Now for part two, where I discover I have a surprising amount of things to say about TBC.
Expedition to the unknown!
I mentioned before how the orc outposts in the eastern
kingdoms (minus Kargath) made little to no sense because the horde
should be focused mostly on securing their new homelands. This
becomes even more of a problem when it comes to expansions, because
both factions need reasons to establish a presence throughout the new
zones. For the alliance, this is rather easy. They already have large
forces present in both Outland and Northrend, as well as forces
present for hypothetical south seas and emerald dream expansions.
For the horde, it's a bit harder. They don't exactly have much of a
motivation to send random military expeditions into every new land
that pops up. Hence, the horde always needs a specific reason to get
involved in expansion content.
And a lot of the weirder story decisions for TBC can be traced back
to just giving the horde a reason to go to outland. Magtheridon
surviving and being used to create fel orcs? A group of orcs
(including the families of four of the greatest horde heroes) somehow
remaining uncorrupted? An entire community of half-ogres? A vast
community of blood elves somehow surviving on Azeroth and thus
needing the help of the horde to reach Outland? The alliance
attacking the blood elves despite being friendly with them before?
One could even speculate that one of the motivations for Illidan and
Kael'thas turning into generic evil overlords between games is to
explain why the forsaken don't just tell the horde to go screw itself
and join them instead.
And really, it still didn't really work. Sure, we've given them a
reason to send forces to Hellfire Peninsula and for Garadar and
Mok'nathal village to join the horde, but still nothing beyond that.
Why would they establish a military presence in Terrokar Forest or
Blade's Edge Mountains? They're not on the offensive against anyone
there. Sure, there are guys they dislike, but no one who is an active
threat to them. Why not spend those soldiers on the conflicts at
home?
The one that strikes me the most though is Zangarmarsh. Seriously,
why is the horde there? Even if we accept that the horde simply has
soldiers to waste on picking fights with random factions, the zone
still doesn't make sense. The naga plans and broken hostility are
only discovered during the cenarion questline in the region, when the
troll outposts have already been long-built.
Which brings us to other questions. First, why trolls? No, seriously.
Why would the darkspear trolls, a near-extinct tribe incapable of
defeating a single rogue witch doctor decide “Hey, screw retaking
our capital or defending our handful of barely defended villages
against local threats. We should really just send our soldiers to
another planet to fight people we never even heard of. It makes
complete and total sense to have the single largest city we own to be
outside our territory.” Second, when exactly were the troll
outposts established? Or any of the other new outposts for that
matter? For the alliance, all outposts existed before the opening of
the dark portal, so it makes sense. However, the horde only got in
troops after the opening of the dark portal. So how did they get so
much materiel and soldiers into areas beyond Hellfire Peninsula, when
demon and fel orc forces were still blocking all access routes?
Looking at the quests, the entire affair makes even less sense. Why
are troll scouts investigating missing water? Why is there an entire
outpost that only consists of random traders? Why do 90% of the
quests have nothing to do with anything, simply consisting of
grabbing stuff for random traders and killing animals because they
annoy people? No, I'm not exaggerating. There's several quests where
you massacre animals just because the local horde forces find their
sounds annoying.
And those aren't even the most baffling quests. How about the quests
where you are sent to kill the ogres because they're cutting a path
to Zabra'jin, despite the fact that the ogres are clearly cutting a
path towards the Orebor Harborage? Or the quest where one of the
trolls complains that there aren't enough murlocs on outland, and has
the player release them into the wild? Did the writer forget the
entire backstory for the darkspear tribe, what with them being
slaughtered en masse by murlocs?
Zangarmarsh is easily the single most blatant example of a zone only
being designed for one faction, with the plot of the other faction
being tacked on without thinking for the sake of balance (and
considering the existence of patch 5.3, that is saying quite a lot).
