And welcome once again to Ramses
Reviews, this time featuring another good ol' warcraft review.
Specifically, we're going to be taking a look at Mount Hyjal, crown
jewel of the night elf civilization, and the site of the most
legendary battle in the franchise.
The Summit of Hyjal
Before we talk
about the zone, let's take a minute to talk about zone design. Some
zones are designed to feel like an environment. The great plains of
the barrens, the forests of Elwynn, the giant cave that is Deepholm.
These zones give the player a wide-open space to move around in as he
wishes, giving the feeling of a large and free world. Other zones are
designed linearly, rather than wide-open, with only a few limited
paths available to the player. If done well, this gives the zone a
feeling of escalation, turning it into a single grand adventure as
the true scope and shape of the zone slowly becomes clear. Icecrown,
Storm Peaks and Blade's Edge Mountains are examples of this being
done well. If done poorly, like in vanilla stonetalon, it will feel
arbitrary and restricting, with long underdeveloped 'corridors'
connecting unfulfilling globules of concentrated content. Mount
Hyjal, sadly, fits into the latter category.
Whenever I enter
this zone, I don't see an environment. I just see 'location designed
for quests X through Y'. Even before I started over-analyzing video
games, these kind of zones always took me out of my immersion. Which
is a real damn shame, because the environment they created for mount
hyjal is quite beautiful.
Sure, it's not
the most breathtaking sight in the world, but it works at being this
pretty, sorta fairy-ish environment, and it has this definite air of
enchantment over everything. Which works really well to contrast it
against the domains touched by the invading fire elementals.
Clean and crisp
contrast. Good work, art team. Well, I think. I'll admit that I'm not
exactly up to date with how blizzard organizes its design teams, so
I'm not sure whether art asset design and zone design are two teams,
or one. Because I do have some issues with the zone design.
Back in The
Burning Crusade, we got our first look at Mount Hyjal in a Cavern of
Time instance called The Battle of Mount Hyjal. While it wasn't
exactly a good raid lorewise (really scaling down the scope of the
battle, removing furbolg, goblin and dark trolls, badly translating
the mechanics from that mission, not translating the NPCs well,
etc.), it did give us a preview of what the zone looked like. Mount
Hyjal copies most of the landscape design from the raid (which in
turn took it from the unreleased Mount Hyjal zone that was supposed
to be in vanilla), so there is a direct translation from that version
to this one.
And yet, there
are a lot of things missing from the zone, despite the situation
being almost exactly the same. The alliance and horde military
encampments, the largest of their kind seen in world of warcraft to
date, are gone. Sure, they got destroyed in the battle of mount
hyjal, but there is literally not a single trace left of them. I
could kinda buy that, what with druidic magic absorbing the ruins or
something. However, in their place, there are now suddenly ancient
night elf shrines and holdings. Where the hell were they during the
battle and how did they survive it? Actually, that's a question that
I'm going to be asking a lot
throughout the review.
Aside from that, there is also the issue of the night elf base. In
the Battle of Mount Hyjal instance, the designers were clearly just
winging it by this point, as it was far smaller than the alliance and
horde bases, with large tracts of undeveloped land. Still, there was
some evidence that the night elves had bothered fortifying, with a
handful of buildings, ancients and iconic night elf units (minus
keepers of the grove, faerie drakes, hippogryphs, chimaeras, treants,
owls, etc, since, as I said, the designers were obviously just
winging it by this point).
In
the Mount Hyjal zone though, there's not even that. In the ten years
since the battle of mount hyjal, knowing demons and arcane-addicted
idiots drool at the very thought of the well of eternity, the night
elves have rebuilt none of the defenses except a single token
hunter's hall, located on the side furthest from the entrance. There
are no towers, no glaive throwers, no druid trees, not even any
ancients. The weak point of the entire planet, left completely
undefended. Even better, the night elves did apparently construct
some new fortifications... they're just further down the mountain,
where they'd be little use even if they weren't already on fire.
Throughout this zone, it's going to be hilarious just how completely
incompetent the defense here is.
Luckily for the defenders, the attackers are even worse. In the
introduction to this zone, we're carried in by Aronus, a green drake.
Apparently, Deathwing's minions have started their assault on mount
hyjal, and are trying to summon Ragnaros. By the time Aronus actually
gets you to the zone though, the new fortifications I mentioned have
already been destroyed, and Deathwing himself has arrived, completing
the summoning ritual and calling forth Ragnaros.
Yes, Deathwing and Ragnaros, together, attacking mount hyjal! How can
the defenders of mount hyjal possibly survive this? By doing
absolutely nothing. Yup, Deathwing just flies away from the
completely undefended Mount Hyjal for no reason, and Ragnaros will
spend the entire zone doing absolutely nothing except for a single
quest where the player confronts him. That's some brilliant writing
right there.
Actually, the phrase "does absolutely nothing except for a
single quest" is another one that's going to be showing up in
this review a lot. For example, when you have seen this, Aronus
carries you to the top of Mount Hyjal, where you report to Ysera, the
green dragon aspect. Ysera is one of the most powerful creatures on
Azeroth, as well as being the ruler of the emerald dream and having
an entire army of dragonkin at her command. She will do absolutely
nothing herself, serving only to give you quests.
Further down the mountain, we meet Malfurion, the first and most
powerful of the night elf druids, who has recently started merging
with his animal spirits. He is currently a contender for most
powerful mortal on Azeroth. He will also do absolutely nothing,
except for a single quest.
