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About Tyler F.M. Edwards

Writer, gamer, and nerd of the highest order.

WoW: I Accidentally a Draenor

Regular readers will know by now that I am not at all enamored with Warlords of Draenor, but also that Blizzard owns my soul, and therefore it is inevitable that I will play it at some point.

A shot of the Spires of Arak zone in World of Warcraft: Warlords of DraenorThis past week, Blizzard held a sale on the expansion, and since Blizzard doesn’t do sales very often, I decided I’d pick it up, even though I don’t have plans to renew my World of Warcraft subscription right now. This way I won’t have to pay more than the usual price for an expansion.

While in my Battle.net account, I stumbled across an option to play a free trial of WoD. I clicked the link to get more info… only for it to instantly enable the ten day trial for my account. And as it turns out, it no only lets you try WoD, but also lets you play without a subscription for ten days.

So suddenly I was back in Azeroth.

Did not see that coming.

WoD has thus far mostly lived up to my expectations, which isn’t really a good thing.

The world, the story, the content:

I was able to get surprisingly far in WoD in my ten days. I decided to put aside my alt addiction for once (with one notable exception, which I’ll get to) and focus almost entirely on my rogue, and as a result, I managed to get to level 100 and a tier 3 garrison before my time ran out.

A shot of the Shadowmoon Valley zone in World of Warcraft: Warlords of DraenorLeveling seems positively breezy this time around. I skipped nearly the entire Spires of Arak zone and almost every bonus objective, and I was still only halfway through Nagrand when I hit 100. It seemed almost effortless.

Unfortunately, in this case, it is the destination and not the journey, because the leveling experience in Warlords of Draenor just isn’t anything to write home about.

It’s not bad — don’t get me wrong. The quest flow is good, and mechanically, everything is solid. Some of the zones are fairly pretty — especially Talador and Shadowmoon Valley. But it all lacks flavour. There are no stunning twists, no memorably epic quests, no powerful moments. It all feels rote and sterile.

The weak story probably has a lot to do with this. At no point in WoD — at least on the Alliance side — is there any explanation of the Iron Horde’s motivations or backstory, nor are you given any strong reason to hate or fear them. It’s just a lot of “Hey, Orcs. Let’s kill them.” Draenor’s plot has all the depth of a mud puddle.

It also doesn’t help that the Alliance story is almost exclusively focused on the Draenei — I’m hard-pressed to remember a time in WoW’s history when one race has dominated the story so thoroughly. And by now, I think my feelings on the Draenei are well-known.

My rogue surveys Talador in World of Warcraft: Warlords of DraenorThat said, I was actually enjoying their story to a surprising degree at first. One of my main problems with the Draenei is that they are essentially the Mary-est Sues that ever Mary-ed a Sue. They’re utterly flawless, they’re supremely skilled at everything, and they’ve managed to co-opt the identity of every other Alliance race.

But in the early parts of WoD, they’re presented much more as real people, with flaws. I particularly enjoyed the conflicts between the Rangaari and the traditionalists, and the idea that the Draenei have been too reckless in forcing Draenor to bend to their will.

The Rangaari in general are pretty cool… though I guess they are another case of the Draenei stealing the Night Elves’ thunder. But eh, I still like them.

Unfortunately, the Draenei plot soon became hijacked by the newly introduced Yrel, and she is the living embodiment of everything that is wrong with the Draenei: a contrived, shallow character with no flaws who is constantly viewed as a born hero and saviour despite the fact that she’s never actually done anything other than getting everyone around her killed.

Yrel makes me glad that Blizzard tends to be abandon characters after the expansion that introduced them. I’ve only played WoD for ten days, and I’m already sick to death of her.

The remains of Garrosh Hellscream in World of Warcraft: Warlords of DraenorThe moment so far in WoD’s story that I’ve truly enjoyed was Garrosh’s end. It takes a lot to piss off Thrall, but when it happens, it is terrifying.

It also doesn’t help that the soundtrack was quite weak this time around — which is shocking, because WoW’s soundtrack tends to be the best in the industry. A lot of this is probably due to the fact that a tremendous amount of the music in WoD is recycled from past expansions, which is very distracting.

