Into the Mists: Beyond the Wall

Looking out over the Townlong Steppes and the Dread Wastes in World of Warcraft: Mists of PandariaMy journey has ended, sooner than I expected. My warlock is now level 90, and I have completed all of the leveling zones included in Mists of Pandaria.

But before I fully throw myself into the endgame gear treadmill, I have one more (spoilerific) “Into the Mists” column to write.

The Townlong Steppes:

There are two main things that struck me about the Townlong Steppes.

My warlock leveling in the Townlong SteppesOne is that it’s a great example of an important but often overlooked aspect of good story-telling: anticipation. Think about it; even the most epic, exciting event won’t be interesting if it just comes out of nowhere. Building anticipation puts things in context and makes the climax all the sweeter when it comes.

Since very early in our journey in Pandaria, we’ve been hearing about the wild lands beyond the Serpent’s Spine, and the threat of the Mantid. We’ve learned there’s something terrible going on over there, though not exactly what.

All this anticipation made the venturing into Townlong Steppes feel like an epic experience even before I picked up my first quest, and thankfully, it didn’t disappoint from there. The zone provides a gripping, emotional journey, full of action as we battle both the Yaungol and the Mantid. Once again, we come face-to-face with the terrible consequences of our war.

A kypari tree in the Townlong SteppesAnother example of the power of anticipation is Townlong’s Sha of Hatred arc. The Sha is introduced very early on in the zone (and sooner if you do the Shado-pan Monastery dungeon), but it takes most of the zone’s storyline to finally track it down, and that again allows one to build anticipation for the final confrontation. It makes it feel a bit more epic than just fighting another quest boss.

The other thing that strikes me about Townlong is how far Mists of Pandaria’s story is from what it was advertised as — and that’s a good thing.

“Kung Fu Panda game for the eight year-olds” was the cry of every QQer prior to the expansion’s release, and while I doubted this myself, the previews seemed to fall mostly in line with this theory. The intro cinematic seems more like a Three Stooges skit than the opening to an epic Warcraft expansion, the announcement trailer basically boiled down to two minutes of “lolpandas,” and the previews were all bunny-men and alementals.

Thankfully, though, that’s not the game we got. MoP has its silly side, mostly in the early zones, but most of the time, it’s actually quite dark. I would go so far to as to say it’s darker than Cataclysm.

The Sha of Hatred in World of Warcraft: Mists of PandariaThis is best summed up by the tragic tale of the husband and wife team of Suna and Lin Silentstrike in the Townlong Steppes. Lin is captured by the Yaungol in battle, and a desperate Suna sends players to find her husband.

But by the time the player arrives, it’s too late. Lin has been tortured to death. Mad with grief, Suna runs into the wilderness, swearing to slaughter every Yaungol she finds. The player must aid the Shado-pan in tracking her down, eventually finding her in an area where the very land itself has become choked by hate. It becomes clear that Suna has been possessed by the Sha of Hatred, and players are forced to put her down.

Yup, pandas are for kids all right.

In terms of aesthetics, I wasn’t a huge fan of Townlong. It was neither ugly nor pretty enough to be truly memorable, though I’ve certainly seen worse zones. The music is largely excellent, though.

My warlock meeting with Taran Zhu and the other Shado-pan in the Townlong SteppesOverall, Townlong is probably my favourite zone of the expansion, though it’s in a dead heat with Kun-Lai.

The Dread Wastes:

The Dread Wastes are a good example of the balance that needs to be struck in video game design. The zone has a great story, and if this were a book, that would be enough, but World of Warcraft is a game, and that’s why this zone falls short.

As I said, the story is good. The Klaxxi are a very interest bunch, the lesser of two evils and our reluctant allies against a greater monster. I absolutely loved the idea of the Paragons. They’re a concept strong enough that an entire game — or book, or movie, or whatever — could be based on them.

My warlock battling the Mantid in the Dread WastesBut yet, even as the lore nut that I am, I wasn’t overly impressed by the Dread Wastes. Why?

The quests are boring.

