Due to my, by now usual,
tardiness, I'm going to split this post into two. A while back, I did
a special look at the alliance, where I mainly looked at the
individual factions. The look at the horde is going to be a little
different, focusing mainly at the horde as a concept. Why?
Because the concept of the
horde is warcraft's biggest problem.
That statement may come as
a bit of a surprise, considering I've already outed myself as a fan
of the horde. And it's true, I like the horde. However, the problem
with the concept doesn't lie with the existence of the horde. It lies
with the horde being one of the two playable factions.
Progression of the
horde
Over
the course of the warcraft RTS trilogy, the horde went through a
story arc, though certainly not one that was planned out from the
beginning. In the beginning, the horde was simply an army of evil.
Warcraft I actually treated the orcs very much like demons are
treated in current lore, coming from a cold, dark realm of utter
chaos. They were a swarm of locusts, descending upon the world due to
the misuse of magic.
Warcraft
II added more moral greyness. It revealed that it had been the
warlocks that were responsible for many of the darker aspects of the
horde, even controlling the first warchief. When Doomhammer killed
the shadow council, the warlocks largely lost their hold on the
horde. The horde was still evil, yes, but it became a mundane kind of
evil, focused more on obtaining land and power then it did on being
evil for the sake of being evil.
Lord
of the Clans and Warcraft III then fulfilled the story arc. A young
orcish warrior named Thrall had grown up amongst humans, isolated
from his kin. In an effort to control him, Thrall had only heard
idealized tales of his people, portraying them as noble warriors.
When he finally escaped, he saw the orcs in the containment camps,
reduced to husks of their former selves. He met the frostwolf clan,
and learned of the shamanistic heritage of the orcs. He met the
warsong clan, and saw the last remnants of the old horde as the noble
warriors he envisioned them as. Thrall was blatantly ignorant of the
true nature of the horde, but in the end, that ignorance was what
allowed the horde to be redeemed. It could hold the horde to an
idealized standard that no person with full knowledge of the actions
of the orcs could ever hold it to. Unbeknownst to himself, Thrall was
the one who made his idealized orcs a reality.
After
freeing the camps of Lordaeron, the orcs retreated into the mountains
of Lordaeron. Had it not been for a vision from Medivh telling Thrall
to lead his people east, they'd probably have been hunted down by
either the knights of the silver hand or the rising scourge, like
what happened to the remnants of the blackrock clan. Instead, the
orcs under Thrall and humans under Jaina were able to overcome their
old hatred and unite against a common foe, and gain allies and a land
to call their own. The story arc was completed during the battle
against Lord-Admiral Proudmoore. We saw that, even when given the
opportunity, the orcs would respect the new pact with humanity, and
only harmed those who sought their destruction. The character arc was
complete.
The
problem: What was there to do with the horde after that?
Global Faction, local
faction
Warcraft
three had ended with there being six notable factions in the world:
The alliance, the night elves, the illdari, the forsaken, the scourge
and the horde. Each of these six had the potential to serve as a
playable faction, as they had a variety of playable races, strong
backstory and an appeal to fans. However, thanks to the nature of
World of Warcraft, and limits in resources, not all of these factions
could make it in.
Blizzard
chose the horde and alliance for their playable factions. I can't be
certain due to not knowing what happened in design meetings, but I'm
guessing they just chose the two because of the history of the
franchise. I have never seen any evidence or even heard any rumours
of there ever having been plans for other or more factions.
That
was where the mistake happened. Let's play game designer ourselves
for a minute and make a list of basic requirements for the playable
factions:
1)
The factions should have some degree of conflict between them.
Whether it is all-out war, a cold war or conflict through proxy
nations, some degree of conflict is necessary. If there is no
conflict, what's the point of isolating players into factions?
2)
The factions should be roughly evenly matched. As established, the
factions need to have some degree of conflict. However, if the
factions aren't evenly matched, it would mean that any conflict would
be quickly squashed by the superior side, which doesn't really make
gameplay fun for the inferior side.