Instead, everything is left up the player. Sure, it usually is, but
most zones at the very least pretend to have other people doing
things. This zone doesn't give a damn about that. It's not exactly
subtle about it either. Ysera outright says that while she's busy
wasting time (okay, seeking answers from the emerald dream, which is
pretty much the same thing), you're going to have to be one to defend
the world tree. Mind you, this is the very first quest in the zone.
She's really just dumping responsibility on the first guy she sees
and running home.
Okay, so it's the players job to do everything. Job one: defend the
world tree from the attacking lava elementals and twilight's hammer
spies. Naturally, being weak and disorganized, the elementals have
reached the summit of Mount Hyjal and are laying siege to the world
tree itself. Having spent the last ten thousand years of history
preparing to defend this tree, the night elves naturally aren't
capable of fielding anything more than a bunch of guys with hammers.
But what about the other allies of nature, you ask? Well, Ysera is in
the tree, and the green dragonflight is present, but they're not
actually bothering defending the tree because of reasons. The faerie
drakes are also present. It's around this time that we got a very
crude and poorly executed retcon that the faerie drakes, chimaeras
and mountain giants seen in warcraft III only joined with the night
elf forces to help defend mount hyjal (despite, y'know, faerie drakes
and mountain giants only being added in the expansion that took place
after the battle there, and chimaeras never being shown as possessing
any more than animal intelligence). However, since that retcon was
done in this expansion, you'd think that that would mean we'd
actually get to see those guys defend mount hyjal, like their entire
purpose in the previous game has now been revealed to be, right?
HAH!
Dream on, little reader. The mountain giants are sitting this battle
out, chilling around in Azshara and Winterspring. Chimaeras are as
ignored a species as ever. The only ones present are faerie drakes,
because they actually live on the mountain. So they'd have to help,
right? Well, only if you bribe them with candy, and then only to help
find a single guy. Thanks for nothing there, you little freaks of
nature.
So, the player, without any help from the so-called guardians of
Hyjal, saves the well of eternity, and therefore, the world (though,
given that the twilight's hammer was so incompetent that they never
thought of approaching the well from the three undefended sides, I'm
not sure the world was in much danger to begin with). Huzzah, medals
for the player and on to the next... what do you mean, we've only
done four quests? Man, am I even slower than usual today.
Fact is, the guardians of hyjal aren't just incompetent enough to
have let enemy elementals within ten feet of the I WIN button, they
are so incompement that they failed to do anything anywhere on the
mountain and they desperately need the player to go solve EVERYTHING.
I mean, that usually is the case to some degree, but here it's just
ridiculous. Every single threat is too much for the people here to
handle. We're no longer adventurers. We're a one man army that
apparently surpasses the night elf empire, the green dragonflight and
the cenarion circle at the same time. Yeah, this zone is
pretty much the killing blow for the dignity of the warcraft III
night elf faction.
Let's do a quick contrast with the battle for Wintergarde in the last
expansion to demonstrate what I mean. There, the scourge fortress of
Naxxramas assaulted the alliance base of Wintergarde, raising a
massive army of undead from the old catacombs beneath the city. The
entire lower half of the city has already been lost to the undead by
the time the player arrives. Now, the situation in wintergarde and on
hyjal is roughly the same for most of the questing, though the latter
is obviously more large-scale. Yet, Wintergarde was one of the most
memorable battles in the game, and Mount Hyjal is hilariously silly.
What did the former do right that the latter do wrong?
1. Wintergarde is an actual siegeIn
Wintergarde, the defenders were behind thick fortress walls,
entrances thoroughly guarded. This fortress served as a large safe
haven, giving the defenders a place to store troops, supplies, siege
weapons, prisoners, etc. In addition, it gave the defenders some
wiggle room. Had the scourge broken through the outer perimeter, the
defenders could have tried to drive the invaders back, set up a new
defense perimeter slightly further into the fortress, or even
retreated into the buildings themselves. Had the player not shown up,
the defenders may not have been able to achieve victory, but they
would have held out for quite a while.
In Mount Hyjal on the other hand, there are no defensive fortifications whatsoever. No towers, no real fortress-like structures and certainly no walls. I may have mocked the fact that the only thing defending the world tree was a single hunter's hall, but that's actually one of the largest and most elaborate defensive structures in the zone. What does the average night elf base look like?
In Mount Hyjal on the other hand, there are no defensive fortifications whatsoever. No towers, no real fortress-like structures and certainly no walls. I may have mocked the fact that the only thing defending the world tree was a single hunter's hall, but that's actually one of the largest and most elaborate defensive structures in the zone. What does the average night elf base look like?
That's right, it's a bunch of ruins surrounded by pretty flowers.
That's seriously what you're going for? These bases have no room for
retreat, manuevring, no place to store resources or extra soldiers.
The second the enemy breaks through your line, that's it. There is no
sense that the guys here could have hanged on for even a few hours
had the player not arrived.
2. Wintergarde was an organized battle
In Wintergarde, there was a clear sense of direction for the ongoing
fight. A handful of guards held the defensive perimeter. Small strike
teams infiltrated the enemy compound with specific tasks. Other
soldiers were held back inside the base, resting, preparing for an
attack, etc. Smiths were forging weapons, generals were forging
plans, a few individuals pursued other plans of their own. This
didn't just go for the alliance base either, as the scourge did the
same thing in their own base.
