Surprise, we're doing the burning
crusade!
The Burning Crusade was World of
Warcraft's first expanion, coming out in january of 2007. It raised
the level cap to 70, introduced two new playable races and added the
continent of Outland, heroic instances and the jewelcrafting
profession. However, as usual, we're mostly skipping the gameplay
elements in order to focus on the story.
The Burning Crusade is the story of the
re-opening of the dark portal, the magical gateway that connects the
worlds of Azeroth and Draenor (now known as Outland). Through this
portal, an army of demons emerges, led by the vicious Highlord Kruul.
Though the horde, the alliance and the argent dawn eventually manage
to beat back the demon invasion, the dark portal remains open and
both the horde and the alliance mount an expedition to see what's on
the other side. In the process, both factions gain new allies: the
Blood Elves for the horde and the Draenei for the alliance. In
addition, the factions make new contact with old allies that had been
considered dead, with the mag'har joining the horde and the alliance
expedition joining the alliance.
And that's where
the first big problems of the expansion set in. In order to fit these
guys into their respective factions and to integrate some of the new
concepts, massive retcons were needed. Let's address them one by one.
Blood Elves
An issue that gets
raised by a lot of people is the fact that blood elves were the new
horde race, despite not really having any connection to the horde.
This is a point I disagree with, as the blood elves do have a
connection through Sylvanas Windrunner, their former ranger-general
of Silvermoon and the current leader of the undercity. While the
blood elves do still have a closer bond to the alliance, it isn't as
strong as a lot of people seem to think it is. Silvermoon only joined
the alliance for a few years during the second war and was never
happy with the results. Plus, the blood elves actually did try to
join the alliance during the burning crusade. One of the early blood
elf quests has a dwarven ambassador with whom the blood elves are
negotiating, presumably in an effort to join the alliance. However,
the alliance turns out to have been using the negotiations to commit
sabotage. The blood elves only join the horde after the alliance
negotiations go sour and the forsaken have helped the blood elves
retake the ghostlands. As far as plot in world of warcraft goes, this
actually gets an exceptional amount of in-game explanation. We even
see various NPCs in Silvermoon address concerns regarding this.
However, that does
raise another question: Why are the alliance sabotaging the blood
elves? Sure, the blood elves are using demonic magic now, but there's
plenty of people doing that, including actual demons. You'd think
that the alliance would be busy with the warlocks and demons that are
actively attacking them, not going out and picking fights with
warlocks in distant lands.
As an aside,
there's two retcons regarding the blood elves that I do actually
enjoy. First, The Burning Crusade ignores everything the RPG ever
said regarding them. Thank the gods. Second, The Burning Crusade
retcons a lot of the backstory given to Dar'khan, a traitor blood elf
introduced in the sunwell trilogy. As that backstory never worked in
the context of greater warcraft lore (Dar'khan was supposed to have
blown up the sunwell, despite the fact that Arthas still uses the
sunwell later in the timeline to resurrect Kel'thuzad), I'm glad it
got reworked.
Draenei
As far as burning
crusade developments go, there's probably none that deserve more
scorn than those related to the draenei. In warcraft III, the draenei
were an ugly bunch of sneaky, shamanistic primitives led by Akama. In
The Burning Crusade, the draenei are majestic light-worshippers who
live in massive temples and flying, technologically-advanced
fortresses, are unable to sneak in any way, and are led by the
prophet Velen. While there is an explanation for this (the draenei we
saw in warcraft III were degenerated due to demonic magic) and we do
see some of the warcraft 3-style Draenei, the fact that the draenei
we know and the draenei we were allowed to play have absolutely
nothing in common is ridiculous. The playable race having this sort
of relation with the draenei is fine, but they should have at least
been given a different name. Instead, its the old draenei that are
suddenly called “Lost Ones”.
There's another
issue regarding the draenei that's often discussed: the retcon. In
The Burning Crusade, its revealed that the draenei are an uncorrupted
form of the Eredar, who had been corrupted by Sargeras. However, in
the World of Warcraft manual, it was established that the Eredar were
one of the demonic races (along with the dreadlords) that corrupted
Sargeras. While this is a minor point, it annoyed a lot of fans, some
of whom called blizzard out on it. Surprisingly, blizzard actually
replied on this point, stating that they had forgotten the minor plot
point, apologising, but stating that they were going to keep the new
lore since it made both the eredar and the draenei more interesting.
I do actually agree that the new lore is more interesting. Having the
draenei and the eredar be connected adds a lot to their backstory.
