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It's difficult to introduce Wrath of the Lich King when so many
World of Warcraft
players will already be familiar with its content. The excessive
amount of information that has poured out of the Beta has allowed
websites to extensively cover most of what the new expansion has
to offer, and yet for someone who hasn't played the Beta,
Blizzard's introduction into this second expansion is nothing short
of cinematic excellence. The movie quality FMV introduction sets
the scene for what is to come, presented as a prologue story rather
than the mishmash of random characters dashing about mindlessly,
as was the case with WoW and The
Burning Crusade. This time around, Blizzard want to present
you with a story, a reason for exploring the vast, new, icy continent
of Northrend, and nowhere is that story so magnificently paced as
with the starting area for the new Death Knight Heroic class.
This,
the first new class in WoW since its release, is the most significant
event to occur in the game for a long time. While there has never
been a side to the two playable factions that anyone could claim
to be truly evil (the Horde don't count because they are no more
morally corrupt than the Alliance), the Death Knight begins his
journey as an instrument of the Lich King, WoW's brand new bad guy
and leader of the undead armies that are at the centre of this new
expansion.
You
create a Death Knight much as you would a new character, assuming
that you already have a character at level 55 or higher, which is
the level at which the new DK is created. This far on, the game
rightly assumes that you'll have picked up enough to know how things
work, so there's no hand holding through the first few levels and
the quests are generally tough from the outset. They also tend to
be heavily story driven; putting you under the command of the Lich
King doesn't just put you face to face with a future enemy that
you can take on much later in the game - it also gives you some
insight into what's going on in this progressing world.
Mostly
though, it's a rare chance to get to be really evil. Some of the
quest lines in the DK starting area are some of the most brutal
and bloodthirsty ever encountered in the game - and they're also
some of the most enjoyable quests you'll ever have the privilege
of taking part in. The senseless and merciless slaughter of fleeing
civilians as you encroach upon their village, boarding an anchored
ship and turning its guns upon the soldiers lined up on the beach,
taking to the air upon the back of an undead dragon and destroying
the defences of a town; these are quests that still abide by the
same principles of what's come before - namely killing lots of things
- only the method in you which accomplish this goal has been made
more fun.
This
is a taste of things to come; questing in this expansion is one
of those things that has undergone some serious improvements and
key to what makes certain quests so memorable is the introduction
of phasing. This little feature might have been downplayed amongst
all of Wrath of the Lich King's other improvements but it is no
less worthy of praise. It works seamlessly with the progression
of quests; once one certain quest line has been completed, the entire
environment changes, allowing the story to flow, and as this is
a feature that loads for each individual player, everyone gets the
sense that their actions in the game actually accomplish things
and really matter.
This
is a feature you'll get the most out of with the DK's starting area,
although it does make some occasional appearances later in the game.
More importantly though, when factoring in a new class it's crucial
to determine just where it fit in with the other already well-established
classes. The Death Knights are a mixture of Paladin, Mage and Warrior
archetypes - skilled combatants with an affinity for runic powers
and necromantic magic. The Runes are the cornerstone of the DK's
abilities and he can only use certain attacks when certain runes
are available, leading to a combo-centred playing style, although
his spells to utilise his undead ways offer good support, not least
because he can turn fallen humanoids into unwilling undead minions.
With the right spending of points in the talent trees, your skills
can even turn you into one of the undead, summoning a separate weapon
to fight alongside you or rather gruesomely explode corpses and
damage anyone in the immediate vicinity. This early on though, it's
difficult to accurately predict just in what area the Death Knights
will become skilled, especially as not enough of them have caught
up to the other high level players already working their way to
the new level 80 cap.