3)
The factions should control roughly equal amounts of in-game
territory. If not, players of one faction get screwed content-wise.
The
horde and the alliance break all three of those rules.
Horde vs. Alliance,
round one
That
wasn't always the case though. The ending of warcraft III had the
factions in a perfect spot. Each of the races in both the alliance
and the horde had suffered a near-extinction, and had only just
started rebuilding in Kalimdor. The horde had more established
territory by this point, but there was unexplored territory in
southern Kalimdor to compensate for that. Conflict is a bit harder,
but still possible. For example, what if the alliance refugees had
found out that Jaina was the one who gave the horde the information
needed to invade Theramore? Some of the veterans of Mount Hyjal might
have understood, but you can bet your ass that most of the alliance
survivors would have called for her head.
Unfortunately,
there was an RPG. Conflict was made nearly impossible by showing
Thrall and Jaina having no real opposition as rulers of the horde and
the alliance. Balance was also destroyed, by having Stormwind,
Ironforge and Nighthaven (the night elf capital at that point in
lore) all survive the third war relatively intact and joining
Theramore. This also destroyed the balance of territory in a very
major way, as the alliance now matched or even exceeded the horde's
terrain in Kalimdor, and controlling even more in the eastern
kingdoms, where the horde didn't have any presence at all. Let's pull
out the old warcraft III world map and color it in a bit to
demonstrate:
And
that's being very generous. The Barrens probably shouldn't be listed
as horde territory, as it was really under the control of the
quilboar, the centaur and the harpies. The terrain of the alliance is
also a bit on the conservative side. Aerie Peak, Stromgarde and
Southshore also had a big chance of surviving the scourge, and it is
likely that Stormwind retook the territory that was horde controlled
in Warcraft I (so the Stormwind and Nethergarde territories would be
connected).
Population-wise,
let's also try to make a guess to the strength of the horde. The orcs
that came with Thrall are all either from the frostwolf clan, the
warsong clan, or freed from the internment camps. The frostwolf and
warsong holdings are described in lord of the clans, with the former
having a single village, and the latter staying in a bunch of
inter-connected caves. Neither clan could possibly be more than a few
hundred people (which fits with their portrayal in warcraft III). The
internment camps are similarly small, containing a few hundred orcs
each at best. The amount of internment camps didn't seem to be very
high either, maybe one or two dozen. So let's be generous and say
that Thrall's initial horde was eight thousand orcs, about the
population of a large medieval town or a small medieval city. It
couldn't really be any more, as they were able to fit the entire
horde on a bunch of stolen ships from a small naval outpost.
On
their way to Kalimdor, they met up with the jungle trolls. The jungle
trolls had only a few small villages, no big towns at all, and were
so low in number that they were losing a war against another small
alliance naval outpost, even with the advantage of home terrain and
voodoo. Then the murlocs attacked and imprisoned the jungle trolls,
killing many of them. In the end, the isles sunk, the few surviving
trolls joining the horde on their fleet. Let's again be generous and
put the number of survivors at a thousand, which is a very large
medieval village or a small medieval town. Any larger number couldn't
fit on the boats.
On
Kalimdor, they met the tauren, under the command of Cairne Bloodhoof.
The tauren seemed to be even lower in numbers than the jungle trolls,
just consisting of a single small caravan that couldn't even stand up
to small bands of centaur marauders. 750 seems a good guess.
The
horde was also joined by a single ogre clan, the stonemaul, who were
brought in by Rexxar. Like the tauren and the jungle trolls, the
stonemaul were a isolated bunch, occupying a single town. Let's once
again be generous and put their numbers at 2000.
Factor
in all the war losses the horde suffered, which included a large
portion of the warsong clan (which lost in battle against the small
naval base and was captured, and much later on was corrupted, with
Jaina and Thrall killing a large portion of the clan to get to Grom)
along with Samuro's entire village, and we can put down the final
population at a solid 11000 people. Again, that's being very generous
in all departments. 11000 people is a nice basis to start a new
nation with, but it's not exactly a global super-power. It's not even
a single large city. As a frame of reference, Venice had a population
of 115000 people in the year 1500, and wasn't even the largest city
in Europe, let alone the world.