Similarly, the dungeons in WoD are not in any way bad, but they’re quite unremarkable. I’m surprised by how much the removal of dungeon quests has sucked the soul out of the experience, but it really does make a difference. I had no emotional investment in any of the dungeons.

The only ones I particularly enjoyed were Grimrail Depot — or, as I call it, Last Train to Cairo with Orcs — and Shadowmoon Burial Grounds. They both feature nice visuals and some fairly entertaining fight mechanics. I’d still take almost any Mists of Pandaria dungeon over them, though.

The one thing about WoD that I can say is really an improvement is the abundance of rare spawns, elites, and hidden loot throughout Draenor. For the first time in WoW’s history, exploration is actually rewarding, and it does make the world a bit more exciting. I loved hunting down all the elites in Gorgrond; reminded me of giant-slaying in Azshara back in the day.

The first boss of the Shadowmoon Burial Grounds dungeon in World of Warcraft: Warlords of DraenorOstensibly, these treasures are the reason for removing flight. They say flying mounts would trivialize the search for them, and granted, that is true to some extent. But you can quite easily obtain maps that mark every single treasure in a zone on your map permanently, and that trivializes them far, far more than flight ever could.

Also, Draenor definitely does not seem like a world designed without flight in mind. There are hills, cliffs, and pitfalls everywhere, and even just trying to complete quests to level can be quite painful at times due to the unnavigable terrain. Ironically, Pandaria did a far better job of making the world easy to get around without flight.

Overall, I wouldn’t say WoD is bad. The content is very mechanically solid. But it’s all tasteless. There’s no effort to be more than adequate.

Garrisons:

That said, Warlords of Draenor does have one saving grace, and that is garrisons.

I’m still a little disappointed by how little customization garrisons offer, especially compared to more traditional player housing systems, but even so, I love them.

My rogue's garrison in World of Warcraft: Warlords of DraenorI can’t quite put my finger on what it is about garrisons I find so addictive. There isn’t a lot of gameplay depth there; a garrison basically boils down to an elaborate vending machine for free loot. Then again, what self-respecting MMO player wouldn’t welcome such a thing?

I think a lot of it is just down to the flavour of having my own fortress and private army. Who wouldn’t want a squad of minions to do your bidding? As a lore fan, it’s also quite gratifying to be able to recruit quest NPCs and notable characters from previous expansions.

There’s a lot of little details in garrisons that are neat, as well. Like the way the guards will salute you as you walk by, or being able to select your own music, or passing your followers in the streets.

I do worry about the future of garrisons. Blizzard has already said they don’t want to continue the feature in the next expansion — a baffling stance if I’ve ever seen one — but garrisons are so rewarding that people will still want to go back to Draenor to use them. Blizzard has a real problem with outdated content still having some value, so they’ll have to do something about that, bt garrisons are so much a case of something for nothing that it’s hard to imagine how Blizzard could nerf them enough to make them irrelevant without breaking them entirely.

New character models:

This was also my first chance to get a firsthand look at the new Blood Elf models.

My warlock's awesome new look following the Blood Elf model revamp in World of Warcraft: Warlords of DraenorI have to say, I’m quite impressed. Blood Elves got the best revamp to date, I think. The new models look fantastic but are very faithful to the originals. My mage and warlock still look just like their old selves — only better — and I didn’t have to change their faces or anything.

Unfortunately, the other new models have also been tweaked, and I was no longer happy with the new face for my rogue. Her old face still doesn’t look right, either, so I had to choose yet another new face. And then I decided I didn’t like that one, and I switched to another. I’m still not sure I like it, and I’m feeling pretty unhappy with the whole situation.

Maigraith: The woman of a thousand facesDragonwrath:

The one exception to my rogue-focus during the trial was that I continued to pursue the legendary questline for Dragonwrath, Tarecgosa’s Rest on my warlock, and I was able to make quite good progress, completing much of the story content for the chain.

I feel that this storyline embodies the best and the worst of World of Warcraft all at once.