However, even the quests for other zones feel really half-assed,
because the vast majority of them basically amount to the same three
things in every zone:
1) Somebody randomly attacked us, now go kill them. Whether it's the
Shienor arakkoa in Terrokar or the ogres of Zangarmarsh, the horde
seems to attract a lot of rather odd amount of aggression from the
natives, who seemingly attack the horde for no reason other than
general evilness.
2) Go help our merchants. Apparently, the horde has suddenly turned
into a mercantile empire between expansions, as there are way too
many quests that are justified by needing to do them for horde
traders. Seriously, we're on a military expedition to deal with
demons, get blood elves to Netherstorm and find the mag'har. Why are
we concerned with setting up trade routes and outposts? If it was
just one or two quests from opportunists, I would understand, but it
seriously is about half the horde quests on Outland. Guys, we're
supposed to be noble tribal barbarians and mana-addicts. Neither of
those societies is aimed at the acquisition of wealth. This is the
laziest possible way to give the horde quests. Try again.
3) Just kill something. Nevermind about number 2 being the laziest.
This one is worse. All too often we have to go kill enemies without
any justification whatsoever. My favorite has to be Stronglimb
Deeproot however. Apparently, the faction peace-supporting Rexxar has
put out a kill order on an alliance ancient for the horrible crime of
standing guard.
There are admittedly some similar quests for the alliance as well,
but not nearly to the same quantity as the horde. Mostly, it's
because the alliance towns actually have a good reason for existing
and are in a unique situation, with quests that tie into that reason
and situation. Meanwhile, most horde towns are just there because...
well, when you have two factions you need to give them an equal
amount of content. It's why Nagrand and the Blade's Edge Mountains
have by far the best quests for the horde: The population there is
actually in a unique situation.
Why do we want this?
While we're at it, let's talk about PvP. Because the world PvP
objectives from vanilla were so incredibly popular with the fans
(a.k.a. no one did them, even before PvP started focusing on
battlegrounds), they decided to add them to Outland as well. Hellfire
Peninsula had three small outposts near the back that could be used
to stage attacks on the citadel, while Zangarmarsh, Terrokar Forest
and Nagrand had old draenei ruins. So, my obvious question: Why the
hell are we fighting for these?
The attack on Hellfire is a joint effort by the alliance and the
horde. Even with the logical distrust from the alliance side (being
stormwind and expedition forces), they do end up actually helping out
the horde. So you'd think that, even if they refused to actually work
together, reaching an agreement would be as simple as “You guys get
the northern outpost, we'll take the southern outpost, and we give
the third one to the cenarion guys so we have a buffer and they won't
have to sit on a random hill anymore. We all win!”
The other three world PvP objectives make even less sense. Why does
the horde care for random draenei ruins? Why are we willing to fight
and die for something that has no strategic, monetary, tactical,
religious, historical or even entertainment value for us? Plus, if
we're trying to steal holy sites from the draenei, shouldn't the
sha'tar and aldor be really pissed at us? They are the draenei
pantheon and priests after all.
Finally, there was also the new battleground. I don't think the
writers even bothered to think up a reason for it, they just wanted
to add a new battleground for the sake of diversity. Well, good for
them, but couldn't they think of a reason why either the alliance or
the horde would want it?
Also related to this is pretty much the entire Blade's Edge Mountain
Zone, where we keep getting mentions of and quests related to a local
conflict between the horde and the alliance, without any mention
whatsoever of how or why. This zone seems like the one where conflict
should not be happening at all. The horde is being led by Rexxar, who
has been advocating living together with the alliance for decades.
The goal of the alliance presence in the region is to restore the
nature of the blade's edge mountains, which seems like it would be
something the orcs and half-ogres would both want.
And yet the quests treat the two factions as if they were in a state
of war, with several horde attacks, including at least one directly
ordered by rexxar, against the restored nature of the living grove.
