Yes,
ladies and gentlemen, it's finally time to talk about the worgen and
the goblins. Two absolutely awesome races that I was thrilled to see
added to World of Warcraft, but whose execution I was less than
pleased with, albeit for two very different reasons.
Now
both of these races stand out in that they don't really have a
connection to the main plot of the expansion, unlike blood elves and
draenei of TBC, or the death knights of WotLK. Sure, the goblins and
Deathwing had some connection, but it was positively miniscule and
hadn't appeared for several years. And the worgen? Well, before
cataclysm they seemed to be connected to the emerald nightmare, which
is connected to Cataclysm in the same way as you and Rebecca, the
intestinal parasite: Sure, the connection is small, but the damage is
big. However, that aspect of their backstory was cut, so the worgen
are left without a connection to the main plot entirely.
But
lets start our stories at the beginning, shall we?
The
Isle of Kezan
For once, cataclysm
decides to actually give players the relevant lore in a convenient
way, with a quick and short explanation of goblin history and culture
on the character creation screen: They were once slaves of the jungle
trolls on Kezan, kaja'mite made them smart, they overthrew the
trolls, and now they're powerful traders. Quick, efficient and very
good to have for all the new players cataclysm attracted.
However, there's one
line that I would like to draw attention to: “Goblins and their
global trade conglomerates dominate all trade across Azeroth”. I'm
going to address it later, but lets first just start playing for a
while. Unlike with the other playable races in WoW, the goblin
character actually exists as a single in-universe character.
Specifically, you're the executive of the kaja'cola trading company,
making you the second most powerful goblin in your cartel. And you're
on your way to becoming the single most powerful, with you replacing
the trade prince treated as all but inevitable.
While Uldum was the
testing ground for the environment design that would eventually
become standard in Mists of Pandaria, Kezan set the standard for
quest design. Rather than having unique questgivers at every hub,
Kezan introduces a cast of colorful characters early on, which will
follow you through a prolonged experience. Some other cataclysm zones
do something similar, but generally only for characters that are in
high positions in-universe or characters meant exclusively as comic
relief, which has the result of feeling a bit detached from the
setting. However, in Kezan, most of the recurring characters are
people you'd actually see walking the streets. The result is a far
more personal connection to the ongoing events.
Another important
aspect is that all characters that you're supposed to pay attention
to are immediately given a distinguishing characteristic, making them
stand out from their surroundings. Sassy Hardwrench, your executive
assistant, wears a fancy chinese dress. Sister Goldskimmer, the local
priest trainer, stands on a pile of riches from her 'tithes' and
blesses the player when he walks by. Megs Dreadshredder, your
marketing rep, wears a business suit and sits on a snazzy white tiger
futon. Evol Fingers, the warlock trainer, and Fizz Lighter, the mage
training, are having a magical fight, while Maxx Avalance, the shaman
trainer, watches on without involving himself (on a related note, I
wonder if goblins change their name after picking their career). Bamm
Megabomb, the hunter trainer, and Slinky Sharpshiv, the rogue trainer
and your masseur, are practicing their respective crafts, shooting
targets (while standing on a megabomb) and sneaking around (while
wielding sharp shivs). In the corner of your headquarters, Hobart
Grapplehammer is doing mad experiments, while Assistant Greely is
watching on and acting as the voice of reason. Finally, there are the
sultry dressed Chip Endale and Candy Cane, one of which acts as
boyfriend/girlfriend of the player, depending on the chosen character
gender. Not exactly sure what exactly the non-relationship
character's role in the company is though. Company stripper maybe? By
the way, the warrior trainer is a mechanized cardboard cut-out. Most
appropriate (and hilarious) commentary on class lore I have ever
seen.
I'd like to stress
that I haven't even done a single quest in the zone at this point,
and I already feel more connected to the characters than I have in
any other zone prior to this. Blizzard, you did a good job. Have a
cookie.
The first few quests
just feature the player being an executive, allowing for players to
get acclimated to goblin culture, as well as just being a ton of fun.
You start out by securing the kaja'mite mines, electro-shocking
defiant troll slaves and killing some tunneling elementals that are
eating up your resources. Again, I have to praise blizzard, as these
quests also act as introductions for other bits of relevant
information. Most notably, there's kaja'cola, your company's product,
which temporarily boosts brainpower to come up with a
brilliant/insane scheme. The writers even fill in the obvious plot
holes, with characters pointing out that the trolls, for some reason,
aren't affected by the kaja'mite.
After dealing with
the mines, you start preparing your party that evening. The marketing
rep gives you a sweet ride (no seriously, that ride is sweet. So sad
that it isn't available as a mount) to go pick up your friends:
Gobber the hogboblin, Ace the super-model and Izzy the token girl.
However, if you're like me, you're just going to use the car to
explore the island. And, my god, does the island look... honestly,
the island looks rather crappy. Oh, don't get me wrong, the place is
well-designed, with tons of fun little details (including a brief
shot of the undermine no less). However, it's also a dump. Let me try
to put it in pictures. This is booty bay, the largest goblin town
prior to this expansion:
It's a tropical
paradise, reminiscent of a 17th century pirate cove. Now,
here's Kezan:
Yeah, quite a
difference, isn't there? The entire 17th century pirates
and explorers theme is now gone, replaced by some weird dieselpunk
dystopia. The tropical paradise vibe is gone, replaced with that of a
polluted hell-hole, with massive factories spilling out poisonous
gasses, pipes across the island leaking black goo, piles of trash
everywhere, sickly-looking vegetation (that bright green you see isn't grass, it's AstroTurf) and automatons replacing much
of the animal life. Considering that the goblins who did stuff like
this in previous expansions, the venture co., were the villains, it's
more than a bit disconcerting.
Basically, the
goblins have become caricatures of themselves. Sure, they weren't
exactly serious even before this, but all of their traits are now
even more exaggerated. Being an enterprising species was turned into
full-blown modern consumerism, with references to anachronistic human
resource departments, mandated training seminars and bling. Being a
race of traders was turned into being the ones that control all the
trade in the world, contradicting all the earlier games. A rather
reckless disregard for personal safety became a complete and utter
disregard for everything and everyone, and a love for explosions
became a love for all kinds of destructive behavior, resulting in a
mess so polluted I can't help but wonder where they are supposed to
be getting their food.
Now, to be fair,
this could actually make some sense. After all, the goblins we've
interacted with up till now have pretty much exclusively been
steamwheedle cartel. Having the different cartels have different
cultures is a great way to differentiate between them, and it could
lead to some interesting contrasts down the line. In that sense,
having the bilgewater cartel (which is the one we interact with
exclusively on Kezan) be more modern makes sense, since they're the
ones in control of the kaja'mite, which may make you smarter, but
also appears to be partially responsible for making the goblins as
unhinged as they are.
However, that's not
what we see in-game. At no point is a contrast made between the
bilgewater and steamwheedle cartels. And, while the steamwheedle
still use their old architecture, a lot of their new quests have
shifted towards the same parodies of 21st century
consumerist culture. It's really disappointing to see the game so
close to making perfect sense in-universe with an interesting idea,
and yet not using it.
Anyway, back the
awesome questing. You go to the local shanty-town and beat up some
people who owe you money, grab yourself some bling for the party,
play in a professional footbomb match and wait what? Footbomb player?
But... I thought we were the executive of a coca-cola parody. When
did we suddenly become sports players? Even by the standards of this
zone, this is weird. Seriously, are these remnants of an old
questline or something?
Actually, we know
they are, though in a different way. Specifically, the original
intent for this quest was to show the goblins as being the source of
their own doom, with the player kicking the footbomb into the volcano
at the heart of the isle, which would eventually lead to the volcano
erupting, destroying Kezan. However, because forcing a quest on the
player where he kills most of his species by accident isn't very nice
(and to better fit the expansion), it was instead changed to
Deathwing arriving during the game, and doing something to the
volcano.
Still, extinction is
still some time away, and while some of your employees start
panicking and preparing for a possible evacuation, the player has a
party to run. After all, you're a goblin. Living a life of
extravagant decadence while on the brink of death is pretty much your
dream and... wait, you call this extravagant decadence?
Seriously, we're the
second most powerful goblin in the entire cartel, and this is the
best we can do? This place looks like the filthiest corner of
Pittsburgh. Hell, with the walls around this place, it looks more
like a prison than it does like a billionaire's private swimming
pool. This is a a recurring problem of the zone. Despite all the
goblin money-grubbing, the only luxuries on the island seems to be
fancy clothes and cushions.
