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?

Murozond, In Utter Darkness, and Why Games Are Awesome

You may not agree, but I firmly believe that video games are an art form equal to movies, books, or any other story-telling medium. They have their disadvantages when it comes to telling a good story, yes, but they also have their own unique advantages. Lately, my mind has been on some examples that excellently demonstrate these advantages.

It begins with some bad dialogue:

“You crawl unwitting, like a blind, writhing worm, towards endless madness and despair!”

Murozond (Nozdormu) in the new End Time dungeonIf you’ve played World of Warcraft recently, you no doubt recognize this quote from the new dungeon, End Time. Now, this is not a good piece of dialogue by any stretch of the imagination. It is, in fact, almost embarrassingly cheesy.

But the interesting thing is that I never noticed this while running End Time. It only occurred to me while thinking about the dungeon afterward. Why is this?

It’s because I was too busy thinking, “OMG that giant ****ing Dragon is headed right for us! OMG we get to rewind time! OMG this dungeon is so awesome!”

And this is what makes games so interesting as a medium for story-telling. The player is not a passive observer; they’re right in the action. This creates a level of immersion that no other medium can duplicate. It’s easy to ignore minor flaws in the story — like some bad dialogue.

Players battling Murozond in End TimeNow, you might say this is a crutch to conceal bad writing. And sometimes, such as in the Murozond example, it is. But when the writing is good and combined with interesting and immersive gameplay, you get something truly special.

And that brings us to our next example.

It ends In Utter Darkness:

The Protoss mission In Utter Darkness in Starcraft 2: Wings of LibertyIn Utter Darkness is a mission in Starcraft II: Wings of Liberty. It is supposed to be a vision of the future in which the last survivors of the alien Protoss make their final stand against the Zerg Swarm and their Hybrid masters.

The overall objective is “witness the coming apocalypse.” The mission invariably ends with the Protoss being defeated, but for the sake of challenge, you have to achieve a certain number of enemy kills to move on to the next mission. (As an aside, my record is about 3,400 kills on brutal. Who bad? I’m bad. :D)

But In Utter Darkness has a second objective, and this is where it gets brilliant: “Defend until the last Protoss falls.” In other words, the mission will not end until you are wiped out.

Blizzard could have been predictable about this. They could have just ended with a cinematic showing the end of the universe. But they didn’t. They took full advantage of their medium and made the player an active participant in the end of all things.

Now, you could just let the enemy win to save time, but there are achievements for holding out longer, so most people try to cling on as long as they can.

Protoss colossi in the Starcraft 2 mission In Utter DarknessBut the enemy attacks will grow progressively stronger, the light progressively dimmer, the longer the mission lasts. Inevitably, you will be defeated. No matter how hard you fight, no matter how brilliant a player you are, no matter what, you will be forced to watch as your best-laid plans fail and your mighty fortress is ripped apart before your very eyes.

It imparts an amazing sense of hopelessness, of futility. And it hits so much harder than it could if In Utter Darkness was a movie or television program, because it was you who was fighting to hold back the fury of the Hybrid, struggling in vain to preserve some hope for the universe.

All this is further reinforced by how powerful and dramatic the Protoss units are in-game. You can incinerate massive waves of enemies with the thermal lances of your robotic colossi, shatter armies with the psionic storms of the high templar, and bend time and space to your will with the Shield of Aiur mothership.

And yet it’s still not enough, and this hammers home the terrible, unstoppable power of the Hybrids.

The Zerg and Hybrids overwhelming the Protoss in the Starcraft 2 mission In Utter DarknessIt’s a perfect synthesis of gameplay and story-telling that makes for a unique and powerful experience.

And that, my friends, is why video games are awesome.