Meanwhile, the alliance is planning to permanently occupy the region
(of all the regions in Outland, why would you do that here? Go
restore the nature near Honor Hold, or some other place you actually
already own) and creating a blatant contradiction to justify killing
horde wolves by stating that the new horde orcs brought and command
the wolves to attack their fey drakes despite the wolves being
thunderlord wolves (the thunderlords aren't in the new horde, were in
the region for a long time, and died before the alliance even
arrived. Plus, the wolves don't seem to be commanded by the new horde
at all). Also, why isn't the cenarion expedition of Evergrove, whose
goals and methods are the exact same as the alliance night elves,
involved in this conflict?
I think this stems from the blade's edge mountains quests being part of an early draft. While it's never been officially confirmed, you can notice that a lot of design conventions here work differently from most other zones. Quest items have a limited amount of charges, important quest items appear as separate objects near the corpse rather than loot, there are some random stealth-detecting generic mobs and the merchants in Ogri'la are largely unnamed. It's likely that the original idea for the expansion was that the arrival of the draenei and them joining the alliance would have set off the war with the horde, as Rise of the Horde, essentially the prequel to the expansion, ends on Thrall thinking that that's going to happen.
I think this stems from the blade's edge mountains quests being part of an early draft. While it's never been officially confirmed, you can notice that a lot of design conventions here work differently from most other zones. Quest items have a limited amount of charges, important quest items appear as separate objects near the corpse rather than loot, there are some random stealth-detecting generic mobs and the merchants in Ogri'la are largely unnamed. It's likely that the original idea for the expansion was that the arrival of the draenei and them joining the alliance would have set off the war with the horde, as Rise of the Horde, essentially the prequel to the expansion, ends on Thrall thinking that that's going to happen.
As a side-note, while I was speaking of the cenarion expedition, I realized
something. Evergrove has several NPCs who are very obviously not
druids. It has the same dryads as Sylvanaar. It has a gnome from
Toshley's station. It has several alliance-only questgivers, and ties
closely into their quest-line. Meanwhile, members of the horde races
present are very generic, and could be replaced without changing any
dialogue. It also ties in very awkwardly to the questline, with the
horde player likely passing through it several times before he's
supposed to visit it according to the quest flow (where it comes
after Mok'Nathal Village). I'm calling it: This place was originally
an alliance-only quest hub, but got changed late into design.
Where mah orcs at?
There is also a weird retcon thing going on where orcish presence on
Draenor is being seriously down-played in favor of the ogres, the
arakkoa and especially the draenei, to the point where it becomes
more than a little silly. Remember the old warcraft II maps?
Good luck finding most of this in TBC. The warsong, bonechewer and
laughing skull territories are completely devoid of any sign of
orcish presence, instead being replaced by draenei territories.
Fortress Auchindoun gets retconned from being a great orcish fortress
into being a draenei necropolis in the bone wastes, with a massive
draenei temple complex (Shattrath City) taking its place on the map,
while Fortress Shadowmoon gets replaced with another draenei temple
complex.
Seriously, you're neutral?
Okay, one final point to make. Remember how I talked in the previous
post about all the changes made to lore to try and justify the horde
and the alliance as counterparts? Specifically, how alliance-themed
factions have this tendency to go neutral, because otherwise the
alliance would be ridiculously more varied than the horde? Well, as a
natural counter-point to this, it also means that neutral quests tend
to be alliance-themed, especially at the highest levels.
We already saw this in vanilla, where the most important neutral
factions were the paladin-themed argent dawn and the druid-themed
cenarion circle. Even amongst the less important factions, the
majority really had nothing to do with the horde, but had a long
relation and cultural kinship with the alliance. The bloodsail
buccaneers were Kul Tiras deserters, the brood of nozdormu were
allies of the night elves, the shendra'lar were former members of the
highborne class of night elves, the thorium brotherhood are dwarves
and Timbermaw Hold was a long-time ally of the night elves.
Meanwhile, the only neutral factions that were horde-themed were
Ratchet and the Zandalar tribe.
As a result, horde players basically stopped being horde players as
early as level 45, instead becoming an off-brand version of the
alliance. Again, this is why the horde should never have been a
playable faction. There just isn't enough good guy horde culture on
the planet.