Plus, having only one race of original demons makes a lot more sense
anyway. However, the problem is that the two origins aren't
incompatible. Why not have Tichondrius, the leader of the dreadlords,
be the one to corrupt the Eredar? You keep the corruption angle and
it works with the original timeline. It's the best of both worlds.
There's a third
issue, which I don't think I've ever seen discussed: The draenei are
ridiculously overused. Previously, the draenei were a footnote, even
before their near-genocide. However, when you walk around outland in
The Burning Crusade, draenei ruins and settlements are everywhere.
It's especially notable when you compare the amount of draenei ruins
and settlements to the amount of orcish ruins and settlements.
Despite the latter supposedly being the dominant species of Draenor,
there's about twice as much architecture of the former. Of the 18
instances that are located in outland, 9 are draenei ruins (with 4
others featuring draenei mobs extensively). It also starts raising
some questions regarding their gencoide. If the draenei are an
ancient race of holy warriors with thousands of years if experience
fighting demonic corruption, access to advanced weaponry, magic and
building materials from throughout the universe and control over
massive strongholds throughout the world, how did the orcs ever
manage to drive them to genocide?
A fourth issue that I've never seen discussed is the weird timeline regarding the broken that is caused by the draenei retcon. There's a bit of an inconsistency regarding the origin of the broken, as some sources say that they were mutated by their own use of fel magic, like the orcs, while others say that they were mutated by the use of fel magic by the orcs. I'm not holding that inconsistency against it, since its possible that both are true. However, no matter which origin, the creation of the draenei race dates back to the rise of the orcish horde, so they started emerging somewhere between 46 and 72 years ago. Considering the long lifespan of the draenei, the draenei who first became broken should still be alive. However, whenever we see the lost ones, they appear to have developed their own completely unique culture. They have their own religions, their own architecture and sharp tribal distinctions. Some comments by the draenei suggest that the broken have had their minds afflicted, but there is plenty of in-game evidence to oppose this and it wouldn't really explain it anyway (plus, the draenei are known to be prejudiced against the broken, so it's best not to take their comments in this regard too literal)
There's also a lot of issues with the draenei starting quests. First of all, while azuremyst is pretty decent mechanically, bloodmyst isle is an absolute mess, with many quests that are just grinding wildlife. Narratively, there are a lot of problems as well. For example, Velen supposedly had this prophesy about the draenei having to attain for the sins of their fathers, which is supposed to be proving to the alliance that they are nothing like the eredar. However, all that happens is that a single character eyes you suspiciously for a single quest, which is hardly enough to constitute the fulfillment of a prophecy. Another good example is that when your character first starts, an NPC mentions that you have been in a stasis pod for weeks. Even ignoring the fact that the portions of the ship where the stasis pods were located crashed on different isles than the one where you start, that would mean that weeks have passed since the crash. However, you still find fresh crash victims lying around. Have they been lying unconscious in the woods for a few weeks? And where the hell did all the broken go? The architecture in the starting zones also makes little sense. All of the draenei buildings are supposed to be crashed components of the Exodar, but they don't resemble parts of a greater ship at all. Instead, most of the buildings look more like mini-exodars.
A fourth issue that I've never seen discussed is the weird timeline regarding the broken that is caused by the draenei retcon. There's a bit of an inconsistency regarding the origin of the broken, as some sources say that they were mutated by their own use of fel magic, like the orcs, while others say that they were mutated by the use of fel magic by the orcs. I'm not holding that inconsistency against it, since its possible that both are true. However, no matter which origin, the creation of the draenei race dates back to the rise of the orcish horde, so they started emerging somewhere between 46 and 72 years ago. Considering the long lifespan of the draenei, the draenei who first became broken should still be alive. However, whenever we see the lost ones, they appear to have developed their own completely unique culture. They have their own religions, their own architecture and sharp tribal distinctions. Some comments by the draenei suggest that the broken have had their minds afflicted, but there is plenty of in-game evidence to oppose this and it wouldn't really explain it anyway (plus, the draenei are known to be prejudiced against the broken, so it's best not to take their comments in this regard too literal)
There's also a lot of issues with the draenei starting quests. First of all, while azuremyst is pretty decent mechanically, bloodmyst isle is an absolute mess, with many quests that are just grinding wildlife. Narratively, there are a lot of problems as well. For example, Velen supposedly had this prophesy about the draenei having to attain for the sins of their fathers, which is supposed to be proving to the alliance that they are nothing like the eredar. However, all that happens is that a single character eyes you suspiciously for a single quest, which is hardly enough to constitute the fulfillment of a prophecy. Another good example is that when your character first starts, an NPC mentions that you have been in a stasis pod for weeks. Even ignoring the fact that the portions of the ship where the stasis pods were located crashed on different isles than the one where you start, that would mean that weeks have passed since the crash. However, you still find fresh crash victims lying around. Have they been lying unconscious in the woods for a few weeks? And where the hell did all the broken go? The architecture in the starting zones also makes little sense. All of the draenei buildings are supposed to be crashed components of the Exodar, but they don't resemble parts of a greater ship at all. Instead, most of the buildings look more like mini-exodars.