It's
odd to find that for such a huge and important event such as the
unveiling of a brand new heroic class, it's the new continent of
Northrend that the vast majority of players have latched onto. Well,
odd in the sense that although packed with content, not all of the
features of this expansion are new. In fact, a cynical few might
point out that there's little here that The Burning Crusade hasn't
already provided; a new level cap, a brand new profession, heroic
dungeons, flying mounts (you are unable to use them here until you
reach level 77 and buy the ability to fly in wintry weather) - as
far as new gameplay elements go, there's very little here that hasn't
been experienced before. Yet, throughout your journey across the
snow covered Northrend, Wrath of the Lich King can't help but feel
like a fresh experience.
The
game starts brilliantly; landing on the shores of the Borean Tundra,
you immediately pick up on the quality of the quests. Continuing
on from the Death Knight starting area, they're some of the most
fun quests yet seen in the game and they vary from place to place;
one minute you're rescuing baby murlocs from their adult captors
before raiding a cave disguised in a murloc costume, then the next
you're diving into a battle-ravaged town on the back of a gryphons,
plucking survivors from the clutches of an undead army before going
toe to toe with the invaders in a steam tank. There are so many
memorable moments throughout the game that you'll likely be keen
to get another character levelled up just to repeat your favourite
quests or attempt those that you missed the first time around.
Lich
King isn't without the usual pitfalls of grinding or unimaginative
objectives though; you still have to slaughter the local population,
collecting body parts for the lazy locals, but it seems considerably
reduced this time around, as though Blizzard have finally wised
up to the fact that collecting decapitated heads all the time gets
a little tedious. They've also taken efforts to sort out faction
point grinding; previously, factions only allowed you to buy from
their quartermasters after you gained enough reputation with them
and this often required hours of incessant grinding in order to
achieve it. This time around, a series of daily quests allows the
collection of reputation through an easy series of objectives that
at most will take ten to fifteen minutes to accomplish. It's still
a grind but it's a grind that doesn't feel intrusive upon your playing
time and with these quests also rewarding you with gold and experience
points, the incentives are clearly worth the extra time and effort
needed to put into them.
The
dungeons have also undergone something of a change; there are fewer
of them this time around but they have benefited from a streamlined
design, allowing for quicker run through. The boss battles also
tend to require more tactical approaches than the constant button
mashing often favoured in the older dungeons; these guys don't go
down easily and with many throwing up unexpected tricks and surprises,
their defeat only comes once the entire group has worked together
to figure out the best way to take them down.
With
better designed dungeons and a revamp in the way that heroic dungeons
become available to the level 80s (you no longer have to gain reputation
in order to unlock them as you did in The Burning Crusade), not
to mention the added inclusion of raids open to groups of ten, twenty-five
and forty players, the content this time around feels as though
it caters for the broadest spectrum of players, even though there
are still some aspects of the game that only the most dedicated
and addicted players will experience. Still, for the most part,
solo players do get a better deal than they did in The Burning Crusade.
Group quests against Elite NPCs are easily solvable most of the
time and it feels like there's less of a push to force you into
situations where you require the assistance of other players.
It's
not just with quests that Blizzard has impressed with Northrend
though, as the continent itself is a glorious testament to the artists
who work on the game; their efforts to pump in as much imagination
into this new land as possible has led to one of the most impressive
pieces of work they've accomplished thus far. It's a far cry from
the alien landscape of the Outlands, which might have benefited
from over exuberance of style but did feel slightly disjointed from
the rest of the world. Northrend at least feels grounded and connected
to the rest of Azeroth and there are few developers around who can
mix Dragon Lore, Norse Mythology and Steampunk together and somehow
prevent it from feeling like a complete mess of styles.
The
journey through Northrend is one of continuous wonder, where every
zone has something new to show and exploration of every detail is
something that you feel compelled to partake in. The zones themselves
number roughly about the same amount as the Outlands but they are
bigger - so huge, in fact, that getting through the Borean Tundra
alone should take you a fair few days before you've levelled up
and completed enough quests to move on. In fact, most of the zones
appear built specifically for PvE exploration; the PvP battlefield
objectives used throughout The Burning Crusade have all but gone
and in their place has come an entire zone designed specifically
for Player versus Player combat.