Anyway, after the
party, trade prince Gallywix comes to your headquarters. By this
point, it's abundantly clear that Kezan is doomed, and the player is
desperate to get off the isle. However, Gallywix has the only way off
the isle, and will only give the player access in return for massive
amounts of cash (and considering you're the second most powerful
person in the cartel and you still can't afford it, that's really
impressive). At this point though, I have to once again begin
scratching my head. There is no indication whatsoever that Gallywix
has stopped other boats from leaving, or bought up all the ships on
the island or something. He literally just has a single, solitary
ship. And yet the game tells us that this single ship is the only way
off the island despite that island being the trading capital of the
entire world. Are you telling me that none of the other cartels have
any ships on the isle? That there isn't a single zeppelin? Or just an
air-balloon? What happened to that kaja'cola advertising balloon that
we saw earlier in the zone? It's a blatant gaping plot hole, and one
that will return with a vengeance by the time we get to Azshara.
Still, the questing
is thoroughly enjoyable, with the player doing all sorts of
ridiculous things to get the money. He commits insurance scam on his
own headquarters, grabs the last few chunks of kaja'mite from the
rebelling slave miners, loots looters hired by the trade prince,
breaks into the trade prince's villa (which looks just as crappy as
your place, if not worse) and even stages a bank heist. However, when
you make your way on board the trade prince's crappy yacht, and hand
over your life savings, he decides to just enslave you and the rest
of your company. Well, damn. Also, your boy/girlfriend leaves you for
the company stripper and they both work for Gallywix now.
Gallywix is planning
to go to Azshara, have his slaves build a fancy palace, and spend the
rest of his days as the richest goblin who ever lived. Not a bad
plan, certainly. Unfortunately for him, he sailed right in the middle
of a naval battle, with alliance ships attacking an orc vessel,
trying to get at a specific target. Even more unfortunately, they are
under orders to leave no witnesses, which means that they also open
fire on the goblin yacht. Fortunately, the alliance really, really
sucks at killing small amounts of green people, so not only do the
goblins survive with minimal casualties, we later learn that the orcs
survived as well.
Lost
Isles
The goblins of the
bilgewater cartel are now stranded on the lost isles, which look a
lot more like the tropical paradise I imagined Kezan to be like,
though obviously a lot less civilized. And I think I'm not the only
one, since blizzard made the lost isles the background in the
character selection screen for all goblin chars, rather than their
actual homeland. While Kezan was mostly about the player looking out
for his own interests, the Lost Isles are where he really becomes a
hero. As Gallywix sits on his ass doing nothing, the other goblins
barely holding out, the player becomes a key instrument in everyone's
survival, saving goblins from drowning, recovering supplies stolen by
the local monkeys and dealing with dangerous animals.
While you're out
saving everyone's life, one of your former employees discovers that
the lost isles contain a massive amount of kaja'mite (which is a
rather convenient coincidence, isn't it?), and that the local monkeys
are being affected by it. They aren't quite on the level of goblins
yet, but the fact that they're using mining picks and making cave
paintings says they're getting there. Investigating a local monkey
cave, you discover that they are being led by... goddamnit... a pygmy
witch doctor.
I've already
commented on the pygmies quite a lot in my Uldum review. Basically,
they're a racist caricature that equal the old minstrel shows in
their sheer offensiveness, and the fact that they somehow made it
into the game is utterly baffling to me. The lost isles pygmies are a
little better than the uldum pygmies, since these ones at least have
some degree of culture rather than just existing to serve the
villain, but it's not much better.
In addition, I'm
wondering why the pygmies even exist, what with the shortage of
models that plagued the rest of the expansion. Each and every one of
their appearances could have easily been replaced by a tribe of local
trolls, and made just as much, if not more, sense. It's especially
notable with the lost isles pygmies though. They worship a wild
jungle god, have witch doctors, practice human (or in this case,
goblin) sacrifice, can create voodoo zombies and would be connected
to the kaja'mite. It'd be a perfect fit. Yet instead, we get racist
caricatures! Bah.
Anyway, near the
witch doctor, we find a dead orc, along with his journal, which I'd
like you to keep in mind because it's going to important in one of my
later points. You make your way to the orcish camp described in the
journal, and meet Aggra. Aggra was introduced in The Shattering as
Thrall's new love interest. In-game, she is a cloud of boring and
exists only as a satellite character for her hubby.
Actually, come to
think of it, TBC, WotLK and Cata all have a rather disturbing
undertone in that regard, with almost all important female characters
trivialized or becoming a satellite character. Malfurion is the one
making all the leadership decisions for the night elves while Tyrande
sits at home and does nothing (or, when she does something, fail
utterly), Jarod gets the position of commanding the night elf forces
while Shandris is stuck in some forgotten corner of the world,
Liadrin vanishes from lore after a man shows her the error of her
ways, Jaina only acts as Varian's personal assistant rather than a
monarch, Ishanah is just there because Velen isn't available, Modera
gets passed over for leadership of the Kirin Tor in favor of Rhonin
and I could go on like this for a really long time. I very much doubt
that this was intentional, but it's really not reflecting favorably,
especially not after warcraft III did it so well.
Also, Aggra has
really annoying voice acting. The actress doing her voice doesn't
seem to have any idea that's she's supposed to be playing an orc, her
voice lacking the growl that's so typical for that race. Instead,
thanks to the actress having a bit of an east-European accent, she
sounds much closer to a draenei.
You help Aggra's
group of orcs out for a while, securing the path from both native
flora and alliance assassins so they can explore the isle looking for
the 'precious cargo' the alliance soldiers were after. One odd aspect
here is that the alliance assassins are all members of SI:7. SI:7 is
the stormwind intelligence service (similar in role to the CIA), so
having them act as an army of assassins in foreign lands is a bit
weird. Also, they wield giant honkin' katanas, which I can't imagine
being all that good for stealth either.
The player makes his
way across the alliance encampment, the orcs covering him, and steals
a gnomish flying machine, using it to get on board the alliance
fleet. Apparently, this is a multi-national operation, as all the
sailors on the ships are wearing Theramore tabards. The player makes
his way into the cargo hold and discovers that the 'special cargo' is
in fact none other than Thrall himself.
That... really
doesn't make any sense. Okay, first, the journal made it clear that
the orcish forces Thrall has with him were taken from Orgrimmar, and
that the war with the alliance had already begun. That means that
Thrall visited Orgrimmar at some point after Garrosh invaded
Ashenvale, ordered the forsaken to invade Gilneas, got Cairne worried
enough that he saw a duel to the death as his only choice and almost
got the darkspear trolls to leave the horde, and yet, for some
reason, left Garrosh in charge of the horde. The guy was ruining
every hope of the peace Thrall had been trying to attain, tearing the
horde apart in his wake, yet Thrall did absolutely nothing? Garrosh
was blatantly betraying the trust thrall had placed in him, ignoring
the council he was supposed to listen to, and acting to satisfy his
own ego, and Thrall leaves him in charge? What in the ninety-three
thousand seven hundred and thirty six hells is wrong with him?
However, this isn't
just out of character on Thrall's part. Remember, Thrall had been
neutral for quite a while by this point, coordinating forces to fight
the cataclysm. And yet the alliance sent a task-force specifically to
capture him. From the perspective of most nations in the alliance,
that makes sense. However, the soldiers here are wearing Theramore
tabards. That means that Jaina, one of Thrall's closest friends, has
ordered her soldiers to capture him and eliminate his companions,
despite her knowing that Thrall is trying to stop the world from
blowing up. Again: What the hell?
Worse, no one ever
mentions this incident again, despite the dozens of times this should
come up. Hell, Jaina actually shows up for Thrall's wedding, with no
mention of the fact that less than a year ago, she ordered the groom
jailed and the bride killed. And you'd think that this entire affair
would get at least a token mention in Tides of War, but nope. Thrall
just kills all the alliance sailors using the elemental spirits, and
the entire affair never gets mentioned again beyond this zone.
On the other hand,
there is something really odd about Thrall here. Namely, both the
game and the characters refer to him as if he were still the warchief
of the horde, a title which he had given up by this point, and there
is zero mention of the earthen ring (indeed, Thrall's entire group
consists exclusively of orcs) or any greater shamanistic
organization. There's not even any shamans other than Thrall and
Aggra present, with the other orcs being normal soldiers.
Whenever the focus
of the questline is on the goblins, and their quest for survival in
this new wilderness, it's an amazing experience. Whenever Thrall and
his group show up, the entire thing goes off the rails, which we will
see later on. Luckily, we're shifting back to the goblins for a while
now, with the player deploying a 'town-in-a-box' on the next island
over. Basically, it's a super-compressed town, fitted into a tiny box
and sealed so thoroughly that you need a massive pile of explosives
to open it. It's useful, straight-forward and hilariously dangerous.
In short, it's a typical goblin device. BOOM!
However, the town is
a bit smaller than the creator expected. While all the minor
buildings are present, the docks and the oil refinery are missing,
along with the trade prince. Yeah, you guessed it, the trade prince
has run off with these essential resources, taking the goblins loyal
to him along, and leaving the player and the characters he's grown to
like to die. Of course, the player is a hero, so he stays and helps
people survive, securing several sources of food using good ol'
goblin mad science.