It’s just that simple. The story behind the quests is good, but that story makes little impact on the content of the quests, and from a simple gameplay perspective, the quests just aren’t interesting.

Mostly, I just seemed to be killing animals to feed to the Paragons. Seriously, how many expansions need to go by before Blizzard realizes that killing a dozen turtles for their meat when only about half them drop it (because apparently the others are made of paper machè or something) simply isn’t fun?

My warlock flying across the Dread Wastes with the help of a Mantid ParagonGive me a vehicle quest. Give me some phasing. Give me something.

The Klaxxi dailies are no better. There’s an epic war going on between millions of Sha-corrupted Mantids and every other living thing on Pandaria, and you’ve got me killing turtles, picking up amber, and beating up Saurok? Really?

(As an aside, I’ve also found the Golden Lotus dailies extremely dull and uncreative. So much for the innovative new dailies we were promised — these are all major steps back from the Molten Front, and even from many Wrath dailies.

But anyway, back on topic.)

The Heart of Fear in the Dread WastesOn the plus side, the Dread Wastes is probably one of the best zones Blizzard’s ever produced from a visual perspective. It’s bleak, but it’s spectacularly bleak. Like in Icecrown, you feel like a badass just for having the courage to be there. All the Sha corruption is surreal and dreamy (if those dreams are nightmares), and the vaguely Gothic look of the Mantid architecture is just great.

On the other hand, the music is pretty weak, distractingly bolstered by reused tracks from Outland and Northrend. And not even particularly good tracks from those continents at that.

Blizzard did a lot of things very right in the Dread Wastes, and they also did a lot of things very wrong. In the end, it averages out to a zone that is neither great nor terrible, but merely mediocre.

A Sha-tainted kypari tree in the Dread Wastes* * *

How about you, dear reader? What did you make of Mists of Pandaria’s final leveling zones?

Guild Wars 2: Dungeons, Centaurs, and Pimp Hats

The Durmand Priory headquarters in Guild Wars 2While most of my gaming time is currently taken up by exploring Pandaria, I’m still finding time to play a few hours of Guild Wars 2 here or there. In some ways, the luster is wearing off, and I’m seeing more flaws, but in others, I love it more than ever.

Altitis:

In addition to leveling my Norn thief, I’ve started an alt, a human warrior. This is probably the first game in history where I’ve enjoyed playing a warrior archetype. It’s just not something that’s ever appealed to me.

I suspect my change of heart is due to how versatile GW2 classes are. I’m using a longbow and dual axes, and it feels a bit more like playing a ranger than a warrior. Also, it’s one of the few classes in the game with any kind of resource mechanic, which I prefer to being entirely cooldown-based.

My human warrior alt in Guild Wars 2I still prefer my thief. For one thing, the warrior seems rather over-powered. Both characters can solo veterans, and both can solo multiple enemies at once, but my thief has to work at it. She has to juggle weapon swaps, dodge frequently, and use every trick in the book. My warrior can just stand there and get beat on while I do my best DPS tunnel vision.

He’s fun for dynamic events, though. His AoE damage is so high I sometimes can’t see what I’m fighting behind all the numbers.

Dungeons:

I’ve also had my first taste of dungeons in Guild Wars 2. Upon hitting the requisite level, I dutifully marched down to the Charr lands to find a group for the story mode of the game’s first dungeon, Ascalonian Catacombs. Spamming map chat gave me nasty memories of WoW pre-dungeon finder, but I found a group without too much trouble.

The experience was, in a word, brutal. In WoW terms, imagine doing heroic Deadmines in 346 gear without a tank or a healer. In layman’s terms… You know the opening scene from Saving Private Ryan? It was sort of like that.

Oddly enough, the bosses didn’t give us much trouble — aside from the Lovers encounter — but the trash felt like we were just trying to clog some great machine with our corpses.

The best thing I can say about the experience is that we did, eventually, finish. Mainly by corpse-zerging and constantly resurrecting each other. And the group managed to avoid turning on each other like most other MMO PUGs I’ve seen.