The
zone of Wintergrasp is built around the huge keep that remains the
prize that both factions fight over. Once one faction gains control
of the keep, the other has to capture the surrounding towers and
machine shops in order to route the defending side and reclaim the
keep as their own. More ambitious in its approach to anything PvP
related that has come before, Wintergrasp represents what seems
like Blizzard's efforts to reintegrate PvP as a vital element of
the open world gameplay - and it certainly provides some new, never
before experienced thrills, such as the use of destructible terrain
and vehicular combat.
Against
the likes of Warhammer
Online, Wintergrasp can feel a little sedate, particularly due
to being confined to one zone, and it also requires a certain amount
of players for it to really work as an outdoor battleground; with
many casual players still levelling up or tackling the dungeons,
how successful Blizzard will be with Wintergrasp is something that
won't become apparent until a few months have passed. It's not a
bad thing that most people's attention is held elsewhere though,
as Blizzard might have done a good job with their inclusion of this
little nugget of PvP carnage but it's with the rest of the game
that they've really excelled themselves - and not just in the implementation
of new continent, either. The recent inclusion of achievements has
given added incentives to revisit the parts of Azeroth that you
explored many months previously, awarding titles and occasionally
special items. It's nothing new - other MMOs have done it before
and often with more beneficial rewards - but there is something
of an addictive quality to completing achievements, which make use
of every aspect of the game whether it be simply exploring zones
you've missed the first time around or taking part in the special
holiday events.
From
a technical standpoint, World of Warcraft has always looked a little
outdated and Wrath of the Lich King certainly doesn't remedy that
situation in any significantly massive way, yet there are some noticeable
changes in the graphics. The last pre-launch patch brought with
it some much-needed graphical enhancements, and while real-time
shadows and reflective surfaces don't sound like much, they make
a surprising difference to how World of Warcraft looks. The game
has also benefited from an increased viewing distance; the zones
now seem to stretch out for miles in all directions, allowing the
world to feel much larger and increasing your immersion that much
more. This gradual graphical update is designed to allow people
to adapt to the changing graphics at a steady pace rather than being
forced into an expensive upgrade outright. If you were never fond
of how WoW looked before then these improvements certainly aren't
going to do much to alter your opinion but they do make the aged
look of the game more bearable. It's also nice to see the sound
quality improving as well; the soundtrack that accompanies Wrath
of the Lich King lacks the dramatic effect of The Burning Crusade
but does a good job of giving each zone its own unique soundscape,
adding to individuality of the environments.
If
there's anything wrong with this latest expansion it's that it doesn't
really cater well to lower level players. If you've yet to reach
level 55 then it's perhaps wise to hold off buying this expansion
until you do - and even then it won't be until at least level 68
that you can tackle the majority of the content awaiting you within
the new continent. Most of the other major changes - the new inscribing
profession, the enhancements to the presentation, achievements and
so forth - were included in the last patch for free.
There's
already been some criticism over Blizzard's inability to provide
anything truly new within this latest expansion, as much of what's
in here has been seen before. However, Wrath of the Lich King is
an expansion and its main aim is to pad out the content and increase
the longevity of the game; in this regard it is a huge success and
you really have to give Blizzard the credit they deserve, because
they haven't just stuck bells and whistles on the features that
have come before; they've taken them out, tinkered with them and
covered them in so much polish that it almost blinds you. And this
is what Blizzard has always excelled at: their ability to pump out
a continuous stream of impressive new content. There is so much
about Wrath of the Lich King that deserves to get mentioned and
as much as I'd like to elaborate even further, in the end it's something
that you really need to experience for yourself without troublesome
spoilers ruining every last surprise for you. Either way, whether
you're an old hand or someone who's intrigued to see what all the
fuss is about, there's never been a better time to venture into
the realm of Azeroth
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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