WoW: The Curious Case of the Pandarian Nostalgia + Patch 6.2.3

It won’t seem that way to readers, but this post is in some ways the first after a long hiatus from blogging. Now, I have been doing my TV reviews, but those pretty much write themselves, and aside from them, I haven’t been written any new posts in months, instead relying on the backlog I gave myself while looking for apartments/moving.

Ah, how I miss thee...(Incidentally, I am very happy to be back in Toronto.)

I wandered what my first new topic should be after such a long break, and I decided it would be best to go back to basics: a nice long ramble about Warcraft.

I’ve noticed something odd in the WoW community as of late. People everywhere seem overcome with nostalgia for Mists of Pandaria. An expansion that was loathed at the time is now being almost universally hailed as one of the best periods of the game’s long lifespan.

Some might not find this surprising. There’s a common perception that every WoW expansion is hated when it’s current, and then becomes viewed with rose-coloured glasses after the fact. I don’t like this argument, because it’s a bit of a cop-out and mainly serves to shut down discussion or deflect criticisms of the game, but there’s definitely some truth to it. The prevailing opinions on an expansion do tend to improve after it’s gone.

But never this thoroughly, or this fast. Warlords of Draenor is not yet a year old, yet already Mists is being roundly hailed as second only to Wrath of the Lich King, which is nowadays generally viewed as when the game peaked, despite being regarded as the Spawn of Satan for many years after its release.

I’m not immune, either. Lately I find myself missing Pandaria, badly. I still have my hearthstones set the shrines, and sometimes I’ll fly out across the Vale, or up to Kun-Lai and just be overcome by nostalgia. The other day I hopped on my monk (who is still 90 because I’m sick of Draenor) and did some scenarios purely for the nostalgia value.

My monk runs a scenario for old time's sakeBut yet none of these good feelings were to be found when MoP was the current content. It faced at least as much disdain from the supremely negative WoW community as any other expansion, if not more, and I was certainly none too happy with the state of the game at the time, as long-time readers will remember.

So what happened?

The wonders of Pandaria:

In my case, I actually saw this coming somewhat, though I didn’t expect my turnaround on MoP to happen this soon or be this dramatic. But I did often have the sense that I’d feel a lot better about Mists of Pandaria after the fact.

See, I had a lot of complaints about MoP, but they were all gameplay related. The daily grind, the tedium of Timeless Isle, the devaluing of valor and justice points.

Yet the content of the expansion, its story, and its setting were stellar. As I’ve always said, Mists of Pandaria kind of sucked, but Pandaria was amazing.

My rogue meets with Lorewalker Cho following the Siege of OrgrimmarAs time goes on, I forget the unpleasant gameplay, and all that’s left is a fantastic story.

Make no mistake, for all its myriad flaws, Pandaria was a fantastic adventure from beginning to end. It was probably the best told story in WoW’s history. Not best overall — I’d still give that to Wrath, but it has the advantage of more interesting subject matter — but best executed.

MoP, more than any other expansion, told a cohesive story, with each event flowing into the next organically. The Thunder King was kind of an odd detour, but aside from that, the entire story from the discovery of Pandaria to the Siege of Orgrimmar was one big arc that spanned the entirety of Azeroth and the full spectrum of human emotion — rage and sorrow, hope and joy, humour and tranquility. Its pacing and its flow were impeccable.

The world-building was also excellent in MoP. Blizzard essentially started from scratch with Pandaria, but they created an incredibly intricate and exotic world full of new cultures and history that still managed to fit perfectly into the greater Warcraft mythos.

All this is exactly the sort of thing that earns my love, so perhaps it’s not surprising I now miss Pandaria as much as I do. But most people don’t care about story as much as me, which leads me to wonder why there’s so much nostalgia for MoP throughout the community.

One could write it off as being blinded by nostalgia, and there’s bound to be at least some of that going around, but I don’t think that’s all.

Compare and contrast:

A lovely view of the moon in World of Warcraft's Shadowmoon valleyUltimately I think this sudden wave of panda-love may have less to do with MoP itself, and more to do with Warlords of Draenor.

Warlords of Draenor is, by a wide margin, the smallest expansion World of Warcraft has ever received. By comparison, MoP was enormous.

Say what you about MoP, but the one thing you could never say about it was that it lacked ambition. It offered a huge selection of new features, and it cranked out four major content patches over its lifecycle. I’ve heard some describe MoP as “the golden age of content,” and there’s definitely a lot of truth to that, as it offered content in copious quantity and (mostly) high quality — though it does lose points for the lack of post-launch dungeons.

By comparison, WoD offered only one new feature, garrisons, and only one content patch. Tanaan Jungle was originally slated to be a launch zone and was delayed, so really WoD’s only post launch content additions were a single raid and the garrison shipyard. And let’s not forget that WoD removed a lot from the game, too, to the point where the game has probably been made worse by it — something that has not been true of any other expansion to date, in my opinion.

The difference in scale and ambition between Mists of Pandaria and Warlords of Draenor is cavernous. In light of that, it’s no wonder that MoP is suddenly being viewed much more highly.

