When
World of Warcraft
launched in the fall of 2004, it did so hot on
the heels of the critically acclaimed expansion
Warcraft III: The
Frozen Throne. Fans of the venerable RTS series
will likely
remember the name Arthas, as his tragic tale helped shape much of the
world of Azeroth when it was first experienced in MMO form. Yet in the
first iteration of
World
of Warcraft, there was little direct reference
to the Lich King himself apart from the purple Arthas' Tears scattered
about the Plaguelands or an excellently crafted easter egg found while
taking a ghostly trip through Lordaeron's throne room.
It's in this sense that Wrath of the Lich King, WoW's second expansion,
feels somewhat like a homecoming of sorts. Not only does the
expansion seek to bring some form of closure to many of the plot points
left open at the end of The Frozen Throne, but it also marks a return
to a much more story-driven experience – something that's
arguably been lacking from the game thus far. Though a
similar attempt was made with The Burning Crusade, many players felt
that key moments or characters were too far out of reach, reserved for
only the hardcore raiding crowd. Lich King attempts to change
all that, and for the most part it succeeds.
And A Hero Shall Rise
|

Players will
be able to see the consequences of their actions in real time.
|
Nowhere is this more apparent than in the initial quest chain for WoW's
first hero class, the Death Knight. Not only will a newly
created Death Knight be given ample opportunities to interact with the
Lich King himself, but for the first time in the game you'll be left
with the impression that your actions are able to alter the world
around you.
One of the new things Lich King brings to the MMO table is it's use of
phasing, which is a form of open world instancing in which players will
seamlessly transition between different states in a given area without
ever having to see a loading screen. This gives the illusion
that your actions have an actual impact on your surroundings, and all
without it tarnishing the experience for anyone playing through the
same content afterwards. Simply put, it's an elegant solution
to one of the many design problems players have been posing to
developers for years.
The Death Knights tend to feel slightly overpowered when compared to
the NPCs of these early quests, but this only further serves to let the
storyline take a leading role in gameplay. Since you'll also
be earning your talent points by completing quests rather than having
them handed to you all at once, it helps ease you into the class's
unique mechanics. By the end of the quest chain you'll earn a
full blue armor set and an epic mount, which will all come in handy for
your trip to Outland and thankfully won't be instantly replaced by the
first green drops you find there.
All told, the introduction to the Death Knight class is one of Lich
King's strongest moments, though unfortunately I was one of those
unlucky players mentioned in
TTH's Death
Knight First Impressions to have
it end on a somewhat sour note. The much talked about climax
at Light's Hope Chapel simply never occurred, leaving me scratching my
head and wondering what all the fuss was about. Adding insult
to injury, a few quests later found me unceremoniously dropped at
Thrall's feet in Orgrimmar with little more than a pat on the back and
a sense of dread as I realized that I'd be forced to play through The
Burning Crusade's content again before ever taking my Death Knight to
Northrend. To a degree I can understand why the class starts
at level 55 rather than 65, as it serves to help spread server
populations out and avoid overcrowding issues. On the other
hand it feels like you have to play through a ten level intermission
before picking back up on the main storyline, all the while wondering
if Arthas is such an immediate threat after all.
That said, I'd still highly recommend playing through the Death Knight
intro quests even if you don't intend to continue with the class all
the way up to level 80. If nothing else, it will serve as a
solid backdrop to the lore of the expansion, and may help to answer a
few questions for those players unfamiliar with the Warcraft RTS series
who may wonder why they'd be heading to Northrend in the first
place. Getting there is as easy as hopping on the next
Zeppelin out of town, though I'd have loved to see an introductory
quest chain similar to that of the Death Knight's for the other classes
that could have possibly told the same story from a different
perspective. For now, I'll simply chalk that one up to missed
opportunities.
We're off to see the Lich
King
|