I eventually overcame my demoralization from that and attempted the second dungeon, Caudecus’s Manor. That was even worse. Not only were we massacred at every turn, the group broke up in frustration after the first boss.

I think I’m going to give up on dungeons in this game. It’s just not worth the aggravation.

I respect ArenaNet for trying to break the trinity, and it works wonderfully for dynamic events (and presumably PvP, which I still haven’t tried), but clearly, the dungeons need work. They removed the trinity, but it seems they didn’t remove the need for it. The dungeons felt almost exactly like a Warcraft dungeon after the tank has died.

Granted, neither of my groups were well-organized, but we were dying so fast that I don’t see how better cooperation could have helped. There wasn’t time to work together. Are we just supposed to all go ranged and kite everything?

The good news is that this isn’t World of Warcraft. Dungeons are not a crucial part of progression. All I’m missing out on are some specific armor skins and little bit of story, the latter of which I don’t much care about anyway.

Other quibbles:

A hidden cavern in Guild Wars 2I have found a few other annoyances with the game, though nothing major. Despite it being one of the most — if not the most — social-friendly games in history, it feels oddly lonely at times, even with many other players around. Expect an article on this by yours truly at WhatMMO soon.

I’m also finding getting transmutation stones — which are used to customize gear appearances — more frustrating than anticipated. They’re not a guaranteed reward for zone completion, so there can be dry spells where I don’t have any unless I use the gem store.

I could just buy some for gold, but the cost of gems is going up, and it would leave me little to spend on anything else. It’s hard to make money in this game.

Between that and those Black Lion Chests, it’s not so hard to ignore the cash shop as I’d hoped.

The city of Lion's Arch in Guild Wars 2Still, it’s far from the nickel-and-dime or “pay to win” horror people paint free-to-play as. I still haven’t spent a cent beyond the game’s purchase price, and I still find this much less onerous than a monthly subscription. GW2 is at least as good a game as WoW, but it costs me a fraction of the money to play. It’s hard to argue the value of that.

This means war:

As time goes on, I’ve come to the conclusion dynamic events are the real soul of Guild Wars 2 — which is pretty much what ArenaNet intended. The game is enjoyable when there aren’t any events, but it’s not memorable. The real fun comes when the events are coming at you hard and fast.

A good example of this came the other day. While leveling my thief in the Harathi Hinterlands (Sound familiar, Wow fans?), I stumbled into a lengthy group event chain involving a war between the Seraph, the human military, and the local centaur clans.

Battling the centaurs during a dynamic event chain in Guild Wars 2At the time I joined in, the Seraph had captured two centaur camps, and the centaurs were counter-attacking. The players of the zone had to spread out to assist packs of NPC Seraph in defending both camps from wave after wave of centaur attackers.

Eventually, we broke the centaur assault, and now it was the Seraph’s turn to retaliate. I and at least two dozen other players, plus a large number of NPCs, marched on the zone’s main centaur camp and proceeded to massacre it wholesale. I would have felt bad for the centaurs if they weren’t fictional and evil.

Then the centaur again counter-attacked, pouring down from the hills to retake their camp. This part was more challenging, but like Leonidas at Thermopylae, we stood our ground as the bodies piled up.

Battling a centaur boss during a Guild Wars 2 dynamic event chainThe chain culminated with the centaur sorcerer-king coming down to deal with us personally. What followed was an extremely lengthy multi-stage boss fight in which we defeated various minions summoned by the king and then finally the centaur himself.

The whole thing took at least an hour and was easily the most fun I’ve had in Guild Wars 2 to date — not a small feat. For that matter, it was probably one of the most fun times I’ve had in any game in quite a long time. I’m smiling as I write this just thinking about it.

This is really what GW2 is capable of at its best. A truly epic gaming experience that hurls you into the world and its conflicts.

My thief and several other characters strut our stuff after defeating a lengthy group event chain in Guild Wars 2Finally:

I wish to state for the record that I am love with my thief’s pimp hat.

My Norn thief showing off her stylish pimp hat in Guild Wars 2Seriously, is this hat not the epitome of style? Don’t try to deny your envy. I know you feel it.