MMORPG), A Tale in the Desert does not feature traditional combat. Instead, it is about creation, strategy and community.
You arrive as a stranger, cast adrift in a massive land. The game operates a useful mentoring system, which allows experienced players to teach newcomers the ropes. The idea is to join a community, start farming, mining and generally create your corner of an emerging civilisation.
Much of the game is themed around the ancient Egyptian "Seven Disciplines of Man", which were thought to bring eternal life to those who could achieve perfection in all. Throughout the land you will find schools and universities offering each discipline where you can learn lessons and skills, to help advance materially and spiritually. You can follow one particular discipline or dabble in all seven, but one thing is certain: you won't be able to do it alone.
Although spinning flax, raising sheep or cultivating wine might sound a little hippyish, it makes a highly refreshing change from the usual MMORPGs. The graphics and sound could be polished up, but the community aspect makes for a very friendly environment. The world of ancient Egypt is a rich, vibrant and unspoilt place.
Rhianna Pratchett
Neverwinter Nights: The Shadows of Undrentide
PC, £19.99 Bioware/Atari, ****
Although well respected, Neverwinter Nights never acquired the same levels of devotion as Bioware's other role-playing game epic, Baulder's Gate. This was a shame, as it was full of good ideas - some of which are improved in this add-on pack.
Shadows is still unmistakably Neverwinter, with the same Version 3 dungeons and dragons playing rules and an engine that may be less pyrotechnic than the likes of Diablo 2, but packs in far more detail and atmosphere. And although it plays in real time, the sheer variety of spells, commands and moves at your disposal once again takes some getting used to.
As far as gameplay is concerned, expect another 20 hours-plus of intricate problem-solving, exploration and, of course, combat. There are new classes of hero, 50 new spells and massive new locations, with some graphical enhancements for owners of the original.
There are other characters to help you, two full campaigns, and an expansion of the ability to construct your own dungeons and invite online players to try their luck. Bioware never disappoints with its storytelling ability and, once again, the dialogue and cut-scenes are top notch.
However, there is little to tempt back gamers who found the original Neverwinter too much hard work. The interface remains complex, and while devoted fans are rewarded with a subtle and flexible combat system, more casual gamers will find it a bit "beardy". Do you really want a game where every battle has to be carefully thought out in advance, with constant use of the pause button in mid-stroke to rethink your strategy? Well if you do, then nobody slays 'em like Bioware.
Mike Anderiesz