Now,
I don't expect WoW to really keep track of population numbers.
Actually, I do, since, y'know, the RPG was planning to list them. But
aside from that, this is just to give a general idea of relative
sizes. The horde has the population of a mid-sized city. The alliance
has the population of an empire. Obviously, those don't make for very
balanced conflict, even with the physical advantages (greater
strength for orc, tauren and ogre, regenerative abilities for the
trolls) of the horde races.
We've
covered point two and three. Let's cover point one now: conflict.
From a storytelling perspective, the conflict between the alliance
and horde was done. It already had the highest possible stakes and an
interesting conclusion. From an in-universe perspective, conflict was
still possible, but not in a way that would have fitted gameplay.
None of the leaders of either the alliance or the horde on Kalimdor
was going to provoke the other faction without it being utterly
necessary. The horde has relatively crappy lands, but they have a lot
of them, only have to support a very low population and they're used
to living in such areas, so a big enough resource shortage to cause a
war seems unlikely. Plus, the horde would be utterly annihilated
during a real war, even without a resource shortage to weaken them.
So
how about aggression from the alliance side? Well, some of the
eastern members of the alliance probably still want the orcs dead.
However, considering that she allowed her own father to die to
preserve the peace, it's rather unlikely that Jaina would stay in the
alliance if Stormwind or Ironforge were to attack the horde, and
might even try to protect them. Without Jaina, the night elves don't
really have any connection to the alliance either. So, an attack by
the horde is going to be hilariously short-lived, while an attack by
the alliance should make the alliance fall apart. That's not a good
setting to have PvP with.
Also,
before people say that you don't really need conflict outside a
select few battlegrounds: Lemme stop ya right there, ya young
whippersnappers. The original WoW was aimed much, much more at PvP
outside the battlegrounds, to the point that it barely happened
inside them. Tthere were no cross-realm battlegrounds, and the only
way to enter the battleground was to actually walk (Warsong Gulch and
Alterac Valley had no flight master near their entrances) to the
in-game entrance and queue there, meaning that it usually took
several hours to get enough people for a battleground. To still have
some opportunities for PvP combat, PvE and PvP were much more tightly
integrated. There were tons of quests that had you engage NPCs of the
opposing faction, triggering a PvP flag. Hell, the questgivers were
disturbingly casual about ordering someone to waltz right into
supposedly allied territory and kill people. TBC and WotLK, despite
there actually being a war between the alliance and the horde in the
latter, turned down the random inter-faction conflict considerably.
Balancing it out
But
blizzard decided to go with it anyway, taking various actions to
ensure there was at least a degree of balance and conflict. Let's
play spot the differences with the setting before and after world of
warcraft and see if it made any sense.
First,
the number of orcs was increased through what someone more
professional than me has dubbed a “voodoo shark”. Basically, it's
an explanation for a series of events that is so stupid that no
explanation could possibly explain it. The voodoo shark in this case
is the idea that other orcish clans sailed to Kalimdor to join
Thrall's horde. The obvious questions:
-What
clans? All the active clans of Azeroth and Outland are known, and
none of them are unaccounted for. Blackrock got captured along with
Doomhammer, Stormreaver and Twilight's hammer were destroyed at the
tomb of Sargeras, the Black Tooth Grin retreated through the dark
portal and became servants of Magtheridon, the Bleeding Hollow Clan
survived the second war but was captured after fleeing from Draenor,
the Dragonmaw was captured in Day of the Dragon, the Burning Blade
destroyed itself, Warsong and Frostwolf already teamed up with
Thrall, and Shadowmoon, Shattered Hand, Thunderlord, Laughing Skull
and Bonechewer were still on outland when the dark portal was
destroyed. While the shattered hand exists as an organization in the
new horde, it has never been confirmed whether it is the actual clan
or just an organization named after the clan. No other clans have
been confirmed as joining the horde either, because any established
clan joining the horde in an organized capacity would be a massive
plot hole, and any new clan would need a very elaborate explanation
as for where they'd been in the second war, which would require
delving into more plot holes.
