Review: World of Warcraft: Cataclysm (+ New Writing)

Review: World of Warcraft: Cataclysm:

It may seem odd to review a game more than a year after its release, especially when I’ve been playing and blogging about that game all the while, but MMOs are never really finished upon release. Only now that the expansion’s final major patch has come and gone can we really take a step back and judge it as a whole. So now, as the expansion winds down, I bring you my thoughts on World of Warcraft: Cataclysm.

The world redesign:

The massive revamp of the old world is perhaps the biggest change brought by Cataclysm. People have very mixed feelings on this, and I myself am conflicted, but the fact is it had to be done. The old 1-60 zones were simply atrocious, especially when compared to higher level content.

Unfortunately, people are correct when they say this took a lot of development time away from the endgame, and the expansion did suffer as a result. While I think Blizzard was right to redesign the old world, I don’t want something to like this to be done again.

Gameplay – The good:

One of the chief things I liked about Cata is the way it improved the questing model. Some people found it too linear, but I found the more story-focused design extremely enjoyable. Gone were the days of wandering around a zone, doing disparate and dull quests with no connection to each other or the greater plot. Nearly every quest in Cataclysm was part of the zone’s unified plot, and often connected to the greater theme of the expansion as whole.

NPCs were also given more depth and character. Often, instead of every hub featuring a new set of no name NPCs, zones would have a standard cast of characters that would travel along with players. This allowed Blizzard to give them more interesting characterizations and for the player to form greater bonds with them. I still smile whenever I think of Gwen Armstead, or Erunak Stonespeaker, or Thisalee Crow.

The quests themselves were also better designed, with unique and fun mechanics. The Molten Front was the best example of this, with its mobs of various strengths, diverse quests, and the way its terrain also played a role in questing (something I pray we see more of).

The other major gameplay improvement brought by Cataclysm is the Raid Finder. As I’ve already stated in past posts, I think this is a revolutionary improvement and one of the best ideas Blizzard ever had. The endgame is no longer only for the select few.

Gameplay – The bad:

Cataclysm is likely going to be remembered mostly for its difficulty, which most agree was rather steep compared to Wrath of the Lich King’s. It didn’t bother me as much as it did some people, but it did make for a great deal of stress, especially in the early days.

What really bothered me about it was the effect it had on the community. There has always been conflict between casuals and the hardcore, but Cataclysm fanned the flames rather severely. The entire expansion seemed calculated to drive a wedge between the game’s fans, right down to the way only raiders could get access to tier shoulders and helms, giving an obvious visual cue to differentiate the “bads” from the “real” players.

I also found that I had very little to do at max level in this expansion. This slowly improved over time with the addition of more dungeons, the Molten Front, and finally the Raid Finder, but even so, I often found myself struggling to find reasons to log in. Heroics were really the only option I felt I had (especially before the Molten Front came along), and this felt particularly stifling considering that Cata launched with fewer dungeons than previous expansions.

My paladin takes in the sunset in StormwindMaybe it wasn’t all Cataclysm’s fault. I reached level 80 very late in Wrath, and it took me a while to work through all the content. By comparison, I’ve been at 85 through most of Cataclysm, so the content’s had to tide me over for much longer. But I’ve also heard a lot of other people say that Cata left them with little to do, so there must be something to it.

The story:

I’d say Cataclysm’s story can best be described as inconsistent.

There are a lot of individually amazing zones in Cataclysm, and not just for high level characters: Vashj’ir, Hyjal, Southern Barrens, Gilneas, Silverpine Forest… As mentioned above, minor characters were fleshed out like never before, and there was plenty of emotion and drama to be had even without going into a dungeon or raid.

I enjoyed Thrall’s journey to becoming the World Shaman. I don’t at all understand these complaints about him being over-exposed. Aside from a few cameos, he only appears in one short and optional quest chain, one dungeon, and one raid. Yup, Thrall has certainly been rammed down our throats this expansion.

Certainly, it’s nice to have one of the greatest heroes in Warcraft lore actually doing something, instead of sitting in Orgrimmar picking his nose like he has for the last three games.