With food secured,
you start moving to safety issues. First, you deal with the naga of
nearby Vashj'elan and the other minions of the old gods that aid
them. For once, the old god related stuff actually feels a bit
creepy. I think this can be traced back to the players mostly dealing
with down-to-earth stuff up till now. Sure, there's been magic, but,
with the exception of Thrall's storm (which was supposed to feel big
and impressive), it's been relatively mundane. There's been no random
faceless ones and tentacles stomping around, no magic items that
you're casually tossing around, no cultists constantly shouting
cultist things. Even the naga themselves are treated less like an
unknowable evil force, and are instead humanized, refusing to attack
the player when he has surrounded himself with naga babies. Instead,
there is just a single powerful dark being, hidden away at the heart
of the naga compound, with a few tentacles in practical locations to
block off the heart of the compound. The result is indeed very
effective.
Unfortunately for
the goblins, the naga weren't the real threat. Instead, it's the
pygmies, who attack the town-in-a-box. While the player arrives in
time to fight them off and save the town, a lot of goblins have
already been taken away, and the player goes to the pygmy village to
get them back.
Now, here's the
reason why I'm slightly more forgiving of the Lost Isles pygmies than
the Uldum pygmies. They're not just stooges for the actual bad guys.
Instead, they have cultural traits of their own (turtle motif,
shamans with volcano hats, dark magic), act as an independent power
and actually influence the story. They're still racist caricatures,
sure, but at least they're interesting beyond that.
While the player
defeats the pygmies of Oomlot Village, the shamans from higher up the
volcano retaliate, sending an army of zombified goblin captives
against the town-in-a-box. After you brutally slaughter the shamans
and burn most of the goblin zombies, you turn your eye to the heart
of the volcano, where Volcanoth, a fire turtle worshiped by the
pygmies, lives. Naturally, since you're the goddamn player, you kill
volcanoth. And, since you're a goblin, you do it using improvised
explosives.
Did I mention this
was in the heart of a volcano? Yeah, this is not ending well. The
volcano erupts, destroying most of the southern half of the isle,
including the town-in-a-box. Oops. The player escapes the volcano on
a plane, which heads for Thrall's current hiding place. Yes, that
means that the entire questline is about to take a massive nosedive
once again. For one, rather than actually helping out your nearly
extinct people, you spend the next few quests once again fighting
alliance forces. Sure, you eventually learn that Thrall has promised
to help 'rescue the goblins and deal with gallywix', but you don't
actually know that Gallywix has captured your fellow goblins when
that's revealed, so it just serves to confuse.
This is also the
first appearance of aggresionitis hominum, an odd disease that causes
orcs to act like it was humans who started the local conflict while
the orcs did nothing to provoke them. Every time it appears, I get
taken out of the game instantly, as it feels so out-of-place. The
appearances of aggresionitis hominum are really sparse and often come
from characters that are supposed to know better, so it's pretty
unlikely that it's supposed to serve as commentary on orcish
ignorance or something. Instead, I suspect it's just stuff from an
old draft that accidentally got left in.
This time, Theramore
isn't involved in the attack. Instead, it's SI:7 and a squadron of
Ironforge paratroopers. Just... don't ask me how they're paratrooping
from one-man planes. Or where the planes suddenly came from. Or why
they're landing in their own compound and the ocean, rather than
behind enemy lines. Or why they don't drop loot. Or why there's a
worgen and a night elf serving as Stormwind Intelligence commanders.
In fact, avoid any questions at all.
Finally, we return
to the goblin plot, as we're finally given the sort of crucial
information that Gallywix has captured our people. Of course, the
orcs don't come with you to help free your people, meaning that at
least half of Thrall's promise was worthless.
Turns out, Gallywix
has started a massive kaja'mite mining operation beneath the volcano.
Even with the volcano growing more and more unstable, the sheer value
of the stuff makes that totally worth it. Small sidenote, but it's
good to see characters still act when out of their element. One of
the people holding the line amongst the free goblins is sister
goldskimmer, the priest trainer, who stands at the front line and is
ready to whack anyone who crosses her field of vision.
So you enter the
mines and it's quite an impressive operation. I was initially ready
to call nonsense on just how many people Gallywix has working for him
(even the amount of goblin zombies seen earlier was already
stretching my suspension of disbelief), despite only having a single
yacht. However,
blizzard was again
one step ahead of me, and the characters actually comment on Gallywix
having people they never saw on the yacht. It's likely that he
somehow managed to get reinforcements or stashed away a large amount
of soldiers in the parts of the town-in-a-box he obtained.
The player fights
his way through the mines, freeing all the goblins, and even getting
his gang of friends from Kezan back together. With the mining slaves
freed, you start moving against Gallywix, destroying his soldiers,
sabotaging his oil platform and killing your old boy/girlfriend.
Finally, the orcs show up, working with Sassy Hardwrench and the
player to free the slave pits. Well, when I say working with, I mean
they let the player do all the work. There's not even the token
never-ending battle that's usually done to portray NPCs fighting (and
which has already been used several times in this very zone no less).
Despite the orcish incompetence, the player manages to free the last
few captured goblins and kills the company stripper.
Well, at least now
it seems the orcs are finally doing something useful. Thrall and his
forces are attacking Gallywix's compound, soon joined by the player
in an awesome shredder armor. Finally, you bring Gallywix to his
knees and then... Gallywix tells Thrall that he'll totally reform his
ways, be a good guy, and do whatever Thrall says. And Thrall buys it.
WHAT THE HELL?
Seriously, this is
just unbelievable. Thrall not only lets the guy go, but he actually
supports him as the leader of the steamwheedle cartel. The guy who he
only met twice, first insulting the orcs and betraying his people,
the second time actually trying to kill Thrall. This is... this has
to be a hallucination or something. From a storytelling perspective,
this is just impossible. There is no way either the player or Thrall
is trusting Gallywix ever again, right? Please tell me the writers
are joking? I mean, sure, if Gallywix was killed, the player would be
the most likely to succeed him, which can't work from a gameplay
perspective, but there's alternatives. Why not put Sassy Hardwrench
in charge? She's the one that's been doing most of the leadership
throughout the last two zones, and the one who worked closest with
Thrall.
Still, despite that
horrible, horrible, horrible, horrible writing screw-up, this
is a somewhat happy ending. The yacht has all the goblins you got to
know over the past two zones, ecstatic that they're finally out of
trouble. It really was fulfilling to have helped all these guys.
Sure, they're not exactly good people, but they're your people, you
know. Thrall has invited the goblins into the horde. Sure, that's not
very neutral of him, but between not stopping Garrosh and being
attacked by alliance soldiers, he's not exactly credible as a neutral
character anyway.
So, you head to
Orgrimmar, carrying a package Thrall gave you to deliver to the new
warchief. In the city, you discover that the package is an SI:7
emblem, which Thrall sent to Garrosh to let him know the alliance
tried to assassinate him. Well, I guess the questline is finally
ov...
What?
WHAT?
Okay, we're meeting
with Garrosh now. First, he tells you that goblins aren't welcome in
Grommash Hold. Considering Grommash Hold was built by goblins... go
**** yourself, jackass. Then Garrosh says that he's already put the
goblin cartel to work and that we now serve him...
/leave horde
/LEAVE HORDE
WHY ISN'T THIS
WORKING? This is the single worst ending to the zone you could
possibly have. Despite assisting Thrall throughout the Lost Isles, he
breaks his promises to the player. He doesn't help free your race. He
puts Gallywix back in charge when you finally have him on the ropes.
And then, when you have managed to free your people by yourself, he
ropes you into the horde and sends your people to someone so he can
re-enslave them? He betrayed every single goblin (well, except
gallywix) in the horde, who players have grown quite a personal
connection to by this point, mind you, and the writers are expecting
the players to just blindly accept this and consider it a happy
ending/beginning? The hell are they on, and where can I get some?
Aside from that
idiocy, I can't figure out the significance of the SI:7 symbol you're
handing over to Garrosh. He's apparently visibly taken aback by the
thing, but I don't know why that would be the case. The horde and
alliance are at war, and Thrall was technically flying the horde flag
at the time. Sure, if we'd told him they were specifically after
Thrall, it would be shocking, but all you do is hand over the
insignia without any explanation. Well, after long and hard thinking,
I arrived at two possibilities: One, Garrosh can smell plot-points,
which would be consistent with the rest of the expansion. Two, this
is once again a remnant of an older version of the story, and this
was originally the event that set off the alliance-horde war. Though
that would make the involvement of Theramore soldiers even more
questionable (though fitting with some of the timeline oddities seen
in the southern barrens).
Azshara
The transition from
the lost isles to Azshara is not a smooth one. Back in the
Deepholm article, I mentioned that Cataclysm was essentially an
abomination, sown together from the dead remains of three entirely
different storylines. Both the lost isles and Kezan were part of the
survival plot, where the focus was on desperate survival after a
world-shattering cataclysm wrecked most of the planet. As such, it
focuses on a small group of people building an existence in a world
where everything is trying to kill them. It's the small scale that
makes it personal, and drives home just how close the entire
bilgewater cartel is to total annihilation. It's a new world, where
the former global powers are now weakened enough that every hostile
group, no matter how insignificant before (see: Pygmies), is a
credible threat. We are titans brought low, trying to work ourselves
up from the mud.
