What an expansion it’s been. I joined my guild at the end of the Uldir, the first Battle for Azeroth raid, and I’ve been having a blast ever since. Raiding (not in LFR) has added more flavor to a game I already enjoy playing, and it’s strange to think I’ve played this long without joining a raiding guild. Nonetheless, fighting – and dying – our way through the great raids in BfA has been frustrating and an absolute pleasure. Progressing through a raid and refining our strategy until it almost becomes like a dance is satisfying and fascinating to watch in these videos. I’m psyched for Shadowlands and for Castle Nathria to open in November, the first raid in the upcoming expansion – with a gothic Dracula theme!
Back to the current tier though, Ny’alotha was a great raid. From Maut, the boss whose demands for Mana were reminiscent of the cookie monster to The Hivemind, who doesn’t want you to forget that your veins will blister, there were lots of good fights. It’s easier for me to pick out my least favorite fights, which would probably be Drest’agath or Il’gynoth. The fight against N’Zoth was suitably intense and many hours were spent perfecting our strategy until we finally got that sweet Ahead of the Curve raid achievement, which is for players who managed to beat the last boss of a raid in Heroic difficulty before the next raid is available to play in game.
While I eagerly look forward to a new expansion with new encounters to master, I welcome a break for the time being. I’ll enjoy looking back on all the memories I compiled in these videos, but I look forward to what’s to come even more.
After struggling through a long period of time marked by lack of motivation, in no small part due to the current pandemic (but also pure laziness), we got some awesome news that Shadowlands – the eighth expansion to World of Warcraft – will be here on October 26th! With the upcoming pre-patch most likely coming in a month and the expansion itself just about two months away, I have some some posts to tie up beforehand. Funny how a new expansion announcement and amazing new cinematic can provide the energy boost I’ve been lacking for months.
Most Anticipated Expansion Features
I’ll start with the obvious addition that I’m excited for – tons more customization choices for all core races (Allies Races have some new options, but the focus is on the main races.) I’ve been hoping for more customization – hairstyles/colors, face shapes, jewelry options – for years and when Ion Hazzikostas finally announced it on stage at BlizzCon 2019 I yelled at my TV with glee. I’ve always though Night Elves were particularly lacking, mostly because I play NE characters almost exclusively and after a while it’s easy to run out of unique looks. All of the new Human options showcased at BlizzCon are amazing, and after getting an invite to the Shadowlands Beta I’m happy to say that it’s even better than what we were initially shown. Humans were given the most attention seeing as (as far as I know) only Humans play World of Warcraft, and being able to create a character in game that looks close to their real-life counterpart is really exciting. Plus being able to have more unique-looking characters in the game is just more interesting.
I also tested out the new starting area, Exile’s Reach, which will be required for brand-new players to quest through for their first time but players with existing accounts will be able to choose between Exile’s Reach and their race’s starting zone. I went through the entire zone’s questline and it’s fantastic. So nice to finally see an updated new player experience, and it does a great job teaching the game’s mechanics. I can’t wait to try it again on the live servers.
Aside from spending most of my time customizing new characters – the UI got an overhaul and there’s animations specific to each class too! – I did create a level 50 pre-made character and start part of the introductory questline into Shadowlands. The first quest you get is to run into the Maw after several Horde and Alliance leaders are thrown in there (I’m going to keep this broad since I didn’t read much of the quest details to avoid story spoilers.) I did some of the questline before forcing myself to stop before something really important was spoiled. My original goal was to take a look at Bastion, but I didn’t realize that players were stuck in the Maw for so long before escaping and making it to Bastion.
Although I didn’t spend much time in the beta and being that we don’t know much yet about Shadowlands, it’s really hard to tell if it will go into the books as a “good” expansion.
Brief tirade on “good” expansions – it’s taken me a lot of years playing this game to realize there is no expansion that is the ultimate good or bad. I have found enjoyment and boring/uninteresting parts in each expansion. For example, Warlords of Draenor is infamous for being a “bad” expansion, but the more I think about it the more I realize I have been too harsh on it. I played the game a lot during the WoD era and still remain a huge fan of the garrison feature. There were flaws with it, being that pretty much every resource was gathered in your garrison with no incentive to leave it often. Or the first implementation of the mission table could have been handled better. But it was also a turning point in terms of art, animations, and overall technology in the game. It felt like a big step up in ways I didn’t notice in other expansions. When I go back to farm transmog in WoD dungeons or I start leveling a new alt in Draenor I still notice it. Yes, the months without a big content patch or, even worse, the shipyard update, was pretty bad. But I also have very fond memories. I hope that Blizzard didn’t scrap the garrisons feature for good because of backlash and that it finds its way back into the game in one form or another. Ok, rant over!
