BlizzCon 2016 Is a Disappointment

I woke up today feeling like it was Christmas morning. BlizzCon is always exciting, and after some of the hints we’ve seen, I was expecting some really huge news.

A promotional image of Overwatch's sombraInstead, it’s turned out to be perhaps the most disappointing BlizzCon to date. Certainly the most disappointing since I’ve started following it closely.

Overwatch: The worst kept secret in gaming

They began with the announcement we all knew was coming: The hacker Sombra will be the next playable character in Overwatch.

I’ll give them some credit for announcing her in a pretty dramatic way. They began with a retrospective video of Overwatch’s launch, only for Sombra to hack the feed — I genuinely thought the stream was crashing for a bit — and for that to dovetail into a new animated short introducing Sombra as she aids her Talon allies in attacking Volskaya Industries.

Sombra looks a lot more interesting than Overwatch’s other antagonists to date. She has an agenda of her own and seems to be playing both sides — her loyalty to Talon seems far from absolute.

That said, Blizzard’s continued reticence to do anything with the Overwatch IP is making it increasingly hard for me to get excited about anything to do with the game.

Overwatch's Sombra in her animated shortI do appreciate that they are maintaining their commitment to diversity in Overwatch, if nothing else. Both characters added post-launch have been women of colour, and the game’s cast is now close to perfect gender parity, as well. Now at ten females, twelve males, one non-gendered.

They also announced a new “arcade” mode that mostly seems to involve death match arenas, some new maps, and an ambitious new eSports league, but again, not really interesting me.

StarCraft: SkyNet, Nova, and Stukov

StarCraft II is the only game coming out of this BlizzCon’s opening ceremony to offer me anything approaching genuine excitement, which is a sad commentary on the whole convention.

Firstly, the final installment of the Nova DLC was confirmed to be launching on November 22 (appropriately enough), which is welcome news. More Nova is always good, and now that all three parts are out, I can finally play through it.

Second, fan favourite and eternal badass Alexei Stukov has been confirmed as the next playable commander in co-op. He would count as a Zerg commander, I suppose, but he seems to be very unique, based mainly on infested versions of Terran buildings and units.

A promotional image of co-op commander Alexei Stukov in StarCraft IIWe’re short on details on exactly how Stukov is going to play at the moment, but it’s good to see more ambitious updates to co-op regardless. And those infested battlecruisers look pretty sweet.

Also, walking bunkers.

Yes.

They’ve also mentioned new co-op maps coming soon. Details on this are only now coming in as I’m writing, but it looks like we’re finally getting that co-op version of Outbreak we’ve all been wanting forever. Awesome!

On the downside, I’m also hearing Blizzard is going to add leaderboards to co-op —  a competitive aspect that I don’t think anyone wanted, and which may lead to co-op ending up on the same endless nerf/buff rollercoaster as 1v1.

Finally, perhaps the most interesting thing to come out of BlizzCon so far is that Blizzard has partnered with the DeepMind team to use StarCraft II for advanced artificial intelligence research. It’s at best unclear what if any benefits this will ultimately have for us as players, but the very fact that the game we love is now going to be at the forefront of AI research is really exciting.

Heroes and Hearthstone: Steady as she goes

A shot from the announcement trailer for Hearthstone's Mean Streets of GadgetzanHeroes of the Storm and Hearthstone are pretty much just chugging along as you’d expect. Nothing to complain about, but nothing to get particularly excited for, either.

As many expected, Varian Wrynn will be joining Heroes as its next playable character. Although I was expecting a very standard warrior, he’s looking to be one of the most unique heroes to date. He’s actually a multi-role hero (I wonder how that will work with quests?) who can radically change his capabilities through several crucial talent choices.

The other new hero is Ragnaros the Firelord. I don’t have any particularly strong feelings about him at the moment.

They also spent a lot of time talking about next week’s brawl. I’m not sure why a weekly brawl is worth so much attention in the opening ceremonies. Were they just trying to fill time?

Meanwhile, Hearthstone is of course getting another expansion, Mean Streets of Gadgetzan. I don’t have a lot of interest in Hearthstone, and I don’t see this expansion changing that, but I will say they seem to have some neat ideas. Tri-class cards are pretty creative, and the Kabal and Jade Lotus factions seem genuinely interesting — would love to explore them in WoW.

Diablo: Remake, necromancer, and disappointment

Concept art for Diablo III's new necromancer classBut by far the biggest disappointment came when they finally got around to Diablo announcements. After the necromancer leak, I was sure we were finally getting another expansion to wrap up Reaper of Souls’ cliff-hanger ending.

Nope.

We are getting the necromancer as a paid DLC, but no new story content. They did mention two new zones (as free updates), but they’re going to be adventure-mode exclusives like Greyhollow Island. Something to poke your head into for an hour and then forget about.

The other big news is that the first Diablo game is being recreated within Diablo III. We’ll be able to use our existing characters, so I guess the original classes aren’t coming back, but they will be bringing back at least some of the original mechanics (including intentionally making the graphics look worse, because apparently common sense and the Diablo franchise have severed all ties).