My monk flying over the Krasarang WildsI suspect if WoD had been a larger and more successful expansion, we would not be seeing the sudden outpouring of love for MoP that’s happening. MoP probably still would have ended up being viewed much more positively, but I think it would have taken much longer, and I’m not sure the change in opinion would ever have been so complete.

Although I am cautiously optimistic about Legion right now (emphasis on “cautiously”), it’s still looking a bit anemic compared to past expansions, and one has to wonder if Mists of Pandaria was the last great World of Warcraft expansion — in terms of scope and ambition, if not necessarily quality.

There are those who say that the worst thing about Cataclysm was that it followed Wrath of the Lich King. I think the best thing about Mists of Pandaria may have been that it preceded Warlords of Draenor.

* * *

Patch 6.2.3: The mea culpa:

Of course, just as I’m getting ready to put up this post, Blizzard has a big announcement to make. WoW will soon receive a small content patch, 6.2.3, to tide us over during the (undoubtedly lengthy) wait until Legion, and it’s looking to be the best patch of the expansion to date.

Valor is back.

Flying over the fungal seas of Draenor in World of WarcraftHoly Hell, did not see that coming.

I really thought valor points were dead and gone. Rare indeed is the time when Blizzard reverses one of their decisions after so long.

Valor will only be used for item upgrades, not buying gear, which isn’t ideal, but it’s a start. The game needs valor. It was the best progression system for non-raiders, and it allowed all content to still have some relevance. Dungeons were pretty much killed by the removal of valor points.

For my part, I have no patience for RNG gearing, and apexis crystals were/are an excruciating grind with mostly underwhelming rewards. Valor was my endgame, and without it, WoD has nothing but a legendary quest and garrison chores to me.

Unfortunately I’m already super burned out on Draenor, and there are a lot of other games I need to find time to play, so I’m not sure how much difference this will make for me, but it’s a step in the right direction. It shows me Blizzard is willing to learn from their mistakes. For the first time since WoD was announced, I feel a little of my faith renewed.

The swamps of Tanaan Jungle by night in World of WarcraftI can only hope they realize what a huge mistake they’ve made and that valor is a launch feature for Legion.

There are some other nice things in 6.2.3, too. Timewalking is being expanded to include some Cataclysm dungeons, as well as some more Wrath and Burning Crusade dungeons, and timewalking bosses will now have a chance to drop an Infinite Drake mount. Shockingly, it’s not just the old Infinite drake model, but a totally new (and awesome) model.

Perhaps even more surprising is that the upcoming Grove Warden moose mount is going to be made temporarily available as a drop from heroic Archimonde.

A store mount available for free? This is unprecedented. I might even overcome my distaste for raiding and get a kill in, because flying moose.

I mean, I am Canadian.

It’s hard not to see 6.2.3 as a giant mea culpa from Blizzard for how much they’ve bungled Warlords of Draenor, but frankly, they needed to do that. I’m glad they’re swallowing their pride and trying to make it right.

Gaming Round-Up: TSW’s Spin-off, Diablo III’s Patch, Heroes, WoW, and More

I really want to start making a dent in my massive backlog of already written blog posts, but the world just keeps throwing new juicy blog topics at me. Today, there’s a bundle of gaming news to cover.

A preview shot from Funcom's new horror game, The ParkFuncom announces The Park:

Here’s something absolutely no one saw coming: Funcom is putting out a single-player spin-off of The Secret World.

The Park is a horror title set in the Atlantic Island Amusement Park on Solomon Island. Presumably this means it will be set before the events of TSW — this is probably one of the horror stories that got the park shut down.

The amusement park was always one of the more interesting and unusual places in TSW. Aside from being creepy as all Hell, it’s one of the few storylines in the game with no real connection to the game’s main arcs, so this makes for a good choice for a spin-off.

I’m also glad to learn this was Joel Bylos’ secret project. For some reason it comforts me that Joel didn’t really leave the Secret World — he’s just working on a different part of it. Maybe he’ll come back to the MMO later.

Horror games aren’t usually my cup of tea, but I’m enough of a Secret World fan that I’m pretty much guaranteed to buy it.

A preview shot from Funcom's new horror game, The ParkI’m more interested in what this will mean for Funcom as a whole, though. The latest financial reports have been quite dire, and as a fan of TSW, this has me very worried. I hope The Park will be successful enough to turn things around a bit, and maybe boost TSW as well. Hopefully people who like The Park will then want to play TSW.

If Funcom is smart, they’ll take a page from Blizzard and do some cross-promotional rewards. Buy The Park and get an exclusive outfit in TSW, or something.

The really interesting thing is that this might open the door for more TSW spin-offs. The Secret World is such a vast and unique setting that the possibilities are virtually endless. You could get twenty games just from Innsmouth Academy and the League of Monster Slayers.

What I’d most like to see are Nassir’s time in the “special” Special Forces and a prequel about Halina Ilyushin from the Facility. I think she’s one of TSW’s more compelling antagonists, and she deserved way more attention than she got.