Putting Shadowlands into my “Favorite Expansions” list remains to be seen and I probably won’t be able to make a reasonable decision until the end of Shadowlands, around two years from now. But with the Afterlives cinematic showcasing the new Bastion zone and starring classic Warcraft lore character Uther the Lightbringer, it’s hard not to get butterflies. I mean, those animated shorts they release are always top-notch but man. I got teary-eyed the first time I saw Uther being delivered to what is basically Warcraft heaven. And if that wasn’t enough, I caught the feels again when Uther hesitates dropping his former pupil, a boy he has watched grow up into a man and train into a Paladin, into the darkest depths of the Maw. The look on Uther’s face when he takes one last look at Arthas before casting him away is heart wrenching. When a cinematic makes you feel bad for Arthas Menethil, former Lich King, purger of Stratholme, murderer of Uther and Sylvanas Windrunner and countless others, you know the cinematic was good. I have great hopes for Shadowlands and, even though I’ve only seen glimpses of what’s to come, everything I’ve seen is good.
World of Warcraft has been a lot of things for me over the years, whether it be a place to escape to or a way to bond with family and friends. It’s also been an outlet for me to express my passion, and when I was about 14 I combined my love of the game with my love of writing through creating a comprehensive backstory for my main character, Aurashot. For a while I didn’t write anything down, only keeping it stored in my head and making mental notes when I thought of a new story development or neat detail to add about her life. I think having a story and motivation behind a video game character has contributed a lot to the reason why I’ve played WoW for 14-ish years. This post is a bit of an experiment as I’ve always been too shy to share these stories with anyone, but if these turn out to be fun I’ll share the stories of some of my other characters in WoW.
chapter 1 – life as she knew it
Aurys “Aura” Nightbloom had a happy childhood living with her mother and father in a comfortable estate in Zin-Azshari. As the youngest generation born into a Highborne Magus family, she knew only a bright world of happiness, magic and opportunity. She was even old enough for her father to begin teaching her simple spells, and every day she looked forward to sitting with him in their garden and learning something new. Little did she know that in the background Night Elf society would unravel and fall into disarray as Azshara, Queen of the Night Elves, plotted to bring the Burning Legion to Azeroth as part of her plan to gain more power. The Nightblooms were different than most Highborne in that they did not blindly follow Azshara and were aware that something was changing when the Queen locked herself inside the palace and no longer held an audience with her people. Something was changing, and their plan was to ensure their daughter’s safety at all costs even though they didn’t know what they would have to protect her from yet.
The terror started when demons poured from a portal opened in Azshara’s palace, and a great battle that would later be known as the War of the Ancients began. When it was clear that the demons were on the verge of overtaking the city, Aura’s parents arranged passage for their daughter to board a transport fleeing to a faraway village. One night, her mother and father kissed her on her forehead for what would be the last time. Aura saw her mother weeping while she faded into the cloak of night, and couldn’t understand why. Indris and Alben Nightbloom were good people, heroes even, and knew that they had to stand against the ruin the Highborne had brought to Azeroth and face responsibility. To protect the world for the future of their daughter. If they were successful, just maybe, they would find her again and be content to live a quiet life. They never got that chance when the Well of Eternity collapsed in on itself, finally cracking under the magical pressure after so many years of the Highborne using it for greater and greater feats of the Arcane. Everything that Aura had known or loved was swept away beneath a newly created ocean along with the Burning Legion. The world that her and everyone around her had known was gone; changed forever.
Aura had caught the attention of a group of nomadic Hunters, and they took her with them when they escaped on the backs of Hippogryphs to seek higher ground at Mount Hyjal. Life in Hyjal is a memory that Aura doesn’t like to reflect on even today, as she was plagued with nightmares of demons and being crushed beneath impossibly heavy waves. Aura’s once idyllic life became a distant dream that was so far out of reach she wasn’t even sure if it even happened. Her surrogate family was her only reminder that hope still existed, and she channeled her sorrow and anger into the hunting lessons that they taught her. They knew that Aura was Highborne and had an innate connection to create magic, but they urged her not to develop her skill and to hide it from the other Night Elves. Most Night Elves blamed the Highborne for the War of the Ancients and were not quick to forgive, even though Aura was still young and had no hand in what happened. So she took up the bow to distract herself from the curiosity and drive to learn magic. Archery became therapeutic, and every time she loosed an arrow it was like removing troubled thoughts from her mind. She grew up this way, living a life of solitude in the forests of Hyjal, and as she got older she would spend more and more time by herself focusing on her Archery skills.