-Where
have these orcs been? It's been about twenty years since the second
war. How did these clans stay undetected for such a long period of
time? If they're remnants of the old horde, their bloodlust should
have made it impossible for them to just stay peacefully hidden. And
if they aren't remnants of the old horde, what the hell are they
doing on Azeroth?
-These
orcs were able to come to Orgrimmar of their own free accord. That
means that they weren't imprisoned. So why is everyone acting like
the vast majority of the orcish race suffered the indignities of the
internment camps when it was really only a tiny portion?
-If
there are so many of these free orcs that they turn Orgrimmar from an
average city into a global superpower, how was the second war ever
over?
The
answer to all of these is questions: “There is no answer, because
it was a half-assed handwave.”
The
number of tauren was increased in a similar manner, through the
introduction of more tauren tribes. Unlike the example with the orcs,
I wouldn't exactly call this a voodoo shark, since the existence of
more tauren tribes is rather logical, and them joining the horde is
certainly a possibility. That isn't to say that the introduction of
these tribes was done well. Like the orcs, the only thing we ever
heard of these tribes is that they just decided to join the horde.
And like the orcs, that causes a giant yellow question mark to appear
over my head, though this time for only one question:
-Why
are the tauren tribes suddenly united under the bloodhoof? If they'd
just joined the horde, I would have accepted it blindly (there's new
enemies and the horde offers protection. Seems like a pretty sensible
choice), but the extra addition of the tribes placing themselves
under the leadership of Cairne Bloodhoof is what baffles me. Why
would they ever do that? The bloodhoof tribe was portrayed as
incredibly weak. I've heard it suggested that the other tribes joined
the bloodhoof because the bloodhoof had retaken Mulgore (it's also on
the wiki, though unsourced), but that doesn't make sense either. When
Mulgore was mentioned before in warcraft III, the problem wasn't with
retaking it, but with reaching it. In fact, the very reason that the
tauren were trying to reach it was because there were no enemies.
Plus, if retaking it was so significant, why didn't any other tribe
ever do it? As I said, the bloodhoof were an incredibly weak tribe.
And
like the orcs, the answer is: “There is no answer, because it was a
half-assed handwave.” However, with the tauren it's even worse.
With the orcs, we at least know something of the history of its
members. For the tauren, that is not the case. Seriously, tell me
anything about what happened to the tauren between the war of the
ancients and when they were found by Thrall. Tell me something about
the various tribes, like where they lived or how they interacted with
one another.
Three,
the horde started founding random strongholds outside their
territory. Why do places like Bloodvenom Post, Grom'gol Base Camp,
Hammerfall or Stonard exist? They're not sending valuable resources
back home, they're not outposts against known threats and they're too
far away from the horde homelands to protect them in case of a war.
Seemingly, the only reason these exist is to piss off the alliance,
contributing to the conflict that shouldn't exist anymore because we
did an entire damn game where the crux was overcoming that conflict
and the leader of the horde desperately wants to avoid that conflict.
GAH!
Four,
the conflict in Ashenvale. By the end of Warcraft III, the horde was
led by one of the greatest supporters of inter-faction peace, Thrall.
By the start of WoW, the night elves were hippies with giant cats. As
you can imagine, it's kinda hard to have a conflict between the two.
Blizzard's solution? Be as vague on the specifics as possible. Has
the warsong clan invaded Ashenvale, with the sentinels nobly
defending their sacred forests? Is the warsong clan simply keeping to
the territories they kept from warcraft III, with the brutal
sentinels trying to slaughter their former allies at Hyjal because a
few trees are more important to them than orcish lives? Was it
something in-between, with minor incidents caused by people working
independently being answered by organized efforts on both sides? Even
now, I still don't have an idea.
