Jump to content
Facebook Twitter Youtube

Recommended Posts

Posted

world-of-warcraft-20041209010919129-001.

 

Do you know your Azeroth from your Azkaban? Your Frostwolf Clan from your direwolf guardian? Your Elwynn Forest from your Council of Elrond? If you picked out the above Harry Potter, Game of Thrones and Lord of the Rings comparisons from those of Warcraft, the RTS and MMORPG franchise now making his movie debut, congratulations: you're already ahead of the game, and no doubt a large chunk of the audience that director Duncan Jones (Moon, Source Code) and his team are targeting with this latest fantasy franchise. And it puts you at a considerable advantage when it comes to one of the unlikely challenges when trying to realize, and orienting newcomers around, to long-established, complex fantasy world. J.K. Rowling, George R.R. Martin and J.R.R. Tolkien were able to build up their mythologies over many books (and their screen adaptations across several hours of viewing), Jones and co have the unenviable task of cramming to rambling, diffuse gaming multiverse into a stand-alone, two-hour-and- change epic and still lay the ground for potential sequels. No easy task when cited named Ironforge and Stormwind might distract you with thoughts of 1970s heavy metal bands that help you focus on a brand new lore of the rings.

What's refreshing about Warcraft, though, that's the inevitable information dump - in a nutshell, warrior orcs from dying world Draenor find a magical gateway into peaceful Azeroth and come up against its human (and dwarf and elf) inhabitants - the emphasis from the very beginning is on its character. Indeed, some may overlook just how bold to move it is to kick off proceedings with an orc couple, Frostwolf leader Durotan (Toby Kebbell) and Draca (Anna Galvin), prospective parents worrying about the fate of their clan and their newborn. You do not get much more, well, human, that that. And only after their journey begins to meet the current people, chief among them Lothar (Vikings' Travis Fimmel), right-hand man to benevolent King Llane (Dominic Cooper). Naturally the kingdom is disturbed to find signs of unwanted visitors, particularly those bearing the hallmarks of The 'Fel' - dark (well, green) magic that warps its users as much as its victims and surroundings - a magic that ruthless orc chieftain Gul 'dan (Daniel Wu) wields to seize Azeroth for his own. Scoff at these strange names all you want - because Luke Skywalker or Albus Dumbledore sound so much cooler - but it's not the quality of geographical visualization or creature characterization that weighs Warcraft down at first, it's the sheer quantity. We have not even touched on Azeroth's tricksy Guardian (i.e. wizard) Medivh (Ben Foster), sorcerer's apprentice Khadgar (Ben Schnetzer), half-orc slave Garona (Paula Patton) and half a dozen more key players. Attempts to keep everyone in play and to develop meaningful connections initially seem to be defeating Jones and co-screenwriter Charles Leavitt. Additional factors like too much rumbling, echoey orc dialogue being difficult to understand, or the pristine, digital Azeroth views looking too like a theme park version of its land rather than a lived-in world, do not help make the fantasy feel real either .

Slowly but surely, however, Warcraft shapeshifts from to CG-heavy experience you're watching to one you're actually immersed within. Other tech specs are suitably state-of-the-art: the orcs in particular move with impressively real heft and expressiveness and Game of Thrones composer Ramin Djawadi underscores the action with rousing, tribal rhythms. Like Christopher Nolan, Duncan Jones has gone from cerebral genre hit to slick thriller to major franchise opportunity, and he directs the combat scenes with assuredness, without ever reaching the rarefied heights Peter Jackson or James Cameron. But Jones' real strength, and you imagine, his overall priority, is more personal than technical. The story - cribbed from the 1994 real-time strategy Warcraft: Orcs & Humans - is pretty simple at heart, but the heart - teeming with frayed connections between parents and children, separated lovers, betrayed friends - beats ever stronger. The plot even does what Tolkien / Jackson conspicuously skimped on (give or take the odd Boromir), which is to genuinely raise the stakes by killing off seemingly key characters. As a result, the climactic face-offs and cliff-hangers have far more dramatic weight than you might have imagined. "Game over" truly means something here.

