Wrath of the Lich King Review
At some stage, the overwhelming popularity
of a game begins to speak louder than any
review ever could, and that's definitely the
case with World of Warcraft, which has just
seen it's second expansion, Wrath of the Lich
King (WotLK). This is an expansion aimed at
players with characters at level 70. The new
continent, Northrend, consists entirely of
high-level content that allows advancement to
the increased level cap of 80. It makes an
impression from the minute you step off the
boat or zepplin the first time, and just gets
better from there.
Welcome to Northrend
Made up of 9 zones, Northrend has some of the
most spectacular environments to be seen in the
game yet, which is saying a lot considering how
well-designed the rest of the world is. If you
weren't overly fond of the sometimes cosmic
appearance of Outland (which is supposed to be
another dimension, after all), you'll
appreciate the more earthy atmosphere and
outstanding music of Northrend. Along with the
stellar art direction, improvements have been
made to the game engine that allow users to
turn up some of the video settings. It will
slow down your framerate a little, but given
that the game's system requirements are still
quite low, that's not a problem for most
users.
Taking Quests to the Next
Level
Questing has always been central to WoW, and
despite plenty of collect and deliver type
assignments, they've consistently managed to
mix it up with things like escorting NPCs and
bombing runs. Wrath of the Lich King has
expanded on this dramatically and pushed quests
in all sorts of imaginative directions. You may
find yourself luring an enemy into an ambush,
taking control of a flying dragon or a land
vehicle to crush your foe, or even fighting
side by side with heroes of lore to defend one
of Azeroth's classic cities.
In fact, the clever use of instancing and
phasing has allowed them to introduce quest
mechanics and story advancement reminiscient of
a single-player game. Parts of the world
actually change depending on which quests
you've completed. It's been done in games
before, notably Guild Wars, but Blizzard has
implemented these devices so fluidly that it's
hard not to be engaged. This technique is used
not only to further the story in Northrend and
spice up some of the dungeons, but also in the
introduction of the new Death Knight class.
You're rarely given any real choices during
these story-driven events, but they still
manage to take the game in a new direction.
Dungeons and Raids
As with The Burning Crusade (BC), WotLK
introduces a bevy of new Dungeons and Raids for
players to explore and conquer. Despite the
incredible amount of variety in earlier boss
fights, it's clear that Blizzard hasn't yet run
out of original ideas for them. In one Dungeon
you're actually temporarily pitted against
duplicates of your own party, and as they are
overcome you're brought back into the
confrontation with the boss. Dungeons are all
available in 2 difficulty levels with different
loot: normal and heroic.
On average they're quite a bit shorter than
earlier instanced content, which sometimes took
several hours to get through. Most of the
Dungeons in WotLK can be completed in well
under an hour. BC's requirement of completing a
dungeon on normal difficulty before being able
to run it on heroic has also been forgone, so
now you simply need to be level 80.
In many ways, WotLK caters even more to the
casual player than BC did. The infamous 40-man
Raids of the old world were supplanted with
25-man Raids in BC. Like Dungeons, Raids in
WotLK each come in 2 flavors: 10-man and
25-man. I've already heard a few lamentations
from hardcore players about the game getting
"easier," although in fairness, some of the
Raid bosses still require a great deal of
cooperation. Making it possible for a 10-man
group to tackle the Raid content will ensure
that lot more of the player base actually gets
to see it. Only a fraction of the millions of
people playing the game now have seen all of
the earlier Raid content. This may be one
reason that the old 40-man Naxxramas Raid,
abandoned by players after the launch of BC,
has been updated and given new life in WotLK as
a 10/25-man Raid.
It's hard to keep everyone in a game like
WoW happy, but Blizzard has been good about
adding large amounts of content to the game
inbetween expansions, and they show no signs of
slowing down.
Vehicles
While your flying mount gets grounded until
level 77 in Northrend, a variety of combat
vehicles are available for use in quests, the
new Battleground, and the Wintergrasp PvP zone.
When you board one of these contraptions or
creatures your usual shortcut bar is swapped
out with abilities that are specific to that
vehicle. They are intuitive enough to operate,
but they do feel a little oversimplified at
times. There is a nice variety of them and a
remarkable number of quests and instances make
use of them.
Death Knights
BC brought 2 new races to Azeroth, but Death
Knights are the game's first new class, and the
game's first heroic class. Unlike the other
classes, you can't start a DK until you have
another character that is level 55 or higher.
Death Knights begin in their own zone, where they
are under the service of the Lich King. They are
tasked with an assortment of evil deeds as he
commands them to terrorize a town and commit
other atrocities. At the end of opening quest
chain, Death Knights gain freedom from the Lich
King and join the masses fighting against
him.