Five,
dwarves become dicks. While the dwarves were never exactly morally
superior to the other races, WoW makes it absolutely ridiculous. The
dwarves invade the territory of the tauren twice, blowing holes in
sacred mountains while slaughtering an entire tribe. The dwarves also
decide that the alterac mountains are theirs, and use a
misunderstanding with the frostwolves as an excuse to order the death
of every orcish man, woman and child in the alterac mountains. Again,
how can you have such major conflicts, but still be at peace?
Six,
the alliance was severely weakened. I know, I keep talking a lot
about both factions in my special look at the horde, but that is
because a lot of problems with the alliance stem from it having to be
balanced with the horde. The Night Elves and other human nations in
particular were hit with the nerf stick. The elves lost almost all of
their natural allies, and there were a few bits of dialogue that
implied things had gotten so bad that they were fleeing to Stormwind
in massive droves (So yes, I was wrong when I stated that it was
never explained why there was suddenly a night elf district in
Stormwind. I apologize for the error, though I still think it was a
stupid decision on the writers' part. Night elves are supposed to be
fierce warriors, dedicated to protecting the forests of Ashenvale.
Them running to the other side of the planet is just wrong.).
Theramore, previously the last great city of humanity, was reduced to
a mid-sized town. Stromgarde was torn apart between games with nary
an explanation. And we still don't know what the hell happened to Kul
Tiras.
Okay,
that last one isn't entirely true. Contrary to what most fans seem to
remember, there is nothing in the game to indicate that the forces of
Tiragarde are from Daelin's invasion force. More likely, and
suggested with the year between Proudmoore's invasion and the arrival
of the reserve fleet, is that the reserve fleet was left in Kul
Tiras. Which means that the only thing we hear of Kul Tiras is them
invading the orcish homeland. That seems like the kind of thing that
would be important enough to warrant an occasional mention, doesn't
it?
Seven,
the alliance was given a ton of enemies that really should be gone
(and admittedly a few that made sense). Again, this was another
reason why the balance between the alliance and the horde neccesary
for the plot couldn't exist. The alliance just had more control over
their territory lorewise. The dark horde is probably the single most
blatant example of this. Last time we saw the Black Tooth Grin Clan,
they weren't even on the same planet any more, with Rend and Maim
last seen as fel orcs in the service of Magtheridon, being killed by
Illidan during his conquest of the Black Citadel. And yet now they've
suddenly returned and are in control of former old horde holdings,
with no explanation whatsoever. Seriously, what happened? Were the
guys in outland just two people who coincidentally had the same name
and similar positions of power? Plus, if these guys were still around
and fighting both dwarves and Stormwind, were in control of blackrock
mountain and had an army of dragons, I have to repeat my old question
from both Day of the Dragon and this review: “If these guys are
still around, raiding your kingdoms, how can the second war be
considered over?”
The
dark horde isn't the only example of this though. The denizens of
felwood are another big one, as they were defeated by Illidan and the
source of the corruption in the lands was destroyed. Yet by the time
of WoW, felwood is still firmly in the hands of demons, and
corruption continues to spread, even affecting Darkshore and
Winterspring. You'd think that once the games made a specific point
of the spreading corruption being stopped, it would actually have
stopped spreading, wouldn't it?
Eight,
the introduction of fake alliance-horde conflict. Now, I've made it
obvious that a conflict between the alliance and the horde just
couldn't work. The writers actually seemed to be somewhat aware of
this (though not often enough), instead using fake horde-alliance
conflicts a lot of the time. Instead of fighting the actual alliance,
the horde would fight the scarlet crusade, remnants of Gilneas or the
Kingdom of
“we're-still-members-but-not-actually-working-with-the-Alliance”
Dalaran. Or the fights with the alliance were caused by neutral
parties, with the horde players only acting as mercenaries, like with
the attacks on Northwatch or that one Theramore tower. Similarly, the
alliance fought the dark horde and the grimtotem tauren quite a lot.