Classic is Blizzard's attempt to bring back the spirit of its early glory days. That's not because of its suffering, but because of the land of Azeroth and how people play around in it has changed so much in the 15 years since launch. That said, a part of the charm included a few "bugs" or "features" that even more experienced players may have forgotten about. It looks like Blizzard anticipated a bit of head-scratching over it from beta players, and clarified things in a post forum, first reported by Eurogamer. "As we've discussed before, the nature of WoW Classic sometimes invokes different memories for different players, and this leads to certain misconceptions for some about what is not working as intended," Blizzard wrote.

world-of-warcraft-20041209010921722-001.

 

Some standouts include "feared players and NPCs run fast" and "standing on top of other players while facing away allows spells and attacks to be used." Some of the "bugs / features" show just how much World of Warcraft has changed, enough to warrant an official return to its original state for dedicated fans. Previously, players were only able to play to "vanilla" version of World of Warcraft on illegal custom servers that aimed to emulate the experience. You can find the full list Blizzard has provided below: Tauren's hitboxes and their melee reach is slightly larger than other races. Being critically struck while using / sit to sit does not cause abilities like Enrage, Blood Craze, and Reckoning to activate. Using the "Automatic Quest Tracking" option does not auto-track newly accepted quests. (It instead will start to track an existing quest eleven progress towards an objective is started.) Warrior health Regeneration is working at the expected rate. Quests objectives and points of interests are not tracked on the map or minimap. Completed quests are marked on the minimap with a dot. (and not to "?") Feared players and NPCs run fast. Standing on top of other players while facing away allows spells and attacks to be used. Creature respawn rates are much slower than in Battle for Azeroth. NPCs which offer multiple quests may inconsistently display them as a dot "!" On the available quests list. They were inconsistent in 1.12, and we've reproduced the exact inconsistency they had back then. Quests that are too low level for do not show up as a "!" In the game world. Available quests do not display a "!" On the minimap. On level up, the message: "Your skill in Protection increased to 15" was added in 1.12.1, and we're intending to keep that. World of Warcraft Classic is available on August 27. Make sure to check out the beautiful statue that comes with the 15th anniversary edition.

Classic will be released for PC and Mac on August 27, 2019, and that a collector's edition with a statue of Ragnaros will be released that celebrates WoW's 15-year anniversary. On August 27, players will be able to return to Azeroth as it was during the Drums of War update (patch 1.12) and will have the honor of once again being able to assemble a 40-player raid to take on the fiery hazards of Molten Core; fight for their faction in the ongoing world PvP struggle between Southshore and Tarren Mill; muster a realm-wide war effort to open the gates of Ahn'Qiraj; and much more. "

Following its release, WoW Classic will receive updates over multiple phases that will be released in a similar fashion to the original order and all of this and more will be included with existing World of Warcraft subscriptions at no additional cost. Beginning on May 15, certain WoW players will be invited to "participate in a small-scale, focused closed beta test, helping ensure WoW Classic nails its goal of authenticity." Additionally, there will be certain stress tests from May through July that will allow players to jump back into their memories of how Azeroth once was. Alongside the WoW Classic announcement is the news that World of Warcraft will be getting to 15-year anniversary collector's edition which includes a statue of Ragnaros, Onyxia Pin, map of Azeroth mouse pad, art prints, Alabaster Stonetalon mount for the Alliance, and the Alabaster Thunderwing mount for the Horde.

world-of-warcraft-20041209010920394-001.

 

The collector's edition will be released on October 8, 2019 for $ 99.99 USD and can be pre-ordered from the Blizzard Gear store now. World of Warcraft Classic was first revealed during the BlizzCon 2017 keynote with the mission, according to Blizzard, to "reproduce the game experience that we all enjoyed from the original classic WoW without the launch experience."

Finnally MMOs are a strange beast. They are designed to make you play as much as possible, yet addictiveness does not always equal fun. In the field of pyschology, there are several kinds of rewards systems, and the one that seems to be the most successful is the random reward introduced at a random time. Sometimes you click the button, and nothing happens. Sometimes you click and get the food pellet. It's this mechanism that is the slots in Vegas, and when you walk away empty, as is statistically inevitable over a long stretch of time, you tell yourself that the overall value was the experience itself, since you come away with nothing tangible. MMOs take away your time and they never deliver a discreet conclusion.