However, Azshara is
part of the war storyline, which focuses on the clashing of two
titanic super-powers with all their might and resources. These are
the champions of the planet, rivaled by none, forced into battle for
the sake of survival, global supremacy and to appease the daddy
issues of their respective tyrants. To destroy each other, they field
the most massive armies on the face of the planet, grasp at every
dirty trick in the book and even reshape the very face of the world
in order to achieve supremacy.
You might notice
that those two storylines are pretty much diametric opposites of one
another and couldn't possibly be going at the same time. And you're
right. So whenever the game switches from one to the other, you can
almost hear the setting breaking itself apart when everyone's
suspension of disbelief snaps. And while it happens frequently
throughout the expansion, nowhere is it more severe than right here.
Last zone, the entire bilgewater cartel was reduced to a handful of
refugees on a single boat. Now, the bilgewater cartel, made up solely
of the survivors of that single boat (which must have suffered pretty
epic losses throughout the lost isles), is a global superpower,
capable of going toe-to-toe with the ancient night elf empire, the
naga and the furbolg at the same time, while still having enough
resources left to casually reshape the entire zone, build a new
capital, assemble a fleet and launch expeditions to every corner of
the planet. It reeks of an utter apathy regarding the setting on the
part of the writers, and results in a setting where even the most
dedicated lore fan has no idea regarding the status of anyone in the
world.
Adding to that is a
really weird timeskip. Note that you arrive in Orgrimmar at the same
time as the rest of the goblin population, since you're all traveling
on the same boat. However, by the time you finished talking to
Hellscream, the first thing you do after getting off the boat,
Azshara has already been entirely reshaped by the goblins. That has
to be a timeskip of at least a few months, happening in the middle of
a conversation (seriously, it starts with Hellscream saying goblins
aren't welcome, and it ends with him saying goblins have already been
put to work reshaping Azshara). Jarring is what it is. Still, while
its place in the story is utterly jarring, the questing experience of
Azshara is still pretty enjoyable (though by no means as good as the
previous two zones).
As I said, you start
out after an oddly long time-skip, with goblins firmly entrenched in
the zone. They even took time out of their busy schedules to reshape
the entire place into a horde sigil. What a cute and completely
implausible waste of resources that could have gone to a million
better uses (like shaping Teldrassil into the shape of a burning
teldrassil). However, the goblins have run into a slew of problems
that they need you to help out with, and your orcish masters want you
to do some stuff for them too.
First, you gotta
bring order to a woodcutting operation. The goblins made some
programming errors with their automatic shredders causing them to go
berserk, and the night elves have entrenched themselves in the trees.
Killing two birds with one stone, the player takes control of the
shredder, and uses it to beat back the night elf forces, even killing
a powerful ancient of war. Having secured a source of wood right at
the gates of Orgrimmar, you move on to the massive nearby quarry,
created by goblins having moved an entire mountain range. Again,
these are the guys who were near extinction last zone. Apparently,
there's been some problems with basilisks moving into the area and
turning all the workers to stone. Naturally, the player fixes the
problem, and the quarry resumes work.
Which lead to a
question. Remember, the entire reason for the war between the horde
and the alliance is because the orcs of Durotar need the resources of
Ashenvale. However, thanks to goblin ingenuity, those orcs now have a
massive quarry just north of Orgrimmar (which also produces large
amounts of iron, and unspecified valuable minerals), as well as
access to large amounts of wood (azshara isn't exactly as forested as
ashenvale, but the lone trees are still really damn big). Food is
also less of an issue, with large amounts of game in Azshara, goblins
mass-producing cheap fast food (we see beverage cans, patties and
take-away noodles everywhere) and the fishing done by the goblins.
So why are we still waging a war for resources? I mean, I understand why the war would continue (cycle of revenge and daddy issues), but why are all the members of the horde still acting like the war is waged for resources? You're exploiting the planet on a scale and to a degree never before seen on the face of the planet. Then again, the horde controls an area roughly the size of all the seven kingdoms thrown together, and consists solely of endangered species. I think your problem is more with resource management than resource acquisition, garry-cakes. Ugh, this war is getting stupider by the second.
To secure their new
facilities, the goblins have sent the bilgewater battalion to deal
with the naga. Of course, the battalion recruits the player, and he
spends a while playing around with explosives to deal with the naga.
Now here's part of the reason why Azshara is still fun to play
through: It's creative. While it doesn't have the atmosphere of the
goblin starter areas, it does replicate the memorability of the
quests. For example, the player here has to traverse an actual
minefield to loot the corpses of goblins who didn't survive the
minefield. When he touches a mine, it doesn't just do damage, but it
also knocks the player back, possibly into another mine. It's
actually quite fun to let yourself get knocked around like this.
Plus, it also works on enemies, so pulling one into the minefield is
bound to have fun effects.
Despite Azshara
sticking out as a sore thumb in the goblin storyline, it is actually
rather effective in the world-building department. You get a real
feel for goblin culture throughout the entire experience, or at least
the rather caricatured version of it the goblins now follow. There's
tons of fun little details that make the world feel more complete. My
personal favorite is the presence of the airborne priest, expensive
mercenaries that drop into hostile situations to perform exorcisms
and heal the injured. It's just so... goblin. Though I will admit
that making them Light worshipers feels a bit out of place.
However, it's not
just the goblins that get expanded upon, but also the other people in
the region (which is nice, because vanilla azshara was so
underdeveloped its not even worth doing this zone in my comparison
format). You even play through a vision of the war of the ancients at
one point, discovering where rebel-aligned highborne mages hid a
powerful magical artifact when their city was under siege. There's
even a nice contrast between goblin and blood elf culture. When a
blood elf discovers that this group of highborne possibly saved the
world, only to be forgotten by history, her plan is to make sure
their legacy is honored. The goblin on the other hand doesn't care
about that, just continuing his planned destruction of the site to be
replaced by a fuel depot. On the other hand, it would have been nice
if the powerful highborne artifact you discovered was ever mentioned
again.
After your little
time-travel, you take the rocket-way for the first time. The
rocket-way is a highway for rocket travel that spans the entire rim
of the azshara crater, AND IT IS GLORIOUS. And I finally get to see
some of my mates from the lost isles again, having been sent to meet
up with Assistant Greely. Cool. And... Hello, Greely? Don't you
remember me? Seriously? Well that was weird. Maybe Hobart
grapplehammer remembers me? Not him either.
Ugh, another really
disconcerting disconnect from goblin starter zones. Despite the fact
that I spent over two zones with these characters, saving their
buttocks on multiple occasions, they don't even acknowledge that they
recognize the goblin player. Considering how little trouble it would
be to add some alternate dialogue, it's a real damn shame that the
personal connection with these characters, which was a big part in
what made the last two zones so enjoyable, is just severed instead.
The most positive thing I can say is that at least blizzard learned
from its fault here, and made sure that didn't happen next expansion.
Naturally, Greely
and Grapplehammer have been working on insane experiments, and all
hell has broken loose, with the player needing to save everyone, put
out the fires, secure the rare materials, kill the mutant hordes,
discover the secret behind azsharite, shrink down and ride a mouse
and launch a family of super-intelligent raptors into space. No,
really. Gloriously silly, but so totally forgivable. By this point, I
think the player is like a cosmic force, created specifically to
balance out the insanity of the rest of the goblin race.
To offset the fact
that I forgave this, the game casually decides to give the player a
bomb that can level entire cities, which is then loaded in the
hilariously giant cannon in bilgewater harbor, the new goblin
capital. Sure, just give one faction in the middle of a global war a
superweapon and never mention it again, that makes perfect sense.
Doesn't anyone on the writing team keep track of threads left hanging
or something?
Bilgewater Harbor is
awesome by the way. Placed on an artificial island in the middle of
Azshara, it's a cross between an incredibly well-defended fortress
and a haven for debauchery, popular with soldiers on leave. It's a
lot of fun to walk around. On the other hand, there's again the
problem of recurring characters not recognizing you. Oddly enough,
the characters from the slums in Kezan who you beat up are also
present. How the hell did they get on Gallywix's yacht?
However, those
aren't the people who raised my eyebrow the most. Hiding near the
local slums is none other than Kalecgos (the dragon that essentially
took over leadership of the blue dragonflight after the death of
Malygos, eventually even becoming the new blue dragon aspect), hidden
in his human form! Not entirely sure why anyone is allowing a human
to just freely walk around a horde town though...
Nor am I entirely
sure why Kalecgos is even here. Sure, he needs help, but you'd think
that the night elves or the kirin tor would be more receptive to that
sort of thing. The Kalecgos questline is one of the obligatory “oh
right, the old gods exist” questline of which one or two can be
found in pretty much every zone that doesn't feature minions of the
old gods as a main plot.