With vanilla, I honestly didn't mind too much. I like both the
alliance and the horde, so I do have fun playing an alliance-lite
character. If anything, I wish the neutral factions wouldn't downplay
their ties to the alliance as much. Having members of the horde
actually work with an alliance faction that isn't trying to kill them
fits in perfectly as a sequel to warcraft III. However, I can't say
the same for the sha'tar.
There's a couple of reasons for that. First, I don't really like the
naaru. Star-beings constructed out of holy energy are a pretty cool
idea, but the fact that the naaru are the ultimate good guys is being
played up way too much. I generally don't mind having clear heroes
and villains in a story, but the naaru take it way too far, going
into mary sue/gary stu territory (what exactly do you call a
genderless mary sue?). All the good guys love the naaru, even when
they don't really have much of a connection and the naaru really
don't do anything. Every command given by any naaru is treated as if
they are absolutely right, with no good guys questioning it. The only
way a naaru could do anything wrong was if he was corrupted by some
outside force. Everyone who opposes a naaru is an evil and corrupting
presence, and no one questions whether exterminating them is wrong.
Second, I don't like how much the naaru dominated the TBC story. Having a city of refugees was a cool idea, but that aspect of the sha'tar was forgotten way too early, with the lower city only appearing in Terrokar Forest. Instead, all the big engagements of TBC just featured the scryers, the aldor and the naaru themselves.
Now, neither of those points have much to do with a horde
retrospective. However, they do lead into a point I'm trying to make
here: TBC is the story of the naaru, and their sha'tar. The entire
expansion revolves around the way the naaru bring light and guidance
to the people around them.
And the naaru are pretty blatantly alliance. And no, I'm not saying
alliance-themed here. They are beings of the Light, they are the gods
of the draenei, they provided guidance and safety to the alliance
expedition, they power the draenei capital, they are the gods of a
theocratic alliance society, they live in the city of the aldor,
whose highest ranking member is a leader in the alliance, several of
their temples are members of the alliance and they have Khadgar as
their personal agent.
Meanwhile, the horde is keeping one naaru prisoner, torturing it to
fuel a drug addiction, while another naaru is accidentally eating
thousands of orcish ancestor spirits.
It's really like they intended shattrath and the sha'tar to be an
alliance faction, but when the expansion was nearly ready to ship
they realized that they'd either forgotten the horde counterpart or
that the horde counterpart just sucked. Some of the quest dialogue
feels especially out of place for quests that are available to the
horde:
Kirrik the Awakened: If
the touch of the blessed Naaru, A'dal, is not enough to bring the
arakkoa to redemption, nothing will be.
Ramses: Hold
on here. Weren't the naaru unable to cure the broken as well? Maybe
if we tried some alternative divine magics..
Kirrik the Awakened: Those who have not given
themselves over to the Light are mere servants of evil. They must be
destroyed.
Ramses: Dude.
I'm, like, standing right here.
Kirrik the Awakened: We cannot hope to redeem
those in Terokk's grasp. But we shall deliver them a devastating blow
in the name of the Light.
Ramses:
Okay, dude. You can just go straight to hell. I'm off to stonebreaker
to play grab-ass with the wolf spirit or something. Maybe get a
troll/blood elf cultural exchange party involving hookahs and blow
going. Try not to have people killed for having a different religion
while I'm gone, 'kay?
The Kirrik quest is admittedly a bit of an exception, but I really do get a pretty serious case of cultural whiplash whenever I play TBC. It's just not very hordey, which, considering it starred the orcish homeworld, was very disappointing. Also, small side-note. In Kirrik's caravan, there is also a troll by the name of High Priest Orglum. There is no possible way that his dialogue was written for him. Seriously, he was written as a draenei, and then at the last possible second someone realized that the neutral sha'tar really should have some members from horde races, switching around this guy and a couple of generic mobs in the lower city.
Well,
I think I covered everything relevant to the horde in TBC here. Let's
just move on to Wrath of the Lich King and...