In Hyjal, everybody is either fighting for their lives, or doing
absolutely nothing. There are no soldiers back in the base because,
well, you see the entirety of the base in the picture above. Every
single soldier is on the battlefield. Had this been an actual fight,
it should have been over in a manner of minutes. Commanders do exist
(you see malfurion and some random tauren in the picture above), but
they don't do anything. Malfurion isn't making plans, he isn't
observing the enemy, he isn't giving orders. He's just standing
there, probably wishing he'd brought a book to pass the time. Strike
teams have the same problem. They're there, but they aren't actually
doing anything, except for maybe one or two guards. The majority of
the team just stands there dead-eyed and slack-jawed, without any
greater purpose in the world than serving as a quest dispenser.
3. The twilight's hammer are no scourge
The scourge and the twilight's hammer are both forces based around
the usage of dark magics, occultism and the service of rather poorly
developed dark lords. However, what differentiates the scourge from
the twilight's hammer is that the former is also a war machine.
Massive mines and forges churning out an endless stream of horrid,
cursed weaponry. Great fortresses dotting the landscape, armies of
thousands of soldiers ready to strike. Siege weaponry and massive
flesh giants shattering walls as the please. Subservient states
offering the service of their best and brightest. Massive flying
fortresses to carry the undead hordes into battle. Even if you
removed all the advantages undeath gave the scourge, they could still
have matched the alliance and horde in battle by virtue of being a
true army.
The twilight's hammer on the other hand, are a cult. They are deadly
sorcerors and assassins, aided in battle by creatures summoned from
beyond this world. They are very much not an army. As such, it's
kinda silly that they keep trying to act as if they're an army.
And that's if you buy into what the twilight's hammer were supposed
to be. What they actually are (even before cataclysm) is saturday
morning cartoon villains. Every time we see them, they've come up
with a different crazy plot that will totally win them the day and
which, after we beat them, will never be used again. They've got
poorly defined motivations, a bunch of anonymous mooks that have no
reason existing and are in no way to be taken seriously as a villain.
The only thing they're missing is the memorable characters, meaning
that they don't even have the only good part of being saturday
morning cartoon villains down. Suddenly having that silly villain
waltz over a supposedly well-organized and serious army without any
of their usual crazy schemes is just wrong.
Okay,
the battles are pretty bad. How about the story? Well, it's kinda
lazy. Ysera sends you to a few different night elf bases spread
across the mountainside to help out with the trouble. The first is
Malfurion's 'base', where his 'army' is fighting with Baron Geddon
(seen previously in the Molten Core)'s 'army'. Of course, neither
Malfurion nor Geddon do anything except for a single quest.
In a demonstration of the saturday morning cartoon principles
employed by the twilight's hammer, they've bonded armies of small
elementals together into a few massive ones, to act as super-heavy
troops that counter the night elf ancients. It's a cool idea, which
makes a lot of sense in a twilight army. Of course, that means we
never see them again. Seriously guys, what the hell happened
in-between the last expansion and this one? There, you had plot
threads, even small
and obscure
ones, that spanned the entire continent.
The player also helps out Alysra of the green dragonflight, who is
apparently commanding the green dragonflight forces here. Which
amazes me, because there are no green dragons other then her present.
It's really weird; both the faction description and the zone make a
big deal about how the guardians of hyjal is the united force of the
cenarion circle and the emerald dragonflight, but that dragonflight
is almost completely absent from the zone itself. Where are the
flights of drakes? The armies of drakonids and dragonkin? The great
armies of the emerald dream? Nowhere, because that would be
conductive to the setting and story.
It
turns out that the armies of the twilight's hammer aren't out to
defeat the night elf army here at all, but are trying to retrieve
Fandral Staghelm, the old arch druid of the night elves who went a
little evil in the Stormrage
novel. Considering that they only want Fandral Staghelm to help their
armies reach the world tree, and the only thing standing between them
and the world tree is that one night elf army, this makes absolutely
no sense, but whatever.
So,
the player goes to help out the wardens. Now, you may be noticing
that this plot structure of going past all the leaders and assisting
them is basically the same as the part of Deepholm with the stone
lords, which I really liked. So why am I being so harsh on it here?
Well, in Deepholm, we actually got to know the stone lords and how
their factions worked and differed from one another. The characters
had different personalities, had you go on different adventures, and
gave you a bit of an insight in different aspects of earth elemental
culture. Basically, it was your chance to get to acclimated to the
actual world
of warcraft. In Mount Hyjal on the other hand, the quests focus
entirely on fighting the twilight's hammer, and it doesn't even
really develop them. We don't get any insight into the world and we
don't get any insight into the characters. Which, considering we've
been waiting for ages to get see more of the wardens, the green
dragonflight and all the other factions we encounter in this zone, is
more than a little frustrating.
The Return
After
escorting Fandral to Alysra, who takes him to the emerald dream, we
return to Ysera, who gives us our next set of instructions.
Apparently, the ancient guardians are returning. Now, let's be fair.
The idea that the dead ancient guardians were simply banished back to
the emerald dream on death and could, in time, return to Azeroth is
one that has been seeded for a very long time. On the other hand,
considering that this plot has been seeded for several years by this
point, are you sure you want to waste it on a single zone in an
expansion that is in no way related to the ancient guardians or the
emerald dream? Especially if you don't have anything for those
guardians to do? Any of these beings should have been able to
single-handedly turn the battle, yet they never do anything, except
for a single quest. You could cut the ancient guardians out of the
plot pretty much entirely, and all you'd need to to do is replace
their single-quest appearance by some artifact of theirs. Given that
the ancient guardians went toe-to-toe with the strongest of the
legion, and they're now facing some fire elementals that don't appear
to be particularly strong, that would make a lot more sense storywise
as well.