I played a ton of Dark Age of Camelot shortly after it launched, and I find myself reminded of it negatively every day that I play World of Warcraft. To discuss the differences in favor of WoW would be an article in itself, but I'll try to keep to the main points. First, let's talk about The Grind. In a traditional persistent online RPG, you advance your character by killing an endless string of monsters, and by doing "FedEx" quests where you get some money and / or experience points by delivering an arbitrary item from Point A to Point B. As your character advances, his or her progress begins to slow. It takes longer and longer to get to the next level, because you need more and more experience points each time, but the experience returned from monsters and deliveries does not scale accordingly. Yet you feel compelled to continue because at Level X you get a really cool spell or other ability that's supposed to make the game more "fun." The second part of the grind is "downtime," the amount of time it takes to recover from each monster (or "mob") encounter. When I played DAOC, it took every ounce of my resources to defeat an enemy that would give me respectable experience. Then I would sit down and wait while my energy bars slowly refilled.

Then you would have to wait awhile for the next batch of monsters to spawn again, and you'd be competing against other players and "camping" this same spot all day long. Now, imagine an MMO where your experience is a string of quests where you're rewarded with a cool item, recipe, or a decent amount of pocket money. A game where the grind is virtually eliminated - a game where downtime is relatively nonexistent, where enemies respawn rapidly and dynamically according to how many players are in the local area; where you can use a healing spell, or bandage yourself, or eat some food, or all three, before diving right back in again. Your character's death does not result in the loss of many hours of experience, or one of your items, or any money (although there is item decay, so whatever you have equipped currently takes at 10% durability hit). When you die, you resurrect as a ghost who moves quickly, runs on water, and can not be harmed on its way back to its body. You can also have a player resurrect you in a matter of moments, even after you have entered a ghost form. This is a game that understands Fun.

WoW has been described widely as a "newbie-friendly" game, but after playing since the closed beta phase that started back in Spring of this year, I can honestly say that WoW is friendly to everybody. Everything from the colorful art style to the endearing player animations, to the countless quirks of personality makes WoW an inviting experience. Blizzard's passion for gaming is infectious, and its sense of humor disarming.

world-of-warcraft-20041209010917941-001.

Still, the relatively low number of polygons will not help WoW in the long run, as strong as the art style is. People's hands are particularly blocky, and each gender has one body type, making a mage as beefy as a warrior, which looks a little silly. You can make an argument for a barrel-chested Merlin making the player feel heroic, but I would like more options for character customization. The other big MMOs offer an order of magnitude more here, and the lack of differentiation makes people look a little too similar to one another. Variety is a good thing, especially when you put so much time in the game and see countless other players in a single session. Thankfully, the environments do not suffer this, and they also transition smoothly, with no loading times. Yes, you read that right. Entering the underground train puts you in an instance, but flying from one end of the continent to another will not require staring dully at a single progress bar as it is painfully from one side to the other. The game also starts up impressively fast, probably thanks to the low complexity of the objects and character models. Like I said before, there's a lot of waiting around in this game. At any rate, each zone has a distinct character, almost as if a completely different art team worked on each one, and they may have. At the same time, the transitions are never jarring. As you fly from, say, Ironforge to the Wetlands, you'll descend down to snowy mountain, gradually making your way down to the green and brown marshes full of crocolisks (six-legged crocodiles), gnolls, and many other beasties. You can still definitely feel when you are moving into a new area, so they must have done a lot of work on getting this balance just right.

 

The Verdict

In a time when too many bloated movie blockbusters feel like they're impersonal video games, it's heartening to see that an actual game can be transformed into an authentically involving movie. Yes, it suffers from an overcrowded mythology, occasional clunkiness, a few iffy casting choices (Fimmel's Lothar in particular) and will not attain Avatar box-office or Game of Thrones-level awards; But there is a genuine sense of striving to get inside what made the Warcraft games beloved by 100 million participants, whether playing as human or orc, and tapping into what makes fantasy feel so personal, so real. Game on.

 

 

 

ADDED

 

 

  • I love it 1
Guest
This topic is now closed to further replies.

WHO WE ARE?

CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

Important Links