Blood elves
Oh,
right, the blood elves. Completely forgot about them. I'm not even
making a joke here. I seriously went through no less than seven
completely different drafts of this post, trying to get my opinion
out in exactly the way I want. And yet somehow, none of those drafts
ever talked about the blood elves. How exactly could I forget about
them?
Well,
it ties into one of the big problems I have with how the horde is
used in TBC. The way I do these special looks is by looking up the
major quest hubs for the respective factions, and going over a list
of the quests. The horde blood elves only have one quest hub in the
entirety of outland: Falcon Watch. And while the quests aren't
exactly bad, there's really not much of a story to them.
Outside
Falcon Watch, there's barely any horde blood elves at all. As far as
I can tell, the only ones are Advisor Faila in Stonebreaker Hold, the
four NPCs that appear when the horde conquers Halaa and Yala the
Fair, the Eye of the Storm battlemaster in Shattrath City.
Considering
just how big of a role blood elves play in the expansion, I was more
than a little bit surprised to discover just how few of them there
were. And because they're nearly all concentrated in hellfire
peninsula, none of them even mention anything related to finding out
Illidan is insane or finding out Kael'thas joined the legion. They
aren't involved in their own story arc!
No,
instead, that's left up to the aldor and the scryers.
TBC
seems to have a real problem figuring out who it should focus on
during the conflicts. For example, take the naga of Zangarmarsh.
Should we focus on the plight of the sporelings, who have been driven
to the brink of extinction, their very last eggs under siege? The
Kurenai, whose brethren were systematically hunted down and enslaved?
The jungle trolls, who lost their chieftain and most of their
populace to the naga plots? NOPE! We should focus on the cenarion
expedition, whose conflict is strictly about maintaining
bio-diversity for its own sake.
Terokk?
We've set up this backstory throughout Terrokar, establishing two
redeemed arakkoa who have taken it upon themselves to direct the
battle against Terrok, and are the ones who first uncovered evidence
of his return. But when it finally comes to taking the battle to him,
we instead focus solely on the sha'tari skyguard, which has no
backstory at all.
However,
there is no greater example of this than the scryers. The blood elves
of Silvermoon have been suffering hardships throughout the starting
zones. They've been divided internally, betrayed by their allies,
have seen their friends and family reduced to gibbering madmen and
have been rejected by nature itself. And throughout all that, there
was only a tiny glimmer of hope. A distant world, a paradise where
they could build anew. And then it all turned out to be a lie. There
was no paradise waiting for them, only enslavement by forces from
beyond the stars. But no, all of that is ignored, with us not even
seeing the reaction to the betrayal. The people we follow have
suffered none of the hardships. They just fight Kael'thas because a
shiny light told them to.
Both
the scryers and the aldor were terrible, terrible ideas that should
have never made it past concept, though for entirely different
reasons. The scryers are just a pale imitation of their silvermoon
brethren. They have none of the internal conflicts and none of the
tragedy. Hell, even their mana addiction seems oddly absent. They
just saw the light one day, and turned a shade of uniform blandness.
Even the idea that they're slightly shadier than the aldor is so
completely underplayed, it seems more like a left-over from an
earlier draft rather than an actual characteristic.
Even
during the final battle on Quel'danas, the silvermoon blood elves
seem oddly absent. Okay, Lady Liadrin is involved, but she's been
practically converted to the scryers by this point. Like I said in my
TBC review, the complete and utter absence of the horde in the
resolution of any of the blood elf plots creates the rather massive
plot hole of the blood elves still being in the horde by the end of
the expansion. As a result, I'm somewhat loathe to call the blood elf
plot a horde-related plot. Really, the blood elves only have the
thinnest of story threads connecting them to the horde. Though those
story threads are actually well-handled, they don't change the fact
that they just aren't part of the story. In the end, it's a very weak
story, both from the perspective of a horde fan as well as the
perspective of a blood elf fan.