This is a confusing decision, and I’m not sure who the target audience is. I can understand trying to capitalize on some nostalgia, and broadly I like the idea of resurrecting old games, but it’s going to be too different from the original to satisfy the purists, and I’m not sure how much modern gamers are going to enjoy something that has been deliberately designed to be more clunky and visually unappealing than current content.

Diablo III badly needed a new expansion. There are so many story threads left unfinished, so many lands left to explore. The game can’t survive on adventure mode and seasons forever. I want to play more, but there’s just nothing left in the game for me to do. The base game and its expansion were wildly successful, and there can be no doubt a new expansion would do well. I just don’t get it.

A shot from the announcement video for Diablo III's new necromancer classThe necromancer does look cool — I love necromancers in general, and Diablo’s take on the archetype especially — but is it worth forking over cash just to play through exactly the same content as a new character?

I hate how gamers are always pronouncing premature death on games, but at the risk of hypocrisy, I think we may now declare Diablo III dead in the water. Yes, it’s getting some more updates, but there doesn’t seem to be any kind of true forward momentum here. The story has been abandoned unfinished, and the game is just chasing its tail.

Between this, StarCraft’s apparent abandonment of mission packs, and Overwatch’s inexplicable aversion to exploring its own lore, I’m beginning to wonder if Blizzard is simply moving away from narrative in its games altogether.

That’s pretty much the only thing that could finally break my lifelong Blizzard fandom.

* * *

And that’s it. Nothing at all announced for World of Warcraft. No mention of a Warcraft movie sequel. Undoubtedly more news is to come as the convention unfolds, but it’s not likely to be anything huge.

What a massive disappointment.

Under the Burning Skies: Suramar, World Quests, and Class Stories

I’ve now completed the new leveling content in Legion, and I’ve gotten two classes, warlock and rogue, to level-cap. For my final installment of Under the Burning Skies, I turn my eyes to the max level zone of Suramar, and to Legion’s take on endgame.

My warlock's new outfit in World of Warcraft: LegionMaigraith has been my “main” for endgame purposes so far, but for lore reasons, I’m doing Suramar on my warlock.

Suramar:

Suramar is something pretty unprecedented in World of Warcraft, and I’m a little surprised I haven’t seen more discussion around that. Yes, we’ve had max-level zones before, but none of them have even come close to the scale of Suramar. I don’t think it would be an exaggeration to say that Suramar may well be the most ambitious piece of content in World of Warcraft’s history.

Suramar is vast, in every sense of the word. In both breadth and depth it could have been an entire game unto itself. And like many things in WoW, I have very mixed feelings on it.

On the one hand, I love Suramar. It’s a place we’ve known about in the lore for years but haven’t seen firsthand, which is exactly the experience I desire from WoW.

The zone itself is incredibly well-designed. The outer reaches are beautiful, but the city proper is where it really gets interesting. WoW has had cities before, of course, but they weren’t hostile territory, and they didn’t have anywhere near the scale or level of detail Suramar boasts.

The Suramar zone in World of Warcraft: LegionEven with all its fantasism, Suramar feels incredibly real. There are bookstores and jewelry shops and restaurants and parks. There are couriers running messages to and fro, and there are parents walking with their children.

I’ve heard a lot of praise for the detail and realism of Black Desert’s cities and towns, but I have to say Suramar surpasses anything I saw during my (admittedly brief) stint in that game. It’s probably the most realistic and detailed city I’ve ever seen in a video game.

And of course it’s incredibly beautiful. Bioluminescent plants, artistic magic, and elegant architecture combine to create a haunting, ethereal beauty that’s just stunning.

The main story is also very strong from what I’ve seen so far. It’s not really a Blood Elf story, but it covers a lot of the same topics, so it feels appropriate for my warlock, and it appeals to me strongly.

I really think Warcraft as a franchise deserves more praise for how unique its magic system is. The concept of magic as an actual physical addiction is really fascinating.

The Suramar zone in World of Warcraft: LegionThey’re really not pulling their punches with it this time, either. There’s an entire gameplay mechanic where the NPCs will go into withdrawal and become non-interactable until you get them a mana fix. You’ll even see them begin to shiver and pick at their skin, the way a real addict would. It’s brilliant, if disturbing.

I’m very curious how people who’ve actually struggled with addiction feel about Warcraft’s portrayal of it. I have only the most distant familiarity with it myself (thankfully).

And the characters are very colourful and endearing, from Thalyssra’s endurance and nobility to Occuleth’s nutty professor persona. The voice acting for both those characters is really top-notch.

But there’s also a lot wrong with Suramar. Most notably, it is the time-sink of all time-sinks. I’ve already spent more time in Suramar than any of the leveling zones, and I’m not even halfway through.

Suramar has a lot of side quest chains outside the city, and I really don’t understand what the point of them was meant to be. Their gameplay is tedious, their stories forgettable, and their rewards paltry. Some of them are part of the Loremaster achievement for the zone and thus necessary for flying, but some aren’t, and there’s no way to tell which is which without playing through them.