We already saw an
example of such a questline with the naga back in the lost isles.
Despite the fact that they were pretty much pointless to the lost
isles experience, and could be left out without anyone even noticing,
the naga quests still rank amongst the best of the obligatory old god
questlines, because they were genuinely creepy and didn't stick out
like a sore thumb.
The others were not
so lucky. They fail utterly at being creepy (or evoking any emotion
whatsoever) and they don't fit into the overall plot. Most notably,
no one in the zones outside a handful of unimportant mooks ever seems
to care about the presence of old god forces, despite the fact that
those forces are trying to blow up the world. We've already seen a
really blatant example of this in stonetalon mountains, where the
player is sent to old god-infested stonetalon peak, stumbles around
for a few quests, and then goes away. Despite the fact that the
entire mountaintop is still a nexus of dark magical powers spreading
tendrils of corruption across the land, every person in the zone just
forgets about it. Same deal for the shrine of Aessina in Ashenvale.
Oddly enough, you
can even have the obligatory old god questline in a zone that's all
about the old gods. In that case, it's a different part of the old
god forces that shows up and is promptly forgotten about afterward.
This is usually limited to emerald nightmare stuff though, one
example of which we saw back in Darkshore, and which we will discuss
extensively when we get to Mount Hyjal.
The Kalecgos
questline isn't too bad though in that regard though, mostly because
you don't actually end up interacting with the old god forces a lot.
The basic idea here is that the black dragonflight is now hunting the
members of the blue dragonflight, and Kalecgos wants the player to
convince Azuregos to get to safety. A bit questionable that the black
dragonflight has enough manpower (drakepower?) to pull this off, but
otherwise a decent idea for a plot.
However, Azuregos is
a bit loopy, due to having died a good number of times (a shout-out
to vanilla, where he was the only interesting feature in the entire
zone). While his loopiness certainly makes the quests memorable, what
with him befriending a murloc, falling in love with a spirit healer,
etc, it's a massive, massive plot hole that they have apparently
canonized spirit healers constantly rezzing everyone. For the sake of
my own personal sanity, I'm just going to pretend the entire
questline is non-canon because I fear my mind might implode. Writers,
look up gameplay and story segregation, and please don't do this
again. Thank you.
However, that
doesn't mean the questline isn't enjoyable. If the problems of
fitting into the universe were addressed, this might well have been
one of my favorite questlines, because of the quests you do for
archmage Xylem. He gives you several tests and trials that barely
involve combat, but instead focus on movement. While I'm kinda
wondering why Xylem decided to set up his school in Azshara, the
experience is a lot of fun nonetheless. On the other hand, it's kinda
stretching my suspension of disbelief that I'm an apprentice to
archmage Xylem while playing on a rogue, shaman, or any other
non-mage class. Doing this entire thing as a mage only questline in
Winterspring (which would tie in well to the blue dragons) seems a
lot more logical.
You do actually end
up interacting with the old god forces once, near the end of the
questline, when you, Azuregos and Kalecgos assault a black dragon
encampment. This again leads to the question of why everyone in the
zone is so casual about these guys being present, and why they
haven't had the horde shove axes into their every orifice yet. Hell,
Bilgewater Harbor has an army specifically assembled to fight the
forces of the old gods. Again, a reason why this quest feels more
than a little out of place in Azshara.
We move back to
bilgewater harbor, where we temporarily join the bilgewater batallion
(which, for some reason, also has orc and forsaken members). This
group of soldiers is now tasked with taking the shattered strand, an
ancient night elf ruin now inhabited by the naga, and recovering an
artifact we spotted during an earlier quest, which allowed the naga
to enslave sea giants. In addition to the bilgewater batallion and
the return of the airborne priests, we also meet two other arms of
the goblin military in the form of gob squad, a small group of
elites, and the goblin army merging and acquisition team, which is a
really complicated way of saying they get people stuff. Always good
to see a diverse military. Of course, the player resolves the entire
situation in time for tea, bringing back the powerful artifact, which
we will never see again. Seriously, that's like the third one this
zone.
With all the other
threats dealt with, it's time to go back to the night elves. In the
north, the night elves have set up an encampment where they practice
arcane magic, which they newly started doing this expansion. The
entire new classes deal is something we'll address another time.
However, because the night elves are new at arcane stuff, they
haven't really covered some of the basic safety lessons yet. Of
course, that'd make more sense if there weren't also said to be
highborne at the camp, and those guys are supposed to be better at
magic than even the high and blood elves. Of course, that doesn't
make any sense either, because the blood/high elves are highborne who
spent ten thousand extra years studying magic, while the highborne
that joined the night elves all come from a single complex where they
haven't exactly been doing much research. Of course, that doesn't
make much sense either, since why would those highborne stay in Dire
Maul and not have any impact outside of it and why is my head
starting to hurt? Ugh, stupid plot hole pile-up. Long story short,
you screw over the night elves with some basic magic. Minor thing,
but I do really like the name of the night elf mages: illuminators.
Fits perfectly.
The night elves are
also teaming up with the local blackmaw furbolg. Originally a part of
the timbermaw tribe, they split off when the horde started blowing up
Azshara. A shamanistic species like the furbolg can't exactly sit by
and let that happen, can they? Of course, that just puts a bowtie on
the elephant in the room: Where the hell are all the orcish and
tauren shamans, and why aren't they trying to stop the goblins or any
of the dozen others environmenticides committed under the rule of
Garrosh? You'd think they'd at least speak up, but nope. It also puts
a top hat on the other elephant in the room: Where in the nine hells
are all the alliance furbolg? They've got like three tribes as their
allies, yet we never see them as part of the alliance armies. With
the aid of the player, the horde manages to prevent yet another tribe
from joining the alliance, using a night elf disguise to play the two
factions against each other.
Finally, the player
moves to the western front, known for its lack of quietness.
Supposedly, the player is dropped in by an airborne priest, but that
quest was broken for me, so I had to walk. Stupid cataclysm bugs.
Aside from that though, the questing is pretty good, feeling like a
suitably big battle to end the zone with and having a really cool
assassination quest alongside your old masseur, Slinky Sharpshiv
(though, of course, she doesn't remember you).
One thing that does
bug me, and which lends more credence to my theory that the war was
originally kicked off by a different event, is that this conflict
doesn't fit in the cataclysm timeline. The war with the alliance,
which started with the horde pushing into ashenvale, obviously
started before this. However, the purpose of these quests is to get
the night elf outposts out of the way so the horde can start
pushing into Ashenvale.
General
thoughts on Goblins
The goblins are a
really good fit for the new horde race. While they're culturally
distinct from the core of the horde, their race had already
integrated with the horde to the point that you could probably
already consider them a horde race back in WotLK (where goblins were
members of the warsong offensive). Considering that, I'm a bit
disappointed that it's the bilgewater cartel that's joining the
horde, rather than the steamwheedle goblins that have become more and
more associated with the horde as time went on. Though, for the
record, I would be incredibly pissed at the writers if I saw the
steamwheedle goblins doing some of the more destructive things.
In a way, the
goblins and worgen perfectly encapsulate the way their factions have
been handled this expansion. On the plus side, that means that the
goblins get fun quests, a large in-game presence and a large cast of
characters they get to interact with. On the down side, it also means
that the goblins are turned into unsympathetic caricatures of their
former selves, derived of the things that made the horde so unique.
Think back to when
world of warcraft first came out. Some friend asks you to name
anything unique about the warcraft story. How many of you would have
told him some variation of 'the usual generic villain races are
treated as actual people, often good people at that'? It was one of
warcraft III and world of warcraft's most distinguishing features,
making a rather large impact on the fantasy genre. While warcraft
definitely wasn't the first franchise that did this, it was the one
that did it most notably and influentially, and didn't just do a
cheap complete role reversal.
And then cataclysm
came out, and threw all of that away. Since this post is supposed to
be about goblins, I'll keep to them, but trust me: the other races
will get their turn as well.
The goblins of
warcraft III and World of Warcraft were basically idealized
capitalists. They lived in an environment where everything was for
sale, to the point that goblin suicide bombers were a rather cheap
commodity. However, an often overlooked part of that is that the
goblins were also individualists and legitimate entrepreneurs, all
qualities that were lost in cataclysm.
Individualists:
While some larger
organizations existed, they were benign entities that were necessary
for goblin society to function (tinker's union, banks, trade fleet,
town guards), and were usually not concerned with making profit.
Actual businesses tended to be small, individual stores.
Mass-production was a concept entirely unknown to the goblins, and
something that would not fit in their culture at all. Goblins were
individuals, always trying to discover the next best thing, or
cornering a market niche.
On the flipside,
that also meant that goblins had individual responsibility. Union
regulations, insurances, safety standards and words like that
shouldn't appear in their vocabulary. Those things are for gnomes,
dammit! Speaking of races other than goblins, the old goblins were
also a lot less... goblin. Okay, that came out nonsensical. What I
mean is that while the majority of goblin society was made up of
goblins, you could find plenty of exceptions, and not just at the
lowest rungs of society either.