Mag'har
The mag'har are a
group of orcs who never partook in the blood of demons, leaving them
as the sole uncorrupted orcs in existence, maintaining a brown skin
colour, which has now been established as being the original orc skin
colour. The orcs from previous games apparently only turned green due
to exposure to fel magic. However, the mag'har resided in Nagrand, kept distant from the warlocks of the shadow council, allowing them to
keep the original skin colour.
Okay, that sort of makes sense. However, the mag'har have been joined by refugees from the
surrounding villages, with the refugees also having brown skin,
despite belonging to clans that explicitly used warlock magic. Plus, if the orcs were turned green as easily as they did, shouldn't the mag'har have changed skin with either the destruction of Draenor or the current activity of demons and ogre warlocks in the region?
Alliance Expedition
I must admit that,
amidst all my scorn, I do really like how the alliance expedition was
handled, with each member of the expedition getting its own
stronghold. This was also the perfect way to reintroduce the high
elves (remember that for when we get to Wrath of the Lich King and
Night of the Dragon as well), though I would like to have seen some
more interaction between them and the blood elves.
Shattrath City
While the four
points above are frequently discussed, there's a major subject that
is incredibly significant to the story of TBC, but is rarely
discussed: Shattrath City, the new neutral capital city. Having a
city of refugees led by beings of light is a great idea, as it helps
gives focus to all the stories related to the “minor” races of
outland. However, the inclusion of the scryers and the aldor was, in
my opinion, a big mistake, as they take the roles that the alliance
and the horde should be taking, to the point where it starts creating
plot holes.
For example, take
the draenei. If the draenei who crashed on Azeroth are actually members
of the Aldor, loyal to the Naaru, why did they join the alliance? A
temporary pact to reach outland makes sense, but they stayed in the
alliance even when they discovered that Shattrath City had been
rebuilt by the Naaru. Why stay in the faction that you only met a few
weeks ago and is on the brink of war, when you could just rejoin your
people in Shattrath?
The same goes for
the blood elves. While it makes sense for the blood elves to join the
horde at the beginning of the expansion, it makes no sense for the
blood elves to still be in the horde by the end of it. It was the
Shattered Sun Offensive (formed by the naaru, manned by the scryers,
the aldor and the blood elves of Silvermoon) that stopped the burning
legion invasion, retook Quel'dalar, brought Kael'thas to justice and
restored the power of the sunwell. The naaru have helped the blood
elves with every single problem that's been plaguing them since the
end of the third war. So why are the blood elves still in the horde,
which has done nothing to assist the blood elves since they joined?
For that matter,
what have the horde and the alliance done during the Burning Crusade?
The Sha'tar retook Tempest Keep, the Sha'tari Skyguard took care of
Terrokk, The consortium took care of nexus-prince Shafar, the lower
city took care of the auchenai and Talon King Ikiss, The protectorate
took care of the ethereum and Dimensius, the cenarion expedition took
care of Lady Vashj, the violet eye took care of Karazhan, the
netherwing, aldor and scryers took care of the Dragonmaw Clan, the
ashen verdict, scryers and aldor took care of Illidan's forces,
ogri'la killed five of the sons of gruul and the shattered sun
offensive defeated Kael'thas and the third burning legion invasion.
That means that the alliance and horde's only major accomplishments
are breaking through the burning legion defenses in hellfire ramparts
and the fall of hellfire citadel (which are admittedly significant),
the death of two of gruul's sons (not really all that important) and
the defeat of nexus-prince Razaan (so insignificant I doubt any of my
readers will even remember who he is). Giving focus to factions
outside the horde and the alliance is good, but the division between
the horde and the alliance is so central to gameplay that you can't
really afford to sideline them like this.