This way, people who were only vaguely familiar with the lore would
get the idea that the conflict was larger than it was.
Nine,
neutral factions, neutral factions, neutral factions. The alliance
was much more diverse and had a wider cultural spread by the time WoW
rolled around. It had druids, mountain kings, rangers, paladins,
priests of the Light, priestesses of the moon, wardens, two flavors
of shaman, and several flavors of mage. Meanwhile, the horde only had
blademasters and a lot of shaman flavors. That's not exactly going to
amount to an equally varied gameplay experience. As a result, a lot
of unique racial traits were suddenly represented through neutral
factions, or were left out completely. Argent Dawn and the
Brotherhood of Light became the main paladin and priest of the light
players, Cenarion Circle distanced itself from the alliance-aligned
other night elves, and about half of the other alliance-unique
classes were left out completely. This gets them a lot of flack, but
the only real alternatives doing the same thing as the RPG and just
giving the alliance more, or adding a ton of people to the horde
without any justification.
Which,
bringing us to ten, they also did:
The
Forsaken
In The Frozen Throne, the forsaken were an interesting development,
and one that opened a lot of possibilities. The forsaken were
absolutely ruthless, doing anything to further their goals without
being hindered by any morals. While not nearly as great in number as
the scourge, or even the dreadlord insurgents (three dreadlords who
kept control of an army of undead after Arthas broke away), they made
up for that through the control of others, either through the magic
of banshees and dark rangers, or through trickery.
And that's the entire problem with the relation between the forsaken
and the horde. The entire gimmick of the forsaken was controlling
others and having no morals to hinder them in that regard. This makes
the entire excuse about Sylvanas seeking allies (and therefore
joining the horde) moot. If Sylvanas needed more manpower on her
side, she would brainwash or manipulate people into joining her. Her
placing herself and her faction under the control of a foreign power
is both completely out of character, because it is completely
unnecessary.
Which is also a problem for the vast majority of forsaken quests,
because the solution for them should be the same: Brainwash someone.
The gnolls are worshipping the scourge and stealing corpses for them?
Brainwash the leader and make them worship Sylvanas instead. The
local humans are aggressive against the forsaken? Brainwash the
leader, let him lead his subjects into a trap, and use the corpses to
build abominations. Apothecaries need murloc parts for a new version
of the plague? Brainwash the tribe leader, and have him send you a
few murlocs to be quietly killed, and then train the rest as warriors
for your army.
There are so many ways to use the forsaken in your story, but you
simply can't use them as mere member in a playable faction because
there is no way they're going to play nicely, and they have other
ways of gaining “allies”. Because of this, the writers had to
completely cut the brainwashing aspect from the forsaken, leaving
them without their single most defining characteristic. Why even use
the forsaken if you're just gonna cut their unique qualities?
Still, to give some credit, the writers did seem at least somewhat
aware of the fact that the forsaken were in no way going to play nice
with the rest of the horde. Hence, the forsaken conspiracy storyline,
which I mentioned in my last post. The forsaken were basically doing
everything that Thrall was against. They were aligning themselves
with the burning legion, aiding the burning blade and the cult of the
dark strand. They were corrupting nature and enslaving the elements,
raising the elementals of Mystral Lake and brutally poisoning the
druids of the Dor'danil Barrow Den. They brutally capture, experiment
upon and kill the humans Thrall tried so hard to make peace with.
They did everything the new horde shouldn't.
And that was admittedly a fairly interesting idea, with Sylvanas
effectively using the horde's trust of her against them, creating a
dark horde of her own (in fact, the comic had them connected to the
actual dark horde). However, it was an idea that absolutely didn't
belong in World of Warcraft. Why? Because the second Thrall
discovered the forsaken were working with the burning legion, the
dark horde or corrupting the elements, he would have kicked them out
of the horde. Instead, despite all the tons upon tons of in-game
evidence to their betrayal (seriously, did Thrall's massive network
of spies just never walk into a forsaken town?), he must remain
unaware of it for the sake of maintaining this stupid
faction-vs-faction conflict that completely goes against the ending
of the last game. Simply put, it was a status quo that couldn't
possibly last long lorewise, but had to last forever to maintain
gameplay.