Many of the
new zones are truly epic in scale
|
Visually, the new environments of Northrend are some of the best the
game has to offer thanks in part to some of the minor enhancements made
to the game's graphics engine. Zones have a much more open
feel, with subtle changes in terrain making the transition between
areas much more seamless and believable. Explorer types won't
be disappointed, as climbing to the top of any of the various
snowcapped peaks rewards players with some truly stunning
sights. Granted, the graphics in Lich King aren't a major
leap forward from the aesthetics of the original game, but at the same
time I found them to be a bit more painterly vs. having a cartoonish
feel. Or, to put it another way, the strength of the original
concept art shines through much more than usual.
Wrath of the Lich King’s gameplay doesn't stray too far from
the formula established in the original game and The Burning Crusade.
The notable exception is that it seems players are given much more
overall freedom with how they choose to approach the next ten levels'
worth of content. Given the game's massive popularity, it's
not like Blizzard needed to reinvent the wheel, though in most cases
they did manage to help that wheel turn much more efficiently and feel
as though each rotation serves to drive forward the greater
whole. These subtle changes can be felt in nearly all aspects
of gameplay, be it a much improved faction system, a more streamlined
progression to crafting or even with the greater variety of quests
available to players.
Fractured Factions
The mechanic of gaining reputation with various factions makes its
inevitable return in Lich King, and on the whole the system has been
vastly improved over previous incarnations. The reputation
gains from completing quests have the potential to not only increase
your standing with a specific faction, but in some cases it will reward
you with smaller gains to an associated, larger group. This
gives players much more freedom in terms of how they choose to
experience the new content as well as helps lessen some of the grind
involved in raising each faction separately. This isn't
always the case of course, and more often than not normal questing will
still only take you so far with a faction before you're forced to do
repeatable, daily quests if you want to gain access to the best rewards
they have to offer.
Much like the Argent Dawn and Cenarion Circle before them, the factions
from The Burning Crusade are nowhere to be found in
Northrend. Gaining reputation with a fresh group of factions
may have been made easier, but you'll still be starting over from
scratch yet again. It would have been nice to simply work
towards a new, higher rank within preexisting factions rather than
starting over. Unless you find some of their offered rewards to be
“must have” items or enjoy chasing down some of the
new Achievements linked to reputation gain, it tends to give factions a
bit too much of a “here today, gone tomorrow” vibe.
Crafting for (Advanced)
Dummies
|

At the
Runeforge in Ebon Hold, the Death Knight's home away from home
|
Much like other aspects of Lich King's gameplay, crafting in Northrend
has been made slightly more accessible when compared to previous tiers
due in part to a slightly more streamlined list of materials, as well
as a wealth of new recipes more tailored to the notion that crafting is
one of the game's more individualist pursuits.
While training up my Leatherworking for example, I was pleasantly
surprised to discover not only more complete sets of craftable armor,
but that I could swap out the introductory green set pieces with their
higher level blue counterparts and still retain the set bonus for doing
so. These sets could then be further enhanced by any number
of new armor kits, each catering to the needs of specific classes.
Plenty of other recipes are locked away as higher rank faction rewards,
which is great for those players who don't mind jumping through a few
repeatable, daily hoops to obtain them. In some cases, I'm not sure I
see the reasoning behind which recipes were selected as rewards, such
as a bigger Leatherworking bag recipe which seems like it should be a
part of standard training progression considering it's only going to be
of any value to other Leatherworkers.
The ! Factor
To say that improvements have been made to questing would be a gross
understatement. While some will still essentially be your
standard kill ten rats and FedEx types, on the whole I found a much
greater overall variety offered. Better still is that most
quests seem to have been written specifically with the overarching
theme of the expansion in mind, keeping players continually aware of
much larger goals and rewards to be found further along in their
advancement.
|

Siege
weapons open up a lot of interesting new quest possibilities
|
Other improvements to the continually expanding list of quest types
include the use of some of the newly introduced siege weapons, which
play a key role in the open PvP zone Wintergrasp (which, by the way, is
a vast improvement over the very one-sided battles commonly found in
TBC's Halaa outpost in Nagrand).
If there's a cloud in this silver lining, it would come in the form of
a page taken directly out of The Burning Crusade's play book.
With few exceptions, questing will also boil down to an inventory
management mini-game. In nearly all cases I was asked to
complete a task either involving the use of a device automatically
placed in my inventory, or else the collection of X number of items
(and sometimes both). I get the impression that this mechanic
was introduced as a means of minimizing the tendency for players to
simply hit a new outpost and accept all available quests in one
go. Yet as fun as some of these quests may be it can become a
tad frustrating to juggle all of the extra items involved, especially
if bag space is already at a premium thanks to the necessity of
carrying a quiver or soul bag plus a dedicated crafting bag.
It's a trend I wasn't too happy to see return, and left me scratching
my head once again as I wondered why there hasn't been an expandable
quest bag added to the UI similar to the keyring. Here's to
hoping that one will eventually make it into the game.
Upward vs. Outward
Overall, Wrath of the Lich King is truly an expansion made with
long-time fans of the game in mind. In fact, it offers no
playable content for anyone just starting their adventures in Azeroth,
though all things considered the original game plus TBC should be
plenty to keep those people busy for quite some time.
However, this also means the expansion offers little in terms of replay
value beyond it's self-contained ten levels of content.
That's not to say Lich King isn't expertly crafted and a worthy
addition to the long line of titles that's helped Blizzard become such
a recognized name in the industry and beyond. On the
contrary, my experience so far has left a very positive impression, but
at the same time I can't help but wonder if Blizzard isn’t
painting themselves into a corner with their approach to
expansions. Only time will tell if Lich King is simply
another stepping stone along the path to an even higher level cap, more
obsolete factions and even larger shoulder armor. For now though, I
consider it a very worthy purchase for anyone who's already a fan of
the game, in which case you've quite likely already been spending your
past few weeks in Northrend.





(4.5 / 5
Hammers)
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