Science-fiction
One common
complaint regarding The Burning Crusade is how it feels more like
science-fiction than it feels like fantasy. Most of the criticism
seems to be levelled against Tempest Keep and its various satellites
(including the Draenei capital city of The Exodar), which are
commonly compared to spacecraft. I don't think the comparison is
warranted, as Tempest Keep is just a plain-old magical flying city,
and suspect that the complaints are just part of the general
disappointment with the draenei.
However, I do have
to agree with the sentiment due to two other points. First is that
the expansion seems to be way too fond of using scientific and/or
science-fiction terminology. For example, the blood elves that occupy
Tempest Keep have physicians, botanists, chemists and gene-splicers,
rather than, say, healers, druids, alchemists and monster breeders.
The Draenei of the exodar can also be used as an example, with
dialogue referencing to holograms and escape pods. The differences
between science-fiction and fantasy lie mostly in the feel of the
setting, and terminology is a huge part of that.
The second point
is that there is a massive increase in the use of technology for
pretty much every race in the setting. Goblins have searchlights,
radiation showers and manned rockets. Naga utilize a massive complex
of steampunk lake-draining technology (which is a real shame, since I
loved their architecture in Warcraft III and find the new one rather
dull). The Burning Legion now has mechanical strongholds, cyborgs and
giant mecha. The blood elves have their massive Mana-forges. The fel
horde has their fel-injection laboratories. You can even see it in
some of the smaller details, like there being gun-wielding troll
marksmen in Thrallmar.
The villains
There are two big
villains in The Burning Crusade: Illidan, who leads the Illidari, and
Kael'thas, his former follower, who leads the legion-loyal blood
elves. Both of these men were previously seen as at least somewhat
heroic characters in Warcraft III and in both their cases, their turn
to evil is poorly handled.
Let's start with
Illidan, an ancient night elf demon hunter who was imprisoned for ten
thousand years. Of the two, he is the most likely to actually turn to
villainy, as he's willing to cross some moral boundaries to feed his
lust for magical power. However, that doesn't mean he would be a
generic villain. The only act of outright villainy we've ever seen
him commit was the destruction of the night elf villages in the first
night elf mission of The Frozen Throne, and that was to safe his own
life. While he has done several other actions of questionable
morality, they could all be argued to be for the greater good.
Absorbing the skull of Gul'dan made him capable of killing
Tichondrius. Damaging Northrend with a demonic artifact was an
attempt to kill the lich king. Getting the blood elves to use fel
magic was an effort to safe their civilisation.
However, in
outland, Illidan has become an insane tyrannical overlord, committing
dozens of evil acts without it being for direct self-preservation,
gaining more magical prowess or any greater good. Hell, in some
cases, he just does evil things for the sake of doing evil things,
like when he enslaved draenei tribes that were already serving him.
The explanation we're given for this is that his defeat at Arthas'
hands drove him insane, but that's complete nonsense. Illidan has had
his eyeballs gouged out, was at the heart of the destruction of the
world during the sundering and was imprisoned for ten thousand years
by the time of Warcraft III, yet he was still in control. But now a
single wound is enough to drive him over the edge?
And, compared to
Kael'thas, that was the believable fall to evil. Unlike Illidan,
Kael'thas didn't commit any morally questionable acts at all. The
only justification that could be given for him becoming evil is the
one given in the game, and its not a satisfying one: Addiction to
magic. While its a staple of the warcraft setting, it feels very
awkward to apply it to a character we know and love without seeing
any transition. Plus, we see in a quest that Kael'thas actually owns
one of the vials of the original well of eternity. Why wouldn't he
have used that to simply create a new sunwell, thereby solving all
the blood elf addiction problems in one fell swoop?
Some positives
Before this
devolves into a hate-fest, let me add some positives first.
As usual, the zone
designs are all well-done, being both distinct from one-another and
at least somewhat interesting. Netherstorm and Zangarmarsh stand out
the most due to their alien environments.
The new humanoid
races (arakkoa, ethereal, sporeling and bog lord) all manage to have
their own identity, distinct looks and interesting backstory. The ogres also get a really nice expansion of their lore. As a
whole, they do make Draenor feel like a wholly unique world, rather
than “that place where orcs and draenei come from”.
Flying mounts were
an amazing addition to the game that added so much to the feel of
exploration. I'm a bit peeved that flying was disabled on Quel'dalar,
but otherwise it was handled perfectly.
All the
professions were expanded well, and jewelcrafting was a nice
addition. I'm admittedly not fond of sockets and having so many
recipes be reputation awards, but those are personal tastes.
Karazhan is
awesome, still ranking as my favourite raid. The other dungeons and
raids, while not as good, are
still a notable improvement over the original world of warcraft.