The Suramar zone in World of Warcraft: LegionYou could probably skip them on subsequent play-throughs, at least… if you can somehow muster the time and masochism to do Suramar more than once.

Even the main story, for all its strengths, can get a bit wearing at times. It’s enormous, and it doesn’t offer a lot of rewards or progression, so it often feels like you’re not getting anywhere. You’re also strongly encouraged to do all the Suramar world quests every day, since the non-repeatable quests offer very little of the reputation you need to complete the story, and that makes the whole thing into even more of a time-sink.

Even as someone with a lot of free time, even contributing all of my gaming time to Suramar, I still feel like I can’t keep up. Suramar will consume your entire life if you let it.

My goal had been to finish the zone before my subscription runs out in mid-October, but I’ve since learned that’s impossible because part of it requires you to kill the last boss of the Emerald Nightmare, and that doesn’t open for the raid finder until the end of October.

Initially this frustrated me, but now I’m kind of relieved, because it gives me an excuse to do something other than Suramar at least some of the time.

The hidden enclave of Shal'aran in World of Warcraft: LegionThis is what makes WoW so vexing. It’s not that Suramar is wonderful, and it’s not that it’s awful. It’s that it’s both of those things at the same time.

World quests and endgame:

“I know what I hate, and I don’t hate this.”-C. Montgomery Burns.

I lump world quests and endgame as a whole together because they’re pretty inseparable in Legion. For a lot of people, including myself, world quests are going to form nearly the entirety of the expansion’s endgame.

So far, I’m finding Legion’s take on endgame to be a decided improvement over what we’ve seen in the last couple of expansions, but it does need to be said that’s a terribly low bar to clear.

I’ve seen a lot of praise for world quests themselves, but I can’t say I’m all that impressed with them myself. They’re pretty much the same daily quests we’ve been doing since Burning Crusade. There’s just a lot more of them.

My warlock does battle in Suramar in World of Warcraft: LegionWhat does deserve some praise are emissary quests. Emissary quests appear every day and require you to complete any four world quests for the corresponding faction. Four world quests is a pretty quick goal to achieve, and while individual world quests aren’t always terribly rewarding, emissary quests are. They provide a big boost of reputation, a lot of order resources and/or gold, and often useful gear.

Thus, all you really “need” to do per day is your emissary quest, which takes very little time. You can keep grinding beyond that if you want, but there’s not a lot of pressure to. Emissary quests also last for three days, and you can bank up to three of them at once, so when and how you do them is pretty flexible.

The emissary/world quest grind isn’t the most exciting thing in the world, but it also doesn’t give one much cause for complaint. It’s nothing compared to how annoying endgame could be in Pandaria and Draenor.

Good thing, too, because it’s clear we’re going to have to do a lot of world quests over the course of the expansion. Literal hundreds.

I’m also finding gearing to be easier this time around — provided you don’t sucked into Suramar’s black hole, anyway. My rogue is already geared for Emerald Nightmare raid finder, and I wasn’t even trying. Normally getting geared at the beginning of an expansion is quite the slog.

The Black Rook Hold dungeon in World of Warcraft: LegionNot being able to fly is getting old real fast, though. Wouldn’t be such a problem if Blizzard wasn’t so insistent on cramming the world full of so many mobs you can’t move five feet without having to fight something irrelevant.

I’m also a little worried about heroic dungeons being irrelevant again. They can be worth doing if there’s a world quest for one that offers something you need, but otherwise they’re already feeling pretty unrewarding. And the expansion just started.

Too bad, too. Some are really good. I especially like Black Rook Hold and Maw of Souls, and the last boss of Vault of the Wardens is very neat.

Class stories:

As of this writing I’ve finished the class stories for both my max level classes. As with many things in WoW, they’re somewhat inconsistent experiences, but on the whole I’d put them in the win column.

They do have a fair bit of gating, but most of that gating comes in the form of stuff you’d probably do anyway, so while it seems like a grind on paper, it doesn’t feel that way in practice. It does need to be said, though, that without artificial gates in place, each class story would be the sort of thing you could finish in a day or two of light play at most.

Made a plan, it was grand, but you're still in the void...That said, while they lack quantity, they’re generally of a pretty high quality. The stories themselves are interesting and tend to sell the feel of the class very well.

The endings are mostly what’s giving me mixed feelings. The rogue story’s climax was quite exciting, but it was also over very fast and a little too easy. The warlock ending was even worse. The climax of the entire story is to walk five feet and have a brief conversation with an NPC in your class hall.

That’s it. I’m not exaggerating. I couldn’t believe it at first.

It does make me wonder if Blizzard plans to continue the class stories later. The warlock one is pretty clearly unfinished. But then again the rogue story wrapped everything up pretty conclusively, so…

The good news is that the warlock story was so good up until its faceplant of an ending that I’m still inclined to look upon it favourably. I especially enjoyed how colourful the various characters were. I even grew to like Lulu Fizzlebang, despite my prejudice against Gnomes. Alone among all other Gnomes in the game, Lulu feels like a real, three-dimensional person, not just a ham-fisted Jar Jar-esque attempt at comedy.