Plus, the explanation for how they're coming back is weak and a bit
inconsistent. Ysera says that she learned that they're coming back
because the barrier between dimensions was weakened, but that doesn't
make any sense. It was the barrier between the elemental realm and
the material plane that was weakened. Of course, this would support
my long-standing theory that the emerald dream is the elemental plane
of life, but even then it doesn't make sense. There never was any
real barrier between the emerald dream and the material plane, at
least not in the same sense as with the elemental plane. People hop
back between the emerald dream and Azeroth (also, somehow, outland)
all the time. There's no less than four wide-open gates between the
planes, green dragons have the ability to freely shift between them
and druids can just drop into a coma any given time they want to walk
through the dream. Most importantly, the living ancient guardians are
able to freely travel between the emerald dream and the material
plane, so the problem clearly isn't getting from one plane to the
other.
In addition, the resurrections themselves are all wildly different
from one another, and don't really seem to fit Ysera's explanation.
The first is Goldrinn, the wolf ancient that empowered Varian. He's
technically already been resurrected, with the twilight hammer
summoning a corrupted version of him called lycanthoth. First of all,
that name is awesome. Second, this entire principle of corrupted
ancients is never really explained, and they don't really seem as
impressive in battle as you'd think. The player simply beats up his
corrupted worgen (which only appear here, because, again, the
twilight's hammer are saturday morning cartoon villains and can't
have any influence of their plans extend beyond a single episode),
and then lycanthoth himself, goldrinn being reborn immediately
afterwards. He slaps his followers (which includes a lot of
non-gilnean humans and two orcs, making me feel like I missed a bit
of lore. Aren't these guys druids?) free and proceeds to do
absolutely nothing for the rest of the zone until the player calls
for him by the end. Again, what's the point of rezzing the guy?
After Goldrinn, it's Aviana's turn. Since the twilight's hammer can't
repeat their plot because of reasons, it's instead about some weird
prophecy, with Aviana being reborn in egg form. However, the twilight
hammer steals the egg and the player has to get it back with the help
of the druids of the talon. Wait, weren't those guys mentioned as
dissolved in TBC? Ah well, the entire "merging all druid orders
into one" thing was stupid anyway. At least these quests are
kinda tied to the druids of the talon and aviana, so they aren't as
bad as the other examples (plus, we get the memorable personality of
Thisalee Crow), but you still don't really get a feel for what the
druids of the talon are and how they tie into the world. Plus, the
druids still don't do anything (not even a badly executed perpetual
battle) until you call for them. Hell, the quest actually points out
that they refuse to do it by themselves. They're really completely
helpless without you. With the egg secure, Aviana is reborn... and
will proceed to do absolutely nothing until you call for her.
During
this time, the player also makes two brief excursions into the
elemental plane. To be precise, the firelands. As plots for two of
their episodes, the hammer cultists have started breeding evil fire
buzzards and forging evil cursed weaponry in the firelands, and the
player uses their portal to access the facilities and destroy them.
And, just to repeat myself until I get boring, we never see either of
these again. Actually a bit of a shame. Evil Fire Buzzards have the
potential to be iconic.
After that, we move on to the shrine of aessina. The story here
briefly stops making sense. The shrine of Aessina is further down the
mountain than the shrine of Goldrinn, lying on the same path to the
top. We know that the twilight's hammer armies used that path, since
the shrine of goldrinn was overrun, and twilight supply slaves (who
are all orcs and jungle trolls for some reason) carry supplies from
there to the battle near the top. However, when you are sent to the
shrine of aessina, everyone acts as if the twilight and fire armies
have only just reached the shrine. The entire shrine is still intact
(and has hilariously inadequate as a base as any other), with
everyone concerned about the newly arrived elementals.
Actually, forget the twilight's hammer. Where the hell was this
shrine back during the battle of mount hyjal? It's in the same spot
as the alliance base was in that raid. You'd think that'd deserve at
least a little mention. At least, the shrine of Goldrinn was
abandoned during that time period, so it'd make some sense that it
didn't have any effect. In addition, where the hell was Aessina
during the battle of Mount Hyjal anyway? She not only survived the
war of the ancients, but we've also been given every indication that
she's been active in night elf territory since, multiple shrines
dedicated to her, and even a new species in the form of the grell.
The same goes for Tortolla, who's slightly further down the mountain,
and who we help out after ridding the world of the nasty fire
elementals near the shrine of aessina and saving the cute widdle
cwitters.
Like with Goldrinn earlier, the twilight's hammer is making a dark
copy of Tortolla. However, like you see when a saturday morning
cartoon villain finally reuses a plot, all the details have changed.
Unlike Goldrinn, Tortolla was never dead, so they haven't actually
resurrected a false version or whatever the hell backstory of
Lycanthoth was supposed to be, but they're instead draining Tortolla
(considering all he resisted during the war of the ancients, I'm not
quite sure how they actually managed to capture him though). His dark
counterpart, Nemesis (also a cool name, though a bit generic) is also
notably a lot more powerful. You aren't actually able to defeat him
when you first see him, instead you first free Tortolla. With help of
Tortie's adorable little turtle babies, you chase Nemesis into the
firelands and slay him, restoring Tortolla to full strength.
Aessina has also come to Mount Hyjal by now, casting a spell to
restore a lot of the damage caused by the fire elementals. The spell
is actually really cool with Aessina giving an awesome speech that
really taps into the power and mystery that is supposed to be linked
to the ancient guardians, yet is absent from the rest of the zone.