On a more nit-picky note, I did enjoy the way the Night Elves finally returned to their savage roots from Warcraft III. They’ve been pigeon-holed into tree-huggers for far too long.

On the other hand, the expansion’s story is extremely scattered. A lot of the zones, especially for high level characters, have little or no connection to each other in terms of story, and a lot of plot threads were left hanging, such as the Neptulon arc from Vashj’ir.

Deathwing was also very underwhelming as a villain. Aside from the final raid and one quest in the Twilight Highlands, he’s hardly present at all, and the player is given no real reason to hate him. His story is all telling and no showing.

After how memorable and in your face the Lich King was last expansion, this is a big letdown.

Cataclysm’s story has many, many amazing moments, but somehow, it does end up feeling like less than the sum of its parts. But at least it wasn’t the nightmarish, rambling lorestrocity that was Burning Crusade.

The verdict:

Cataclysm is a very inconsistent expansion in many ways, and it’s hard to judge it, but I think it did WoW more good than harm. 4.3 went a long way towards restoring my belief that Blizzard will always make things better in the long run.

Overall rating: 7.4/10 By comparison, Wrath probably would have been at least a nine, whereas classic and Burning Crusade would have earned sixes or lower.

New writing:

WhatMMO posted another of my articles: 6 Legendary MMORPG Bosses. What do you think of my picks? What are the most memorable bosses you’ve fought?

Catching Up: The Contest Aftermath, My New (Virtual) Home, and More

Last post, I caught up with some of my reviewing. Today, I’ll discuss the writing and WoW-related developments that I missed covering during my mini-holiday from blogging.

The contest aftermath:

My finalist story from Blizzard’s writing contest, “The Future of Lordaeron,” went minorly viral, and I got to bask in my fifteen minutes of cyber fame.

The large majority of the feedback has been very positive, and I find that quite gratifying. A number of people have said that they hope the story is made canon, which I think is the highest praise that can be given to fan fiction.

But the story has not been without its controversy. The thread I started about it on the official forums has turned into an epic nerd argument about some of the ideas I put forth in the story, which is still continuing to rage at the time of this writing. I think the very fact that it’s stirred such strong emotions shows there’s some merit to my proposed direction for the plot.

Although to be fair, my own participation in the discussion has done a lot to stir the pot. Not that I’m doing so intentionally or anything…

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Normally, I’d find the experience of bashing my head against the more intractable members of the Alliance fan base frustrating, but in this case, free publicity is free.

Soon, things will die down, though. As I said previously, it’s best to keep this in perspective. As much a thrill as this is, it makes little difference towards my struggles toward success as a writer in the long run. I have a long way to go still.

My new (virtual) home:

My shaman in Vasj'ir after his arrival on his new realmThe holidays brought with them a major change for some of my WoW characters greater than anything I’ve done before.

I’m not sure if I’ve mentioned this here before or not, but in recent times, I’ve grown thoroughly sick of the Horde side of my server. Antonidas is a lovely realm if you wish to play Alliance, but the Horde side is like some lawless western town  — hardly anyone’s there, and those that are tend to be pretty unsavory.

So I finally gathered my courage and ventured into the unknown. I server transferred. The three Horde toons I care about — my mage, my shaman, and my warlock — have moved to one of the larger role-playing servers.

My Blood Elf mage in Mount HyjalI’m sure to some people, this may not seem like a big deal, but I’ve played on Antonidas pretty much exclusively since I joined WoW. To finally leave, if only partially (my Alliance characters are staying put), feels like a big change.

As for why I chose my new server, part of it is just the higher population. No more being forced to do Baradin Hold with tanks in PvP blues because there aren’t any other options.

But partly, my brief vacations to Moon Guard have shown me I prefer the environment of RP servers. Whether or not I will participate in any role-playing myself is at best unclear, but at the very least, it’s a more colourful environment, and I’m among fellow lore fans.

My warlock in OrgimmarIt’s the little touches, like the way there are people in cities that aren’t Orgimmar. Makes the world feel more alive. Or that the players /cheer Nazgrim’s speech on the way to Vashj’ir. Or passing a Blood Elf couple walking the streets of Dalaran in their Sunday best — actually walking, not running.

Hell, even the Trade trolls seem a little more pleasant.