As a final note, the forsaken really don't fit the horde
thematically. The horde are former villains turned good, content to
just try and make a new homeland for themselves and live in peace
with the land. WoW even added an implied dark past to the tauren to
fit with this (check the scrolls on the Elder Rise in Thunder Bluff).
The forsaken are former good guys turned amoral, out for nothing but
revenge. These are two philosophies that are not very compatible for
anything beyond short-term cooperation. To say nothing for the
completely incompatible aesthetics of the horde and the forsaken.
Could you ever imagine the forsaken trying to live in the barrens? Or
the orcs in Tirisfal Glades? They're too divergent to form a horde.
This is all very interesting, but I feel it needs a little bit more attention on SOL.
ReplyDeleteInstead of just walking around with a link in your sig (that some may not even bother to click), why don't you make a thread in, say, Lore of Fanfiction forum (both of which are the sort of forum for user-specific threads to go to), and post a link to this content there, allowing for discussion?
All in all, a very good analysis.
Stormreaver clan memebrs survived and live on the islands, even offering their services in mercenary camps.
ReplyDelete"Thrall's massive network of spies"was implied to be partly working against him, with one of their leaders openly telling the player that Thrall is not long for this world.
ReplyDeleteThey may have presented only those facts that they deemed needed presenting.
The only point of counter-intelligence Thrall mastered was using his loyal warlocks to spy on Neeru and the Burning Blade/Searing Blade/Shadow Council.
When it comes to the Forsaken, I can see them legitimately seeking allies, just not the Horde because...what do they have to gain all the way in Kalimdor?
ReplyDeleteSomething I would have been interested in is the banished nobles of Alteric allying with the Forsaken under the idea that 'we are both disowned lords of our lands, our rights not acknowledged by the cruel Alliance, or wicked Horde'. Sylvanas wouldn't bend knee to them, but I always imagined the Forsaken willing and wanting to be more human, just having a complete lack of morals when it came to anything that was against them.
For example Garithos, everyone's favorite racist bastard. I more so imagine Sylvanas could recognize that she would come to strike blows with him due to his racist nature and less that she was planning to use him and then discard him all along. I think if he had been a decent fellow, and was willing to co-exist with the Forsaken he would have survive the battle for the capitol.
This is a great review though, can't wait to see what comes next. With all these points I think I still yearn for a Warcraft 4 that takes WoW out of continuity. >.>
The Forsaken, and Sylvie especially, are not as "poor and misunderstood" as you make them out to be.
DeleteWith how they are now, yes. They are evil as hell when you look at them now. If you turned back the clock to WC3 and what they were back then, you could make them like that and it would be rather reasonable though.
DeleteAlthough when I said 'under the idea that we are both disowned lords of our lands--blah blah blah'. That would be their sales pitch, the stated reason to the masses why they are working together. Not how they actual are, the Forsaken and Alterac could have other motives, it depends on how you would rewrite it.
Do you think the Scarlet Crusade was saying 'HEY LET'S MURDER EVERYONE WE SEE!' when they were recruiting people? They have a noble message, they're just monsters after you actually see them in action.
Also, while adding Tauren tribes doesn't bother me, what bothers me about it is that they don't elaborate on the tribes.
ReplyDeleteI don't know why they didn't add more troll tribes to the Horde, honestly to make the Horde a more viable faction the Darkspear could have reached out to their fellow trolls and united them under the banner of the Horde. Also from what we've seen from the previous games, and from what we've seen now THERE ARE A LOT OF TROLLS. That and they have the tenancy to occasionally eat their gods.
Then again, that idea had to be shot in the foot with the trolls uniting under the Gurubashi and their blood god Hakkar.
Post the new chapter, Ramses!
ReplyDeleteOr post them at SoL! Or something!