Very impressive. Though it does make me wonder about Aessina's exact
position in the pantheon of the ancient guardians, since she seems to
place herself above them. If the emerald dream is the elemental realm
of life, would that make her its lord? I'm not saying yes, I'm just
saying it makes perfect sense.
Infiltrating the Twilight's Ha... wait
What do you mean the ancient guardians segment is already over? Okay,
Cenarius and Malorne get resurrected later on, but what about the
rest? Where are Ursoc and Ursol? Agamaggan? Omen? All the unnamed
ones? Where are the other druid orders?
Well, the answer to that all comes back to the single big problem of
the zone: Mount Hyjal contains an entire expansion's worth of story.
The thing it is trying to do is basically too big for an entire zone.
The story here is basically the culmination of the long vigil, a
gathering of all the guardians of mount hyjal both past and present
to not only ward off an attack from the firelands, but to launch a
devestating attack into the realm of the firelord himself and end his
threat for good. The problem is that there's simply too many
defenders of hyjal. You've got all the different ancient guardians,
the druid orders, the sentinels, the wardens, the dryads, the keepers
of the grove, the priestesses of elune, the furbolg, all the
different types of ancients, the stone giants and three (bronze, red,
green) of the dragonflights. And, frankly, that's being a bit stingy.
Freyr, the blue dragonflight, the worgen, the grell and the nymphs of
northrend should probably be included as well. Remember, this isn't
like in warcraft III, where the world tree was attacked while most of
its guardians were still sleeping. This is the night elves primed and
ready for war, expecting an attack, without any emerald nightmare
preventing people from coming to their aid. There is no reason for
anyone not to be here.
However, you simply can't fit all those people in a single zone. I've
mocked the hilariously tiny and inadequate night elf bases throughout
this review, but had they been adequately sized, there simply
wouldn't have been enough room left for any questing content. Even
with the sub-minimal (not a word I get to use very often) amount of
factions present, military bases as tiny ruins and quests shoved into
an extra-dimensional realm, the zone design still gets cramped at
times (though that isn't helped by the designers not utilizing the
various nooks and crannies of the zone). Even if this concept had had
an entire expansion devoted to it, you'd probably still have to make
some painful choices about what to put in. A single zone in an
expansion that's not related to this? Yeah, that's not going to work
out. However, even if we were to accept that, it doesn't excuse
things like this:
That's the night elf army facing the
fire elemental legions near the shrine of Aessina. All of
it. You sure you don't wanna
stick some dryads in there, designers? Some ancients? Maybe another
sentinel or forty? Because this is kinda pathetic.
And there's another thing. We're
spending this entire
zone helping out local leaders. We've helped out the watchers, the
wardens, the druids of the talon, the cenarion forces under
Malfurion, the emerald dragonflight and the cults of Aessina, Malorne
and Goldrinn. Shouldn't we have an army following us as we progress?
I'm almost wondering if the original plan was to do that in phasing,
since the army actually does seem to be written into the plot. We
weaken the twilight's hammer army near the top of the mountain, and
destroy the bases that are providing them with supplies. This should
allow Malfurion's forces to push all the way down the mountain...
until they are stopped at the shrine of Aessina in the exact spot
that pathetic lonely saber-rider is occupying in the picture above.
There, they would be in a stalemate with the fire elemental armies,
the player preventing the hammer from summoning Pero'tharn, who would
be able to break that stalemate. Still, the fire elemental armies
keep pouring forth, so the cenarion armies can't advance. However,
the player goes further down the mountain and strikes at the
flamewake, preventing the hammer from fully empowering Nemesis and
giving Aessina the power to perform her super-cure miracle, which
drives out the fire elementals and allows the cenarion armies to
advance. And where would they end up?
That's right, the next area with a hilariously tiny night elf
detachment. There, the army would be stopped by the twilight's hammer
forces at the scorched plain, the remnants of the original night elf
base that was destroyed before we even got here. The player assists
the remaining wardens (who have nothing to do with the watcher
wardens, but appear to be a cenarion counterpart to the sentinels. At
least, that's my guess. It would be nice if the zone occasionally
stated its own lore), turning the battle there in their favor. After
that, the player goes into the firelands for a few quests to deal
with Nemesis, which would give the army a nice chance to finish off
the remaining twilight forces in the scorched plain off-screen.
You not only wouldn't need to alter a single quest in any way for
this to work, but a lot of the quests would actually make more sense
if there was an advancing night elf army. Why are people acting like
the enemy armies at the shrine of Aessina are a new thing? Because
the fire elemental armies there only came to counter the newly
arrived cenarion forces. Why are the twilights holding back their
armies while summoning Pero'tharn and empowering Nemesis? Because
there is an army in their way and they need that extra little bit to
push through it. Most importantly, you spend the final leg of the
zone securing a leader to lead the army, which is kinda silly if
there is no army.
Infiltrating the Twilight's Hammer
You return to Ysera, who says that there is only one person on the
planet who has shown himself able to lead an army of mortals and
demi-gods alike. A general of ten thousand years, whose experiences
date back to the war of the ancients. SHANDRIS FEATHERMOON! Nah, just
kidding, that would allow a female character to act independently.
Instead, it's Jarod Shadowsong, which makes no sense. Okay, yeah, he
led the night elf/ancient armies during the war of the ancients, but
a few things have changed since then:
1. Jarod deliberately faded into the background to allow the new
night elf government to take full control of its people. He doesn't
want to lead the army, and instead left that duty to the sentinels.