Because DK's miss out of 55 levels of gear and
talent points, the early quests get them up to
speed quickly. By the time they break free of the
Lich King, they have good equipment for their
level, a mount, a bunch of talent points earned
through quests, and some familiarity with the DK
ability system.
There are bound to be balance issues when a
new class is introduced, especially when it
starts at level 55. DKs are better equipped at
around level 60 than the average character of a
different class, and they seem a little
overpowered until they approach the level cap
where everyone has better gear. No doubt there
will be further tweaks and adjustments to the
class as Blizzard rolls out patches.
Strand of the
Ancients
This expansion adds the fifth instanced
Battleground (BG) to the game, Strand of the
Ancients, open to characters that are level 71
or higher. The new BG is a 15-on-15
attack/defense scenario played out in 2 stages
where the teams switch roles. Attackers sail in
on two ships, and they have a limited amount of
time to reach the relic in the fortress. Once
on the ground they use siege weapons and
explosive charges to breach the gates, while
the defenders man turrets on the walls and try
to slow them down. The vehicles make Strand of
the Ancients feel very different from earlier
BGs, and more variety on this front is always
welcome.
The Wintergrasp PvP
Zone
Like everything else in the game, WoW's PvP
elements have evolved over the years, and the
emphasis on instanced Battlegrounds has not
been to everyone's liking. Some people even
seem to long for a return to the Hillsbrad push
and pull that raged on prior to BGs (although
there is actually nothing stopping groups of
players from doing that if they want to). PvP
objectives placed in persistent zones in the
Outland did revive that aspect of PvP for a
while, at least on PvP servers, but the better
rewards have always been in BGs and arenas, and
so have most of players.
In their ongoing effort to offer some sort
of structured, persistent-world PvP, WotLK
introduces the game's first zone dedicated
entirely to PvP, nestled between Dragonblight
and Scholazar basin. Like Strand of the
Ancients, Wintergrasp has an attacking side and
a defending side, in this case vying over
control of a large fortress. Attackers use
siege weapons earned through kills to smash
through the keep walls and ultimately capture
the relic. If the attackers fail to do this
within 40 minutes, the defenders win. The
winning faction holds the zone for two hours,
after which another battle begins.
There are numerous rewards for fighting in
Wintergrasp, one of which is that the
controlling faction gains access to the Vault
of Archavon raid, where the boss drops PvP
gear.
Unlike BGs, the teams in Wintergrasp are not
automatically balanced in numbers, and the
portals to the zone close while the battle is
underway. The side with the numerical
disadvantage is given a buff called "tenacity"
to even things out a bit. This buff can stack
on a player many times if one side is badly
outnumbered, resulting in characters so
powerful that you they simply can't be killed
in a 1-on-1 situation. Subsequently, for
players on the larger team, coordinated attacks
are often the only effective strategy.
One issue with Wintergrasp is that some
servers have significant imbalances in faction
populations which will spill over into this
contested zone. I can't imagine that the
cross-server solution which largely resolved
this problem for BGs would work here.
The mechanics of Wintergrasp are fairly
complicated compared to other PvP features in
WoW, and some tweaks to the system seem
inevitable. It's not perfect, but growing
numbers of players are jumping in as they reach
the level cap, and having a good turnout on
both sides means more action for everyone.
Inscription
The new profession added with WotLK is
inscription. It allows players to make glyphs
that enhance spells and abilities much like
enchanting and jewelcrafting enhance items.
Glyphs sometimes involve a trade-off, such as
making a spell less powerful in exchange for a
reduction in cast time. The game now has 11
primary professions, all of which have been
revisited to make them less tedious and more
rewarding. Recipes are easier to obtain,
bonuses come earlier, and progress has been
streamlined.
The Bottom Line
It's clear by now that World of Warcraft's
remarkable success has put Blizzard in the
enviable position of having a development
budget that other companies can only dream of.
The result is an ever-widening gap between WoW
and the competition. WotLK is a shining example
of this, with a stunning continent to explore,
quests that show real effort and imagination,
more accessible raid content, a growing range
of PvP options, and greater group flexibility.
Of course, they haven't strayed far from the
fundamentals that brought them this success,
and they continue to make the game appealing to
the majority of players, who don't spend every
spare minute of their time playing. The Burning
Crusade was a good expansion, but WotLK proves
that Blizzard isn't just sitting back and
watching the cash roll in, they're as devoted
to the project as ever. There's so much
goodness in this expansion people at the level
cap are being drawn back into the game like
never before, and that's a sure sign that Wrath
of the Lich King is delivering on fun.