On the one hand, the story is pretty compelling — not the best I’ve seen, but solid — and the production values are excellent. Revamping the Nexus as a solo dungeon was an excellent move, and the whole sequence was just great.

At the same time, I can’t help but be saddened by how few people got to experience this content when it was relevant. Those of us not in high-end raiding guilds — IE the overwhelming majority of players — had to wait years to see this content, and even now, I have to wonder how many people are willing to go through what is still a pretty huge grind just for some neat lore and an achievement.

Dragonwrath is a testament both to the quality of content Blizzard can create and how horribly skewed their priorities are. They built something truly excellent and then made sure that as few people as possible would be able to enjoy it.

My warlock battling in the Nexus as part of the Dragonwrath legendary quest chain in World of WarcraftThat’s WoW in a nutshell right there.

Cheating on WoW: Star Trek Online Revisited

I have a turbulent relationship with the Star Trek franchise. It’s a long story, but suffice it to say I used to be a big fan, but no longer consider myself such. However, I still have enough love for the Star Trek universe that a Trek MMO holds a lot of appeal to me, at least in theory.

Yeah, I know they call it a Mogai class in STO, but it's still a Valdore classUnfortunately, when I tried Star Trek Online several years ago, I found it a baffling and frustrating experience with little to recommend it. I gave up almost immediately, and it went down in history as one of the very few MMOs I have genuinely disliked.

But that was a long time ago. Since then, STO has gone free to play and launched two expansions — Legacy of Romulus and Delta Rising — and I have evolved a lot as a gamer. Despite misgivings, I decided it was time to give the game a second chance.

Revamps and Rommies:

Something that has changed dramatically about Star Trek Online since I first played it is the new player experience. The previous tutorial was rushed, throwing you into the deep end almost immediately. STO is an unusual MMO with an excessive degree of complexity, and it would have a very steep learning curve even without a shoddy introductory experience.

But the old tutorial has been completely thrown out and replaced. The new version is much slower, much better at teaching new players the ropes, and a bit more story-driven. It’s not exactly Shakespeare, but it certainly beats the original, “Here’s Borg; pew pew.”

It probably helps that I am a much more experienced gamer now. I first tried STO relatively early in my MMO career, but after playing nearly every major title on the market, I’m much better equipped for the complexity of Star Trek Online.

A Sulibaan helix in Star Trek OnlineAnother big change is that the Klingon Empire has been fleshed out as a proper faction, and you can now play a Klingon character immediately, instead of having to unlock it by playing a Starfleet character to level twenty. The Klingon tutorial deserves some credit for giving you command of your ship in the most Klingon way possible, though overall the story leaves something to be desired.

But as a big Romulan fan, the most important change for me is the addition of the Romulans as a playable faction.

Sort of, anyway. The Romulans are not really their own faction, but are more analogous to World of Warcraft’s Pandaren; around level ten, Romulan players are prompted to ally with either the Federation or the Klingons, effectively joining that faction. It’s also worth noting that players are not part of the Romulan Star Empire, but a splinter faction with a much higher ethical standard.

This was a controversial decision among certain fans, and I have mixed feelings on it. On the one hand, it makes good gameplay sense to not further spread the playerbase among another faction — I think having two factions in the first place was a pretty poor idea — and it does suit the Star Trek ideals.

On the other hand, it does feel like playing Romulans Lite. Romulans who aren’t backstabbing slimeballs feel fundamentally wrong, and I did often find myself wishing I could have signed up with the Star Empire instead.

My bridge crew in Star Trek OnlineOn the plus side, Romulans do have their own unique line of ships and some substantial story content which is of a pretty high quality. I did end spending most of my time in the game as a Romulan.

One thing that hasn’t changed is the game’s awesome character customization. You still have a tremendous ability to customize the appearances of your character and ship, right down to body language.

To boldly go:

By some combination of the better tutorial, my increased skill as a gamer, and the appeal of the Romulans, I managed to enjoy Star Trek Online enough this time around to really get into the game and explore what it has to offer.

STO is almost two games in one, dividing its time evenly between sequences where you control your character (often supported by a team of NPC bridge officers) and space missions where you pilot your ship.