2. While Jarod was the perfect neutral commander during the war of
the ancients, that wasn't the case afterwards. In particular, he grew
disenfranchised with the druids, who he thought were more concerned
with the forests than with their own people (which is actually pretty
damn accurate). This actually went so far that he went on a
self-imposed exile that lasted several thousand years. Now he's
suddenly decided as the perfect guy to lead the exact same people who
caused him to abandon his society altogether.
3. The army here is nothing like in the war of the ancients. There,
the defending armies were actually divided between multiple groups
that had trouble working together. The tauren, the earthen, the night
elf rebels, the ancient guardians. Their leadership was divided, and
the only person in a position to lead them as a united force was
Jarod. However, here, the forces are already united. The night elves
and the tauren are a completely integrated army, having dedicated
themselves to following the teachings of the ancient guardians and
Ysera. There is no need for a leader that unites the disparate
groups, because there are none.
4. Jarod Shadowsong hasn't led a battle in ten thousand years. The
guy was pretty much done with fighting by the end of the war of the
ancients, and has only served as a civil administrator since. After
ten thousand years, there is a good chance he's more than a little
rusty, and he has no experience with modern threats.
What makes it even sillier is that Jarod Shadowsong isn't even
available. He's been kidnapped by the twilight's hammer. Apparently,
they also thought only Jarod could lead the defense against them...
which is why they thought only Malfurion could lead the defense
against them in Darkshore? Yeah, that plot point is pretty much
dropped entirely. Also, I'm a bit confused about how they got their
hands on Jarod. Last we saw, he was the commander of the new watchers
in Darnassus (which of course aren't seen in this expansion at all).
That's not exactly an easy place for the twilight's hammer to
infiltrate.
To get Jarod back, the player has to infiltrate the twilight's
hammer. When I first saw this, I was very excited, because it would
mean we finally get to learn more about the hammer. What drives an
individual to want to annihilate everything. How its armies are
organized. What its philosophies are. How its people live.
Unfortunately, this isn't Mists of Pandaria, so we don't actually
learn that. We get almost no insight on the nature and motivations of
the twilights hammer. Most of the questline is instead devoted to
silliness, though thankfully not to the same painful degree as Uldum.
The few aspects that we do learn don't seem to make much sense in the
greater scheme of things either. For example, if twilight training is
so brutal that only a handful of recruits make it to even the lowest
rungs, where does their massive army come from? The members of the
hammer don't really seem to be all-hating or nihilistic either, so I
don't get why they wanna blow up the planet.
However, we do finally learn a single interesting thing about the
twilight's hammer, and one that makes sense to boot. Namely, there is
something of a divide between all the new-fangled modern cultists,
and the old guard of ogres. Good idea, and one that makes sense
considering how much the hammer changed in a short period of time.
It's also one of the few ideas that's consistent throughout the
expansion, with ogres almost always having bases or roles of their
own. Though I do have to wonder why this old guard solely consists of
ogres, and not some of the old orc members as well. Still,
considering the rest of the expansion, that's a minor issue.
Eventually, the player manages to
incite a war between the ogres and non-ogres, which you use as cover
to take back Jarod, taking him to a nearby portal into the emerald
dream. We finally get some dragonflight presence, with Ysera and
three drakes opening the portal to let Cenarius through. You, riding
one of the drakes (which reminds me, the guardians of hyjal rep
really should have a green drake mount), hold off the twilight's
hammer long enough for old mossy-locks to be summoned. With Cenarius
on their side, the rest of the cenarion army follows. Yes, I said
army.
Not exactly anything to write home about (seriously, where's the
diversity?), but at least it's a start.
Or it would have been, had the army actually done anything. No,
instead they just sit on that one island, until the one quest where
you call for them. Also, you may notice that the ancient guardians,
except Cenarius, aren't on the island. Apparently, they're doing
their own thing (which, as far as I've been able to figure out, means
that they're doing nothing until you call for them). What exactly was
the point of getting Shadowsong to lead the armies again?
And it's finally time for the all the one quests where you call for
the people who don't do anything. The cenarion armies and Goldrinn
help you take down Azralon the Gatekeeper, the gatekeeper of the
large portal to the firelands found here. And no, I don't mean they
help you with the assault ot reach Azralon. They only help you fight
the single NPC. The entire rest of the twilight army is left up to
the player. And, of course, the one time the army does something,
Jarod Shadowsong doesn't even show up. Really glad we wasted twenty
quests on saving you. It's not like every single other aspect of the
zone could have used more development or anything. Aviana and Aronus
help you against Desperonia, the first viable broodmother in the
twilight dragonflight. Tortolla helps you against King Moltron,
monarch of the magma giants. And Aessina and Ysera can apparently
just suck it, since they don't get to do anything. Again, there is
this weird thing about the female characters not doing anything. Even
Aviana didn't engage in the fighting, just hovering nearby which
caused some nasty affect that aggravated damage.
We go through the final flamegate in the zone, to confront Ragnaros
in the firelands, alongside Cenarius, Hamuul and Malfurion. It's
actually a really well-executed battle, with cool voice acting and
interesting mechanics and it's very satisfying to face a raid boss
alongside some of the strongest characters in WoW, finally killing
that bastard for good.
Wait, what? What do you mean we've driven him back to the firelands? This is the firelands. He dies here, he dies foreve... what do you mean this isn't the firelands? I've been through these flamegates before. They lead to the firelands. That's why they're called flamegates. The first one was used to access a place called the firelands forgeworks, the second to access a place called the firelands hatchery and in the third one, the guy at the entrance explicitly said that we're in the firelands. This place looks no difference from any of those. If anything, it looks a little more flamey.