I
think I should also talk about the idea of the blood elves joining
the horde. Thinking about it, there actually is a surprising amount
of cultural overlap between the blood elves and the horde. Rangers
share a lot of their cultural aspects with the tauren. Partying and
substance abuse form a nice connection to the trolls. Dark magics and
shared history form a connection to the forsaken. And all the red and
green coloring makes them fit in with the orcs. Okay, that last one
is stretching it a bit.
However,
my point remains. Blood elves as part of the horde is something that
could definitely work, if you emphasize the right cultural aspects.
They still wouldn't be as closely integrated as the orcs, trolls and
tauren, but they'd fit a hell of a lot better than the forsaken.
On the other hand, that's not what's being done. The partying was a one-time thing only, and the substance abuse is removed at the end of the expansion. The connection to nature is pretty much removed entirely, with regular arcane magic being emphasized very heavily. The most frequently used colour scheme is red and gold, rather than red and green. And, to put a final nail in a potential great cooperation, the horde and the blood elves barely have interaction beyond tranquillen.
On the other hand, that's not what's being done. The partying was a one-time thing only, and the substance abuse is removed at the end of the expansion. The connection to nature is pretty much removed entirely, with regular arcane magic being emphasized very heavily. The most frequently used colour scheme is red and gold, rather than red and green. And, to put a final nail in a potential great cooperation, the horde and the blood elves barely have interaction beyond tranquillen.
They
still fit better than the forsaken though.
Final thoughts
I do
feel like I'm being a little too harsh here. There were admittedly
some bits of lore for the horde. However, even some of those felt out
of place or underdeveloped.
For
example, there was the wolf spirit quest in Terrokar Forest, in which
the player crafted a magical pelt from wolves to call back the wolf
spirit to the forests of Terrokar. Except that's completely
contradictory to the way animal spirits are supposed to work. The
wolf spirit is quite literally the spirit of all wolves. As long as
there are wolves in the forest, the spirit should be there. And if it
wasn't, something would be seriously wrong with every single wolf in
the zone and restoring it sure as hell would be a lot harder than
simply calling for it.
Or
the Nagrand quest chain connected to Garrosh Hellscream, in which the
player discovers one of the naaru has become a creature of void, and
is feeding on thousands of spirits. The naaru, K'ure, is rather
regretful of his om-nom-noming, but has no control over it. Instead,
he sends the player to A'dal to ask for help. A'dal says he can't
help either, but that this other corrupted naaru, D'ore, can totally
help. Then the player speaks to D'ore, and he too says he can't help,
but that he can at least give the player a mirror to help safe a few
spirits.
The player uses the mirror, makes fifteen ancestor spirits ascend, and returns to the Mag'har. And suddenly, everyone treats this like a total victory. Thousands of souls have been eaten by one of the draenei gods, with no sign of stopping. Guys, this really isn't a happy ending. Hell, I was expecting the next quest to be the player being ordered to kill K'ure, stopping any more spirits from being absorbed and maybe even freeing the consumed ones. But nope, apparently the mag'har are fine with their ancestor spirits being eaten by the gods of their enemies. Because everybody loves the naaru!
The player uses the mirror, makes fifteen ancestor spirits ascend, and returns to the Mag'har. And suddenly, everyone treats this like a total victory. Thousands of souls have been eaten by one of the draenei gods, with no sign of stopping. Guys, this really isn't a happy ending. Hell, I was expecting the next quest to be the player being ordered to kill K'ure, stopping any more spirits from being absorbed and maybe even freeing the consumed ones. But nope, apparently the mag'har are fine with their ancestor spirits being eaten by the gods of their enemies. Because everybody loves the naaru!
Wait,
wasn't I trying to be less harsh? Attempt number two!
To
end on a positive notes, there's actually a few good quests for the
horde as well. My favorite has to be Rexxar's quest chain, where he
lends you his various beasts in order to defeat the ogre threat to
his people. I also like the blood elf starter zone, which delivers a
pretty good story and gives you a very nice feel for the new race.
It's just a shame that that was all there was.