From fairly
serious to barely serious – Chapter one
The Burning Crusade is the first step on the road in a process that
annoys me to no end; world of warcraft turning into a comedy. Now
don't get me wrong, warcraft has always been fairly light-hearted and
there's always been some goofy humour present. However, the goofy
humour was mostly limited to easter eggs and areas with little else
to do, with the main story aiming to be serious.
Burning Crusade is the first step on the path, so it hasn't started
overwhelming the setting. However you can see a notable rise of
shout-outs in NPC (Amilya Airheart, tauren flight master and Haris
Pilton, socialité are obvious examples) and quest names.
And then there is Budd Nedreck. Dear god, I can't believe anyone at
blizzard thought that guy was a good idea. Budd Redneck is a
questgiver in WoW, responsible for sending players into the Zul'Aman
dungeon to look for treasure. Having a treasure-hunter be the
justification for killing Zul'jin, one of the hero characters from
warcraft II, is bad enough, but Zul'jin is also the master of the
Revantusk Tribe, who are members of the horde. Yeah, horde players go
kill one of their oldest and greatest allies for a random guy whose
name is a nonsensical reference to rednecks. Ugh.
Elemental Lords,
Old gods and Druids
The Burning Crusade introduced the idea that there were old gods and
elemental lords outside of Azeroth. The latter was confirmed with the
appearance of outland's firelord Cyrukh, and Ahune and Murmur may
also be elemental lords. I actually kinda like the presence of
elemental lords outside of Azeroth, especially if the elemental lords
are of non-standard elements (the elemental spirits utilised by the
shaman seem to be different from the elemental lords anyway, so
there's no plot hole there).
However, I can't say the same for the old gods. All the information
we'd previously gotten regarding the old gods made them seem as
something exclusive to Azeroth. However, in The Burning Crusade, we
see the dark conclave attempting to summon an old god, and there are
references to there being more old gods both inside and and outside
the game. I'm not really fond of this change, as it takes away from
the uniqueness of Azeroth.
I'm not sure how I feel about there being lost one druids and
ancients in outland though. On the one hand, it's pretty logical for
the nature of outland to possess similar powers to the nature of
Azeroth. On the other hand, the only druids on Azeroth were the ones
who were trained by the ancient guardians, who don't exist on Draenor
(though some later sources would suggest that at least one did, but
that's a stupid retcon we can discuss some other time). On yet a
third hand, the old warcraft II manual makes references to High Elf
druids, suggesting that its possible to be a druid through arcane
magic. On the fourth hand, the lost ones don't seem particularly well
educated in the ways of arcane magic. All in all, It would probably
have been better if the lost one druids had been named naturalists or
something similar. A secondary issue is the presence of ancients in
outland, including a few native ones. Considering it takes a wisp to
grow an ancient and wisps have thus far only been seen in night elf
territory, its kind of hard to imagine how there are ancients native
to other planets.
In the end
Burning crusade is a great expansion to the world of warcraft game.
It's a lot less great as an expansion to the world of warcraft story.
Part of it is that it feels thematically disconnected, due to almost
every faction on Draenor being more technologically advanced (a
change which only stuck with the goblins). What doesn't help is the
fact that the later warcraft expansions seem to stay away from TBC
lore, with both the draenei and the blood elves shoved into a corner.
The only major element from TBC that stays important later on is
Garrosh Hellscream, who acts so completely different from his TBC
incarnation I may just have to make another post related to the
discontinuities in that character.
Awards
Best Instance Karazhan. Absolutely massive dungeon that's fun
to explore and has a ton of interesting encounters.
Worst Instance: Magtheridon's Lair. Boring and minimalistic.
Best New Zone: Eversong Woods. Not sure what it is, but I
absolutely love the blood elf architecture.
Worst New Zone: Terrokar Forest. Not terrible, but completely
unfocused to the point where the region fails to have any sort of
central plot. Plus, I'm not a particular big fan of the design. Bloodmyst Isle is a close second for the problems with its' storyline, but I really liked the design of that place.
Special Design Team Props: The person who decided to give a
couple of epic drops small lore texts. It was a small but nice
addition.
Favourite new monster: Arcane guardians. I always thought the
golems of Warcraft III were a bit too clunky for the otherwise
elegant Elven magisters and Dalaran archmages.
Coolest NPC: Shattered Hand Legionnaire. I love the
voice-acting on these guys.
Next; We return to the RPG, as well as a regular release schedule.