Diablo III: Is it about my cube?

In other news, this week saw the release of patch 2.3 for Diablo III, which is arguably the largest non-expansion patch the game has yet seen.

The new Ruins of Sescheron zone in Diablo IIIThe big new features are the Ruins of Sescheron zone and Kanai’s Cube, an artifact with a number of powerful abilities, most notably the capacity to extract powers from legendary weapons and equip them on you character as a new set of passive abilities.

I was very impressed with the Ruins of Sescheron. I have often ragged on D3’s subpar graphics, but Sescheron is absolutely beautiful and without a doubt the best looking place in the game to date.

The detail of the zone is excellent, and not just in terms of visuals. There’s all-new, fully voiced lore — including the incredibly welcome reappearance of Abd al-Hazir — as well as several memorable new monster types. The yetis gave me a nice jolt of nostalgia for Diablo II — which is a bit weird since I didn’t like that game very much.

The Cube is also quite an interesting concept, though I haven’t been able to get much use out of it yet. To my eternal regret, I disenchanted nearly all my spare legendaries before the announcement of the Cube. All I’ve been able to throw in so far is my old level 60 Mirrorball.

But that disappointment is entirely on my own head.

I am eternally impressed by how Blizzard keeps putting out new free content for Diablo III. In any other game, something like patch 2.3 would be a $15 DLC. Blizzard could certainly get away with charging that much for it. But they’re literally giving it away.

The corpse of Elder Kanai in Diablo IIII am increasingly struck by the stark differences between World of Warcraft’s team and the rest of Blizzard. While StarCraft 2 sets a new standard for developer communication with weekly development updates and Diablo III throws free content at players for funsies, WoW is defined by shameless greed, out of touch development, and tone-deaf communication.

Blizzard is still a fantastic company. But you’d never know it if all you play is WoW.

Heroes of the Storm: Infernal Shrines and map rotation woes

Heroes of the Storm also got a significant update this week with its second Diablo-themed map, Infernal Shrines.

Unfortunately, I’ve only had the opportunity to play the map once so far, but based on first impressions (which could prove totally wrong once I have more experience), I’m not sure I agree with the people saying this map is more prone to snowballing than others. My team had a massive advantage for the first half of the match — we won something like the first three or four Punishers — and we still went on to lose badly.

Painful as that was for me personally, it does show comebacks are very doable on that map, and that’s a good thing.

The loading screen for the new Infernal Shrines map in Heroes of the StormOn the whole it seems a fun map. Having the bosses target players as much as structures is a nice change of pace, and I like the way they borrowed monster affixes from Diablo III. Arcane seems especially deadly.

On the downside, the fact that some affixes do seem better than others adds an unhealthy degree of randomness to the map, and the amount of skeletons you need to kill to summon a Punisher seems to favour AoE-heavy heroes, which are already pretty popular in the metagame right now.

Then again, I play Jaina and Tassadar. Maybe I shouldn’t complain.

The addition of another new map also means the map selection has once again been cut down to increase the odds of Infernal Shrines appearing for the first week. It’s a good idea in theory, but it has some flaws.

It kind of sucks if your favourite map is one of the ones (temporarily) cut, and you still have only a one in six chance of getting the new map, which tends to make one pretty sick of the others. I have seen way too much of Tomb of the Spider Queen lately.

You could do custom games, but you lose out on matchmaking, and it’s kind of a pain in general if you’re not lucky enough to know nine other people who are interested in doing custom games.

World of Warcraft: I’m back, baby

The swamps of Tanaan Jungle by night in World of WarcraftYes, despite all my harping on Warlords of Draenor, I have finally returned to WoW. I missed my characters, and I want to get the legendary ring for my rogue.

For the most part my previous thoughts on WoD remain true. It’s a sea of blandness and mediocrity occasionally spiced up by some brain-achingly bad decisions. Garrisons remain the main saving grace for me, though I somewhat understand from where the hate for them springs.

The grind needed to unlock flight isn’t improving my view, either. It’s not really that bad a grind in terms of how long it takes, but the stuff you’re doing is just so agonizingly tedious. Apexis dailies are a special kind of Hell. I mean, I even like the idea of just filling up a progress bar through whatever is at hand, but they’re tuned to be so slow. Every time I kill a mob and see that bar move only 1%, I die a little inside. Add to that crowds of players killing and looting everything in sight, and it’s just miserable.

On the plus side, I finally started leveling my warlock in earnest, and the Frostfire Ridge storyline turned out to be by far and away my favourite part of the expansion so far. Was a great reminder that Orcs are actually pretty awesome when they’re not being stripped down to Saturday morning cartoon villains.

I found the culture they established for the Frostwolf Clan to very fascinating — basically translating the canine pack mentality to a full society of sentient beings — and Durotan is just all kinds of awesome. The way he shut down Ga’nar was just brilliant.

Bladespire Fortress in te Frostfire Ridge zone in World of WarcraftVery pretty zone, too.