Apparently, either the encounter design team, or the environment
design team missed a memo in this regard. Remember, the opening of
the quest had Deathwing summon Ragnaros into our world. It was what
raised the stakes. The fact that we went through a flamegate to fight
Ragnaros didn't make any sense in the first place. We should have
fought him in the big Azeroth-based fire fortress. The fact that such
a blatant error made it into the game is just saddening, especially
since it's supposed to be the big climax of the zone.
General Thoughts
We've already
covered the central problem of the zone, but I do have another
observation to make; As you may have noticed, this is a fairly
self-contained story. Ragnaros' forces don't show up in an organized
fashion anywhere else in the expansion and the way the Twilight's
Hammer is active in this zone outright contradicts the story for the
Twilight Highlands. It's like this zone is from an entirely different
expansion, awkwardly shoved into Cataclysm and having one of its main
villains replaced by the twilight's hammer. And it's not like this is
the only zone with that problem.
Deepholm
revolved around the shattered worldstone, which could have been done
by any villain (especially since all the material before this hinted
that Deathwing was in Grim Batol, not Deepholm). Al'akir barely
appeared in Uldum, the conflict between the Ramkahen and the Neferset
predated the coming of Deathwing and the Harrison Jones storyline
would actually make more sense if Schnottz was only working for
himself. Kezan and the Lost Isles weren't even supposed to feature
Deathwing in the original plans, and the cataclysm really didn't end
up being that significant to Gilneas (had there been no earthquakes,
the forsaken would probably still have driven the gilneans off to
Stormglen). Vashj'ir, which we haven't looked at yet, has a story so
insignificant to the overall expansion that they didn't even bother
finishing it. Only the Twilight Highlands will end up fitting into
the expansion. The others simply don't belong in it. They're from
three or four entirely different ones. Just for funzies, I threw in
my own example of such an expansion in the addendum.
It's not just
the fact that the zones are unrelated that gives it that feeling
though. It's also that most zones feel like they're continuations of
something. In Vashj'ir, the zone seems to assume that we would
already know why the earthen ring was there, despite us never getting
such an explanation in-game. Last time we saw Thrall before Deepholm,
he was stuck on an island without a ship and leading a small squadron
of orcs. Now he's suddenly the leader of the earthen ring, and
standing on a bunch of isolated rocks with nobundo and that tauren
guy we never remember. Did we miss anything in-between? Mount Hyjal
is probably the worst in this regard, with about a dozen moments
where I just feel like I've somehow skipped over a piece of lore.
Finally, there's
the ending. Cataclysm, especially the horde-alliance war, seems to be
built around not having a sequel. By the end of the expansion, there
are no major threats left active on the planet. Everybody in the
horde wants Garrosh gone, everybody outside the horde wants Garrosh
and Sylvanas gone and Thrall has nothing stopping him from just going
back and taking the mantle of warchief again (with crazy world shaman
powers, four dragonflights, the tauren and the jungle trolls on his
side if anyone raises a fuss). And really, do you think he's going to
be kind against the people who developed weaponry to exterminate
everyone, used the cataclysm to commit untold amounts of slaughter
and poisoned the land? Especially since he's besties with the druids
and the faction that allied with those slaughtered folks now? Yeah,
from all appearances, this expansion should end with Thrall getting
back his throne, the forsaken getting labeled as 'not our problem' by
the rest of the horde, Thrall and Furion doing their healing ritual
on the world tree and the wailing caverns, and all the factions in
the world becoming one happy alliance. Except the forsaken of course.
Really, most of
the problems of cataclysm make a lot more sense if you assume it was
the last expansion of WoW. Getting rid of Deathwing, the infinite
dragonflight, the elemental lords and doing the war of the ancients
in a single expansion? Well, players always wanted to participate in
those fights, and this is the last chance we could do it. Same goes
for seeing Uldum, Mount Hyjal and the Elemental Realms. Perfect
set-up for a long-term peace? Means we're free to do a timeskip for
the next installment of warcraft. Quest design that's inconsistent,
sloppy and buggy? Hell, it's our last expansion, let's just play
around with the system. I could almost respect Cataclysm as the last
expansion to world of warcraft.
Of course,
Cataclysm isn't the last expansion, so what the hell were they
thinking?
Addendum 1
The
nightmare of the depths
The
defenders of Azeroth have been victorious over the mighty Lich King,
though the cost has been great. Tens of thousands of soldiers lie
dead on the battlefields of Northrend, and relations between the
horde and the alliance have been shattered. However, from the depths
of the ocean rises a new threat. Azshara has used the distractions of
the legion and the scourge to strengthen her hold over the south
seas, and now turns her eyes towards the rest of the world.
Level
limit raised to 85
New
races:
Goblins
– With their power over the oceans, the naga have struck against
the goblin homeland of Kezan, using dark magics to make mount Kajaro
erupt. Only a handfull of goblin enclaves survive, spread over the
south seas. Seeking protection against their ancient trading rivals,
Kul Tiras, these goblins have joined the horde, lending their
technological and alchemical mastery to its war machine.
Merfolk
– The human kingdom of Kul Tiras' mighty navies were among the
first targets of Queen Azshara, as she sent endless armies of her
serpent-men to crush the kingdom. The humans, outnumbered and
cornered, turned to the ancient titan machinery found beneath their
island kingdom, allowing them to transform into the long-extinct
merfolk. Now, they have joined the alliance, seeking to better
understand their new form with the aid of the explorers' league and
to take the fight to the naga.