The ground combat is bizarre. It’s like they tried to combine every single combat style there is. It’s a weird mash-up of a traditional tab target MMO, an action combat MMO, and a shooter. Crouching, aiming, active dodging, melee combos… It has every mechanic in the book.

A ground battle in Star Trek OnlineIt’s not entirely unpleasant, but like much of the game, it’s needlessly complicated and a little confusing. Thankfully most of the content seems easy enough that you can just ignore a lot of the frills and shoot things until they stop moving.

The space combat is a bit of a mixed bag. It’s very unique compared to combat in other MMOs, and it does feel very authentic to the space battles in Star Trek, but it can also be awkward at times, and the fights often drag on for far too long. I like longer, more substantive fights, but some of the battles I had in STO just seemed endless.

Overall, I enjoyed the space combat, and it’s probably the most compelling part of the game, but it’s terribly inconsistent.

When it comes to group content, there are five and ten-man missions that can be easily accessed through short queues. I didn’t quite figure out the finer details of group combat in STO — I know it has some version of the tank/healer/DPS trinity, but I didn’t really see how it plays out in practice — but I did enjoy the group content I did, even if it was a bit chaotic and confusing.

They captured the look and feel of the Star Trek universe very well. Turn off your UI during a big battle, and you’d think you were watching one of the larger battles from the TV shows.

A large scale space battle in Star Trek OnlineSTO has PvP, but when I tried to queue for it, I was helpfully told there were a grand total of zero other players in the queue, and that went on long enough that I eventually just gave up. I guess PvP isn’t a big part of the Star Trek Online experience.

Another activity is the duty officer system, which allows players to send various crewmembers on missions to gather loot, experience, or craft new items. It’s a pretty simple system that almost runs itself, but hey, free loot.

The final source of content is the Foundry, a platform for players to create and share their own missions. I’m a big fan of the Foundry in Neverwinter, also developed by Cryptic, but in STO, I had trouble using it due to travel restrictions enforced on lower level players. The one mission I tried was nothing special.

On the plus side, unlike in Neverwinter, the official missions actually have decent story and gameplay, so the Foundry isn’t quite so necessary.

Red alert:

Star Trek Online does still have quite a few issues. For one thing, its free to play model is very poor. Lock boxes rain from the sky, and as in Neverwinter, the entire server is spammed everytime someone gets a rare drop from them. Ships are available for real life cash, and these aren’t just cosmetic skins — these are very powerful ships, often with unique abilities. “Pay to win” is a supremely subjective term, but this is about as close to objectively pay to win as we’re ever gonna get.

The obnoxious cash shop of Star Trek OnlineIn theory, you can trade in-game currency for cash shop currency, but like Neverwinter, this requires obscene amounts of grinding to get even the cheapest items, and if my experience in Neverwinter is any guide, you’ll eventually reach a point where progression without spending money is all but impossible.

STO is also an overcomplicated game. The improved tutorials help a lot, but this is still a game that could probably scrap at least a third of its systems and mechanics without losing anything of value or harming the core gameplay. This is not a newbie-friendly game.

Which is a very poor choice on the part of the designers. This should be a game any Trekkie can easily jump into, but you really need to be an experienced gamer and/or willing to do a lot of research.

And there are other hiccups. The interface is still awkward and obtrusive. The voice-overs often leave something to be desired, especially on the Klingon side. The graphics for ground sequences aren’t the best.

Is it worth it?

Star Trek Online is a very flawed game. It occasionally borders on Rube Goldberg levels of unnecessary complication, the free to play model is just bad, and it has various other minor issues.

My Romulan commander in Star Trek OnlineHowever, to my infinite surprise, I actually enjoyed my time in it. It has improved in many ways, and for all its other flaws, it does deliver an impressively authentic and nostalgic Star Trek experience, and it’s definitely not just another Warcraft clone. With good mission design and stories that manage to squeak ahead of the MMO pack, it provides an experience that is far more enjoyable than the confusion I experienced during my first trial of the game.

I’m even considering continuing to play for a while — at least until I finish the Romulan starter storyline. It’s not a good choice for inexperienced players or those without a very high tolerance for invasive monetization, though.