Legitimate
Entrepreneurs: While most
goblins certainly weren't above pulling a fast one, they did actually
try to develop legitimate businesses and innovative products. In
fact, I would argue that the old goblins weren't even all that
money-focused, and more focused on creating a business. Remember the
old raptor horns quest from the barrens? One goblin thought that
raptors got their intelligence from their horns, so he asked the
player to get a few to make smart drinks from them. However, when
that didn't work, he didn't try to sell his drink anyway. He instead
switched gears to a different ingredient, asking you to get wailing
essence from the wailing caverns.
And there's tons of
examples of that throughout old questing. Sure, making globs of cash
was still a goal for many goblins, but they weren't mono-maniacs
about it. The race-cart track in Tanaris is a good example of this,
with goblins racing and tinkering for the glory of defeating the
gnomes. There was no large public, no real market, and yet these
goblins gave it their all.
In fact, if I were
to look solely at the culture, I'd argue that the in-game goblins are
closer to a dark twist on the gnomes. The gnomes are the 'modern'
race, with a culture based extensively around anachronistic concepts,
with wacky engineering as a centerpiece. The goblins, at least how
they were before this expansion, were anachronistic, sure, but it was
to a far lesser degree, and wasn't the central theme in their
culture. Even if you removed every single bit of technology from
goblin society, it would have still been recognizable. This is
partially because wacky engineering was not what their culture
revolved around. Sure, they had some cool technology, but it was just
another business of theirs. In fact, the iconic goblin technologies
were rarely even seen used in goblin towns, instead being mostly
tools for the horde.
Which leads to my
final point: Goblins have become crutches for the orcs. That means
that the goblins get constantly slammed in the ground by the big
green guys, but those very same green guys would crumple hilariously
without them. Without the goblins, the cataclysm orcs would be
nothing. Orgrimmar was built by goblins, goblins are doing the
exploitation of ashenvale, goblins are responsible for constructing
the orcish fleet (both naval and aerial), goblins build the siege
weapons, etc. Goblins are involved in every single orcish offensive
in the game, plus a few of their own. It's something that reflects
very poorly on both races, as orcs are no longer allowed to do
anything other than obsess over battle, while the goblins never
receive recognition for either victories or atrocities. I've heard
cataclysm criticized for being too much about humans versus orcs, but
frankly, it's closer to humans versus goblins.
Gilneas
City
Well, we've got the
goblins down, that means that about three-quarters of the work is
done. The worgen experience is not exactly prolonged, with only a
single zone dedicated to them, compared to three for the goblins
(though it covers the same level range as the first two of those).
However, there's a pretty clean dividing line in there, so we're
going to do it in two segments anyway.
We start as a human
in Gilneas City somewhere in the past, though it's unclear when. The
opening narration is clearly taking place during the events of
warcraft III, with the undead scourge besieging all of Lordaeron and
the worgen a mysterious new threat whose existence is only rumored
about. However, that's contradicted by the first thing you see when
you start walking around, which is Prince Liam Greymane stating that
the scourge have been fought off somewhere in the past, and large
portions of the nation have been overrun by the worgen. Really sloppy
there, writers. And it won't be the last time either.
We start out with
the capital city under siege by rampaging worgen. Liam Greymane leads
a defensive force in the hopes of holding off the attackers long
enough for the civilians to escape. The player, one of these
civilians, decides to help out. A second civilian, Gwen Armstead, is
also still hanging around, securing supplies. With the aid of the
player, and cover from Liam, the civilians of the merchant square
manage to escape, retreating to the still-secured military district.
Like happened in the
goblin starter zone, you're quickly introduced to a cast of
characters that will stay with you throughout the leveling
experience. However, while it is by no means badly done, it doesn't
hold up as well as the goblin experience either. The main difference
is that you never get the chance to connect with most of the
characters, especially the class trainers. They're just generic
members of their class who follow your questing hubs. The only ones
who stand out are your own class trainer (who you interact with in a
quest, and has some history with you, which is a really nice touch)
and Celestine of the Harvest, the druid trainer, whose (relatively)
bright clothes set her apart. I love the Gilnean setting, but man, is
it not good at giving characters unique appearances.
We then meet two
other high-ranking members of society. First, there's king Genn
Greymane. He's the king, easy enough. There's also Lord Godfrey, a
ruthless and slightly dickish noble. King Greymane asks you to go to
the prison and get someone called Lord Crowley out. Crowley was an
old friend of Greymane, but participated in an insurrection. With the
worgen threat, Greymane thinks Crowley will be necessary to achieve
survival. Having played through the zone several times, I'm still not
entirely sure why he thinks Crowley would be useful, since he's later
surprised when Crowley reveals that he had weaponry stashed away.
By this point,
something has really started to bug me: I have no idea what's going
on. Okay, that's a lie. I know what's going on, but only because I'm
a complete and total warcraft geek. However, let's use our
imagination for a moment and pretend we're new players. We've been
hearing lots of excitement about this world of warcraft thing and its
cool world, and our friends have told us that cataclysm will be a
good jumping on point. Okay, let's start.
We do get some basic
info on the character creation screen. The worgen were created by
some guy called archmage Arugal, to fight in something called the
third war against something called the scourge. However, the people
who fought alongside the worgen got infected and became worgen
themselves. The curse spread quickly throughout Gilneas, and most
people are dead. Those who survived the curse now seek a new destiny
for themselves.
Okay,
that's clear enough, and gives a good amount of starting info.
However, we also get constant references to the northgate rebellion
(though it takes a while to figure out that everyone is referring to
the same thing, since they don't use the same terms). Liam says his
soldiers managed to beat it, Genn says Crowley took part in it.
However, no one ever explains what exactly this northgate rebellion
is, the reasons behind it and how it was stopped. All we get is the
word 'politics', which is not a satisfactory answer for something
that will act as an important divide between the important
characters, and will be constantly referenced.
Anyway, we go free
Lord Crowley and his people. For some reason, they're on the prison
rooftop from which they easily have escaped, rather than an actual
prison. Seriously, designers, what's the deal with that? Crowley
gives us the location of a nearby arsenal, which we give to greymane.
Greymane then tells us to go to the arsenal and meet up with the guy
he already sent there. Wait, what? But he didn't know about it until
we told him. How could he already have a guy there?
When we walk up to
that guy, he suddenly turns into a worgen and smacks us! Oh n0ez!
Luckily, some girl comes in and shoots the thing. She's called Lorna
Crowley, and says she's the daughter of Lord Crowley. So... why did
she pick this exact moment to walk in? And how does she know that the
worgen she shot was the guy king greymane sent? She only walked in
after he transformed, and there's no indication she knew the guy (so
she couldn't have told by his clothing).
Genn now has enough
firepower at his command to level half the military district, but
before he can open wild fire on the worgen hordes, he needs you to
get an important alchemist to safety. You do so, and Godfrey gives
the order to open fire. Sure enough, the multitude of cannons are now
one cannon, it shoots once, and everyone immediately retreats because
the worgen might come back in force. That's not exactly living up to
Genn's earlier statements.
And the sloppy
writing keeps coming. When Godfrey sends you to Greymane Court, he
says that it's because it's the only place left in the city where
they could defend themselves without being boxed in. However, when
you arrive at the court, it turns out that the reason we're going to
Greymane Court is that the civilians can escape through the city gate
there and reach the safety of Duskhaven. Nothing to do with not
getting boxed in while defending. It's not like these are huge
writing flaws or something, but they do kinda add up after a while.
While the civilians
make their way to duskhaven, Crowley volunteers to stay behind and
lead a group of soldiers to distract the worgen, making their last
stand in the cathedral with no chance of survival. Crowley gives the
player the choice to join him. And by gives the player a choice I
mean that his text acts like you have a choice, but the game won't
allow you to do anything other than accepting.
Small note, but the
music here really doesn't fit. Gilneas city is essentially zombie
apocalypse (featuring werewolves) meets survival horror. However, the
music seems to have been written for a mystery horror, with a slow,
eerie build-up. Which really doesn't fit if there's already a
thousand werewolves trying to eat your face. Speaking of sounds, most
of the accents of the generic Gilnean NPCs, both male and female,
sound really fake. And it would have been nice if Crowley's rebels
didn't say “for Greymane!” as a generic quote, and royalists
didn't say “we've been walled up for far too long.”
Finally, its time to
make your last stand at the cathedral. For some reason, the only
people there are members of the northgate rebellion. Seriously, no
royalists willing to make the ultimate sacrifice?
Cutscene time! It's
a rather jumbled telling of what happened to the player, which really
confused me the first time I watched it. Back in Gilneas City, you
were bitten by that guy who transformed before your eyes. As anyone
who knows werewolves realizes, that's what's responsible for changing
the player into a werewolf himself. However, the cutscene shows the
worgen breaking into the light's dawn cathedral, followed by horrific
screaming by everyone inside, then the player getting captured by
fellow Gilneans again.