As both of these races
join the alliance and the horde during the events of The Burning
Crusade, several new questgivers have been added to earliers quest
hubs.
New
zones:
Bilgewater
Harbor (1-6): Phased version of
Kezan, used as the goblin starting zone. Note: takes place near the
beginning of the Burning Crusade.
Lost
Isles (7-12): Fleeing from
Kezan, one troupe of goblins crashes into uncharted isles. Natives,
naga and a tirasian expedition beset them, and internal conflict
drives them apart. However, with help from the player and the orcish
warchief, they are able to overcome this, and establish a new city
for themselves. Note: takes place near the beginning of The Burning
Crusade.
Boralus
(1-6): Phased version of Kul Tiras, used as the merfolk starting
zone. Note: takes place near the beginning of The Burning Crusade.
Kul
Tiras (7-15): The newly reborn
merfolk, yet to gain control over their transformation, have sent
messengers to call for the aid of the alliance. Until that help can
arrive, the tirasians are forced to fight a desperate battle for
survival, the player at the front lines. When help from Soutshore and
Menethil Harbor arrives, the assembled alliance armies manage to
retake Boralus from the attacking Naga, restoring the tirasian
capital and using the recaptured titan machine to give the new
merfolk control over their transformation (which, yes, is a blatant
copout to have the tails work with mounts). Note: takes place near
the beginning of The Burning Crusade.
The
Undermine (80-82): While the
surface of Kezan has been turned to ash, foul magics protected the
undermine. Here, the naga have enslaved goblin alchemists, using them
to perform twisted experiments on their kin. The cenarion circle and
the earthen ring, sensing the nagas' defilement of nature, both send
expeditions to stop them. They are later joined by the goblins, aided
by forsaken, and the gnomes, aided by draenei, the former seeking to
free their remaining brethren and recover the alchemical formulas of
the tinkers' union, the latter seeking to steal goblin technology and
smite the demons summoned by goblin warlocks to serve as expendable
soldiers and cheap labors.
Vashj'ir
(80-82): As the human and orc fleets clash over the isle of Balor,
the naga ambush them from below, dragging their ships into the
depths. It is up to the player and a small group of other survivors
to free their people from the ocean floor and stop the naga plans.
The
Broken Isles (81-83): As the
threat of the naga becomes clear, both the horde and the alliance
seek more information on the nature of the threat. Jaina Proudmoore
and Grand Magister Rommath both launch expeditions to investigate the
ancient library of Izal-Shurah, hoping to uncover the secrets of the
highborne. The night elves have a presence in this zone as well,
looking to retake their ancient city. The forsaken seek to recruit
the undead remnants of the stormreaver, twilight's hammer and
blackrock clans.
Tel
Abim (82-84): An old tirasian
colony, famed for its banana export. Having stolen several titan
devices during their raid on Boralus, the naga started experimenting
with these on the people of Tel Abim, hoping to turn them into an
army of loyal merfolk. Tirasians seek to free their oppressed kin and
recover the stolen titan artifacts, in which they are aided by the
explorers' league. The goblins and orcs of the horde are trying to
take the island for themselves, because of its tactical and material
value.
Plunder
Isle (83-84): Plunder Isle is
the home of the southsea freebooters, legendary pirates whose fleets
are feared accross the face of the planet. Now, their home lies under
siege from the naga, and the freebooters seek the aid of mercenaries.
Treasure, fame and even territory awaits those who choose to aid the
freebooters.
Zandalar
(84-85): The isle of Zandalar is torn in a civil war. While the
majority of the race still serves king Rastakhan, a small cult of
naga worshippers has taken to forcibly transforming zandalari in
naga-like creatures themselves. With their island slowly falling to
this curse, two more hidden zandalari cults have called on outside
aid. The traditionalists, who seek a return to more tribal ways, have
called upon the help of the darkspear trolls of the horde. The
luminists, an old cult of moonshippers that started among the dark
trolls, have called upon the night elves of the alliance.
The
Maelstrom (83-85): Their new
undersea fleets prepared, the horde and the alliance turn their eye
towards Nazjatar itself. A temporary cease-fire in place, both forces
seek to destroy the dark queen of the naga and shatter her remaining
strongholds. The alliance arrives by means of a gnomish submarine
fleet, with merfolk and druids of the flipper acting as vanguards.
The horde arrives by means of giant turtles, with goblin divers and
tauren wavebinders acting as the vanguards.
Raids
Tomb
of Sargeras:
In this ancient highborne vault lies the shattered body of Sargeras,
killed by Aegwynn when he tried to enter this world through an
avatar. Horrors, both ancient and recent, stalk these forgotten
halls, feeding on the energies of any who dare enter. However, the
tomb is also a place of untold treasures. And it seems that the naga
have gotten that impression as well.
Palace
of Rastakhan:
The naga worshippers have made their final push, infiltrating the
palace of Rastakhan himself. It is up to the traditionalists, the
luminists and their allies to stop nagified zandalari.
The
Abyssal Maw (4.1):
Queen Azshara and her forces invade the abyssal maw, looking to
enslave great Neptulon himself. It is up to the players to fight
their way through the elemental plane of water and stop Azshara's
forces.
Nyalotha
(4.2):
With the horde and the alliance lying waste to her armies, Azshara
turns to darker and darker secrets, opening the ancient tomb of
Nyalotha to unleash its horrors on the alliance and horde forces.
Heart
of Nazjatar (4.3):
Finally, the players move against Nazjatar, hoping to end the reign
of the dark queen Azshara forever
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