So, my obvious
question: How did the player and the others in the cathedral survive?
The player was bitten quite a while before the cathedral, so we know
that the transformation process takes some time. Worgen attack with
intent to kill, as seen on both the player, and an NPC all the way at
the beginning of the questing experience. We also know that they
still attack people who are infected, since that's what's been going
on in the last few quests with the player. So why didn't the worgen,
y'know, kill everyone?
Gilneas
In
my opinion, the worgen starting experience should have either been
twice as long, or half as long. As it is now, we start in the middle
of a zombie apocalypse, with little to no idea what's going on and
little investment in our surroundings. To make Gilneas City feel like
a worthwhile and tense battle, you need to first make us care about
the setting. Give us a few quests where Gilneas is still in an intact
state, to get us to know the people and their ways. Show us why the
northgate rebellion is significant, what the deal is with those weird
druids and introduce the characters more properly. Basically, a
worgen version of Kezan.
Alternatively, just
leave out the battle for the city entirely and start after it, where
we are now. Really, the entire questing up to now can be summed up in
two lines: “Gilneas City fell” and “You became a worgen”.
Sure, there was also the re-acceptance of the northgate rebels, but
you're never actually told what the northgate rebels are. In
addition, we chose to create a worgen character, so why not actually
have us start out as one? As a bonus, it would prevent the major
disconnect between the city and post-city questing. Remember how the
worgen were a force akin to the zombie apocalypse that had taken over
most of Gilneas and outnumbered the Gilneans dozens upon dozens to
one? Well, I'm glad you do, because blizzard apparently didn't. From
this point onwards, the feral worgen barely show up, even in areas
that we'd been told they controlled. There actually is sort of an
explanation for this, but when you run across it, it feels
anti-climactic.
Anyway, back to the
story. The player is now a worgen. He ran wild for a while (and by
while I mean about six or seven years, not that anyone in the game
bothers to tell you), before stepping into a bear trap and being
dragged to Duskhaven. Using a potion created by Krennan Aranas, you
have regained your human mind, though not the body.
When Krennan asks
you to get a few potions for him from a nearby shack, you are
ambushed by one of the forsaken, who got past the reefs that protect
the shores of Gilneas when they were destroyed by the cataclysm. From
this point onward, the forsaken are the main villains of the zone.
Liam Greymane, while wounded, leads a defense against a small group
of aggressive forsaken, which for some reason includes abominations
with oddly deep, sexy voices. It's really disconcerting, and is gonna
give me nightmares for weeks to come.
After helping Liam
for a while, the player goes to help Lord Godfrey, who is leading a
militia force to attack the forsaken landing (y'know, everyone in
duskhaven seems awfully casual about both the attack by the undead
and the fact that you're a werewolf.). I actually really enjoy the
character of Lord Godfrey. While he initially argued that the player
should be put to death because the potion had never worked on people
who had been worgen for so long, your actions have at the very least
convinced him that you're on his side. While he is mistrusting by
nature, the guy is by no means dumb, and seems plenty willing to
reconsider his stance. And really, much of his doubt comes off as
perfectly reasonable. Particularly, he isn't fond of the idea of
worgen in his ranks because he's afraid Krennan's potion might wear
off after time, which is a sensible concern. Still, he doesn't have
much of a choice, so he chooses to unleash you on his enemies, giving
you a tactical mission to take out the forsaken catapults and
cannons, along with just asking you to slaughter some enemies.
Also, for some
reason everyone in Gilneas seems to be oddly knowledgeable about the
forsaken, despite the fact that they locked themselves off from all
outsiders before the forsaken even came in existence. For example,
one of the local farmers who asks you to save her children states
that the forsaken know no mercy. Godfrey states that the dark rangers
are hand-picked by Sylvanas herself. The fact that they even
recognize a dark ranger should already raise an eyebrow. Hell, the
fact that they know the difference between the scourge and the
forsaken is already a stretch. But now they know the internal
workings of the forsaken army? HOW?
When you complete
the dark ranger-killing quest, the camera shakes wildly for half a
second, indicating a large earthshake. So you walk outside to look at
the damage and HOLY ****. That's.... quite a lot more damage than I
expected from a half-second earthshake. Half of the region around
Duskhaven has now sunk beneath the seas. All the buildings have taken
oddly little damage though. Farm-houses tend not to be built to
withstand this sort of thing.
Because the player
is a goddamn werewolf, he jumps in the water to save the lives of
some of Godfrey's men, but it's not enough. There were way too many
soldiers in the collapsed area, and the destroyed area keeps
expanding. The Gilneans now have to leave the safety of duskhaven
behind. During the evacuation, you also see a recurring enemy for the
first time: Koroth the Hillbreaker, an ettin. I'm going to have to do
a long talk about the ettins some other time, but for now its
sufficed to say that you're never given any explanation what they are
in-game.
All
the duskhaven villagers flee to greymane manor, soon followed by the
player. We also meet two more members of the greymane family here:
Queen Mia and Princess Tess. They tell the player to head to the
observatory where the king is waiting. From here, the player can see
the now-flooded duskhaven, and that the forsaken invasion isn't over
yet, with a small fleet of forsaken ships and an orcish gunship
heading for the coast. That is, if you can stand the 'camera'-work in
the cutscene. Seriously, the zooming and the shaky camera are not
nice on the eyes.
With the continuing
collapse, the populace has to move further inland. Traveling by
stagecoach, you travel to the coastal village of Stormglen (though
not without taking a moment to help Liam Greymane on the way there,
again engaging Koroth). From there, you travel north to figure out
what caused the worgen to stop attacking.
The answer?
NIGHT ELVES! Yes,
night elves. Why? Hell if I know. We're given some basic explanation
about the worgen (there used to be some druids who let the power of
the beast overtake them, turning into wolves. They were banished, but
not before the curse started spreading. Which actually has nothing to
do with the worgen in Gilneas, but the night elves apparently don't
think we would want to know our own backstory), but it's all short.
In addition, no explanation is given why the night elves suddenly
showed up out of nowhere. As I said, we've been roaming around in
worgen form for six or seven years by this point.
However, the night
elves have now managed to make the feral worgen, including lord
crowley, non-feral! Huzzah! Wait a minute, since when can they do
that? The worgen have been a threat (albeit minor) since all the way
back in vanilla. They were in ashenvale, duskwood and silverpine
forest, with the scourge creating some more in the grizzly hills. Why
is this technique only being pulled out now?
At this point, the
forsaken are also mentioned to be after the scythe of elune. Crowley
states that his men have been moving the scythe around ever since the
forsaken invaded. Apparently, the forsaken want to use the scythe to
turn all of humanity into worgen. Wait, when and why did the scythe
get here? Wasn't that thing lost in Duskwood? And how do the forsaken
know it was here? And didn't that thing just summon worgen, rather
than turn people into worgen? Plus, why do the forsaken think turning
humans into a race that is both stronger and less susceptible to the
plague is a good idea?
Okay,
okay, I'll be fair for a moment. Some of these questions were
actually answered in the Curse of the Worgen comic
books. Of course, curse of the worgen was only on its first of five
issues when cataclysm came out, meaning that even if you were willing to shill out money to pay for something that should have been in the game, you would have to wait four months.
Though the forsaken
get their hands on the scythe of elune, the player quickly steals it
back. For some odd reason, the game doesn't actually call the item
'scythe of elune' though, just 'mysterious artifact', with a tooltip
that looks nothing like a scythe. I was expecting a twist, but nope,
it's the actual scythe. Using the scythe, the player undergoes a
ritual that will permanently keep him non-feral (turns out Godfrey's
worries about the potion running out were right), and also allows him
to transform between human and worgen form.
When Genn comes in
to meet with Godfrey, the king suddenly reveals that he too is a
worgen and can change between shapes! Wait, what? But... when did the
king get infected? He was surrounded by soldiers at all times during
the battle for Gilneas city, and stayed in his observatory
afterwards. Nowhere in that time frame could he have gotten infected.
And when did he undergo the ritual? And why didn't he tell the player
about it?
...You just put that
in as a reference to the british royal family, didn't you?
Godfrey's character
then gets assassinated. And no, I don't mean by an assassin. I mean
by the writer. Up till now, while he's been distrustful, it was a
tempered form of distrust, offset by a good mind and a need to
protect his nation. He grew a downright respectful relation with the
player, despite that player being a worgen, and was actually trying
to recruit Crowley and the other formerly feral worgen.
I
could even understand it if Godfrey was just attempting to start a
revolution against the king because he doesn't trust the guy whose
been turned into a werewolf and didn't say anything about it. But no,
he kidnaps the king and tries to sell him to Sylvanas to save the
life of himself and a few fellows. He's not just betraying his
country, but he's also being really, really stupid about it. And when
he fails, he just kills himself because he doesn't want a worgen
king. What makes this even more of a disappointment is that Godfrey
was the only distinct personality amongst the Gilneans. From what we
see in the game, there is no real difference between Lord Crowley,
Genn and Liam, with Lorna only standing out because she's a badass,
not because of any difference of personality.
To pad out the zone,
the player then frees the mining town of Emberstone from forsaken
occupation, before moving on to Gilneas itself. The only thing it
does for the story is make me smack my head that the forsaken didn't
actually kill and raise the populace of the town, just so we have
someone to rescue. Also, the Gilneans somehow know the name of all
the forsaken commanders in the town.
However, now, it's
time for the centerpiece of the zone! The battle for Gilneas City!
WOO! Yes, it's time to take back the town from the feral worge...
wait, the forsaken? When did they conquer it? Ah well, regardless,
the battle is gloriously awesome. It starts with prince Liam
Greymane, epic warspeech and sword in hand, leading a massive army of
every able-bodied non-cursed Gilnean into the city, right into the
merchant square. FOR GilneaS!! CHAAAARGE!
Seriously, I love
this part. It's an actual large-scale NPC battle in WoW, and one that
actually works, though the Gilneans seem a bit too inclined to target
individual enemies en masse. With the merchant square conquered,
Lorna brings in cannons from Emberstone, which the player uses to gun
down the abominations of the military district. Meanwhile, Crowley's
worgen have begun their assault, which the player supports using
stolen forsaken catapults, bringing down a massively powerful undead.
Finally, you team up with Genn Greymane and attack none other than
Sylvanas herself.
Sylvanas is
defeated. However, she fires a single, poisoned arrow at Genn. The
only thing that saves him is Liam, jumping to intercept. However, it
wasn't for nothing. Gilneas is ours again! Glorious battle, everyone.
Okay, except the music guys. When Liam and his soldiers charge, this
epic, perfectly-fitting battle music starts. However, it's soon
replaced by the rather dreary standard zone music. Darn it. Still, it
was an awesome victory.
Well, for a few
minutes. The player and Tobias Mistmantle follow Sylvanas into the
cathedral district, where we overhear that she's planning to use the
plague against Garrosh' orders, something that would melt the bodies
of everyone in the city into putty. Genn evacuates the city again,
rather than risking every Gilnean's life against a weapon of unknown
power. It's a dark moment, sure, but a perfectly justified one. As he
does such, he asks the player to hold off the plague catapults for a
while, using a stolen forsaken bat to bomb the bajeezus out of them.
The Gilneans escape,
though there is a small problem with ghosts in the local graveyard
attacking them. The player of course lays the ghosts to rest, and
Liam is buried, his father vowing that he will return. But for now,
the people must leave Gilneas, the elves having sent several ships to
evacuate them, and help buy the Gilneans enough time to do so. The
player rides into battle on a glaive thrower, slaughtering wave after
wave of orcish soldiers. The player even even goes aboard the orcish
gunship with Lorna Crowley to crash it into the forsaken encampment.
AWESOME. With the gunship down, the night elves evacuate the worgen,
bringing them to Teldrassil, which will act as their new home.
Yeah, we're going to
have to talk about that...
General
thoughts on the Worgen
Like I said, the
worgen and goblins perfectly represent what happens to their factions
this expansion. On the plus side, that means that the worgen
get/retain an interesting culture, and have interesting developments
that you want to see explored. On the downside, that means that the
worgen get a rather shoddy story, distinct characters dropping off
the map completely, lackluster in-game representation and a very
notable lack of direction, meaning that those interesting
developments never get explored.
The worgen are
probably the most excessive example of both the plus sides and the
down sides. While the starting zone is sloppily written, the Gilneans
are well-developed, with a distinct tone and style in their stories.
Note that I used the word Gilneans there, not worgen. That's because
the worgen aspect of the worgen barely gets any exploration at all.
For the vast, vast majority of the starting zone (all but about five
quests), the player interacts only with the Gilneans who weren't
afflicted with the curse. Of the eight notable Gilnean characters in
the zone (Lorna Crowley, Liam Greymane, Genn Greymane, Lord Crowley,
Lord Godfrey, Krennan Aranas, Gwen Armstead and Tobias Mistmantle),
only three are cursed, and all three of those had more screentime
before they were cursed than after. If you look in the howling oak,
the Gilnean district in Darnassus, you'll notice that there isn't a
single named worgen to be found. Even Genn Greymane stays in his
human form. Basically, what I'm saying is that, based on the starting
zone, the player will be a Gilnean first, and a worgen second.
And there's nothing
inherently wrong with that, because the Gilneans are awesome.
However, like I said, the alliance races all have a very notable lack
of direction, so the Gilnean-before-worgen thing won't be consistent
at all. Particularly, after the starting zones, the worgen race seems
to shift to a worgen-before-Gilnean mentality.
Well, sort of.
Remember, the worgen have barely gotten any development in the game,
so players who don't read the books and aren't familiar with vanilla
won't actually recognize it as worgen mentality. Instead, it looks
more like the Gilneans have randomly turned into furry night elves.
After the Gilneas zone, there will only be six quest hubs where the
worgen have a notable presence. There is farwatcher's glen, which is
a night elf town. There is the shrine of goldrinn, which is a druid
shrine dedicated to one of the night elf ancients. There is
Talonbranch Glade, another night elf town. There's feathermoon
stronghold, a night elf military outpost. There's Raven Hill, a
Stormwind town. And finally, there's Durwich, which is the only
actual Gilnean town. Yes, there is only one truly Gilnean city, and
it's not only on the other side of the planet, but it's also still
based entirely around druidism. The Gilnean identity that we fell in
love with? Nowhere to be found.
Something you may be
saying: That just sounds like the direction randomly switched, not
that they don't have any. Well, that's indeed somewhat the case.
However, the furry night elf worgen don't actually have any role in
the story either. Mostly, they just stand there. Farwatcher's Glen
seems to be missing a few quests, and the few quests that are there
have no relevance to the questgivers being worgen. Same deal for
feathermoon stronghold, where the worgen presence basically amounts
to “oh, there's worgen sentinels now”. It's something, I guess,
but not much. In the other cases, the worgen present don't actually
represent a direction for the worgen as a whole. The worgen of
talonbranch glade are actually transformed night elves, the cultists
at the shrine of Goldrinn are never given any backstory, the worgen
in Raven Hill are a small group of travelers and, like the worgen of
Durwich, they're at the other side of the planet compared to the
majority of their populace.
Actually, I'm still
not sure where the majority of their populace is supposed to be
living. The 'worgen district' in Darnassus consists of a single large
tree. There's some other Gilneans in the town, but the majority are
at the tree. So... do they all just live in a single tree without
toilets, heating, running water, beds or any privacy whatsoever? Must
be cramped in there. Is there an actual Gilnean district we're not
seeing? Do the Gilneans actually live in the rest of Darnassus and do
they just gather at the tree? I hate to draw a comparison with the
goblins again, because I actually like it when the factions are
handled differently, but the Gilneans did really need their own
equivalent of Bilgewater Harbor.
So, long story
short. I enjoyed both the goblin and Gilnean starter zones, the
former more than the latter, though the massive difference in quality
between the zone endings is almost enough to close the gap. However,
when it actually came to the way they were represented in the world
as a whole, I was incredibly disappointed. Next up, we'll be
extending our gazes at either mount hyjal or the orcish zones,
depending on which I finish writing first.
Speaking on just the goblins (it is late at night and I've only read half of the review) I do like their starting zone. The two biggest problems I see is with the questing how YOU are the next trade prince, it is setting you up for a position you can't get into. A player can't lead a faction in an MMO. They really should have had you working as an executive of the rival trade prince. It would clear up that awkwardness, and make it so one of the dumbest moves in that expansion. Gallywix the jackass who betrayed us twice should be dead, and the other character would take the place of Trade Prince.
ReplyDeleteWhen it comes to Azshara I don't see the big problem though, it is a tone shift, but the problem is an improper transition. The way I rationalize it is Gally sent out all of his ships ahead of him to build that Harbor and prepare for his arrival in Azshara. His personal ship was just the last one off the island that you could get to. While yes you could go around to ask someone else for help, when I went exploring there was no way to. They should have just added one more quest where your attempts to get help before...Him, failed miserably forcing you to take his help.
Also I'm pretty sure more time is implied to have passed from when you leave Kazan and get to Azshara. If you remember the doctor doing his experiments in your work place there is a baby raptor there, by the time you meet him again that raptor is fully grown. The problem there is that he was with you the entire quest chain.
Overall though the Goblin zone was pretty good, it just needed some rationalization, like replacing the Alliance with Alliance race pirates? They would have no qualms about catching Thrall alive, think of how much he'd go for on the black market!
Great Review so far though, I can't wait to read the second half after I get some sleep!
Great review! I was especially striken by your thinking on Godfrey - I agree on everything, and was really glad to find someone who think the same as me on this character.
ReplyDeleteIf you are interested, I've wrote a whole review on the character here http://eveillesort.deviantart.com/journal/Lord-Godfrey-a-review-437006050 as a huge comment to your review.
Great review, really!