By the time Aura had grown to adulthood, she had demonstrated mastery over the bow and could best even the most accomplished Hunters in her family. She poured her whole being into learning archery and mastering the hunt, and she found that the world was easier to understand from the perspective of a quiet forest. When she was there, it was easier to silence the doubt and fear that seized her mind. The Night Elves were blessed with immortality through the world tree Nordrassil, which was planted in order to stop the efforts by Illidan Stormrage to create a second Well of Eternity. For ten-thousand years, Aura passed the time by further mastering hunting and archery until the Humans of Lordaeron caught her attention.
The Humans were particularly interesting to Aura because they were so young. Night Elves were jaded and held centuries-old grudges and were set in their ways. Even then, if anyone knew she was Highborne she would be exiled. Humans were more curious and adventurous, and above all had a spirit that was unusual to the elder races. After living in one place for so long, she was ready to experience all that the Eastern Kingdoms had to offer…
World Trees, trees grown massive through the help of magic, are important to the Night Elves for a variety of reasons. Aside from just being a beautiful thing to behold, they help connect Azeroth to the Emerald Dream and the first World Tree granted the Night Elves immortality at one time. Elves and Druids alike rest under their massive branches and, as we’ve seen with Teldrassil, one was once the seat of an entire race’s civilization. Battle for Azeroth started with the burning of a World Tree that was supposed to symbolize the dying of hope but, as Saurfang said, you cannot kill hope.
Nordrassil translates to “Crown of the Heavens” and was the first World Tree. Nordrassil was planted after the War of the Ancients, the huge war that began after the Burning Legion was drawn to the Well of Eternity and invaded Azeroth through the help of Queen Azshara. In the ensuing battle the Well of Eternity imploded, but before that Illidan Stormrage managed to fill a few vials from the Well. After the War of the Ancients was over Illidan went to Mount Hyjal, a sacred Druidic land, and poured a vial filled with waters from the Well into a large lake, intending to create a second Well of Eternity.
When the other Night Elves found out they were furious, and decided to plant a tree in the middle of the lake that would eventually soak up the lake. That tree, infused with Arcane energies from the Well of Eternity, grew so large that its branches seemed to touch the heavens. The great Dragon Aspect Nozdormu, Lord of Time, blessed the tree with immortality. And so, the Night Elves were immortal for around ten thousand years until the Burning Legion made its second invasion during the Third War. Archimonde the Defiler, one of Sargeras’ most trusted lieutenants, sought to once again claim the Well of Eternity’s power. In order to defeat Archimonde, Nordrassil’s power was unleashed and, in doing so, the Night Elves’ immortality was lost. After the Battle of Mount Hyjal, the Night Elves struggled to pick up the pieces and return to their lives.
Seeking to restore the Night Elves’ immortality, a Druid named Fandral Staghelm took a seed from Nordrassil and buried it deep in the ocean off the shores of Darkshore. Indeed, the tree grew to a massive size and Night Elves built their capital city of Darnassus atop its branches and resettled there. This new World Tree became a stable home for the Night Elves, but their immortality was not restored. Teldrassil is the starting zone for new Night Elf players and the first area of the game they become accustomed to.
Teldrassil was burnt and evacuated at the start of the Battle for Azeroth, during the War of Thorns. Night Elves and Gilnean refugees alike fled the burning tree, but in the end there were massive casualties. Night Elves are now living in Stormwind City and again trying to pick of the pieces of their lives and continue on. Many have joined Tyrande Whisperwind’s Army of the Black Moon, where they have turned to the more vengeful side of their goddess Elune. The Night Elves’ future is uncertain, and there is definitely a lot of story left to tell with what happens next. I personally would like a newly remodeled and updated Teldrassil that serves as a questing zone, where players help replant a new World Tree.
This one was another failed World Tree, except it couldn’t even be used as a home. Vordrassil was planted in Northrend long ago, where an Old God also slept deep below the earth. The Old God Yogg-Saron corrupted the tree’s roots and ancient Night Elf Druids could sense the corruption taking hold in Vordrassil, and they ultimately destroyed the World Tree. Players that journey to Grizzly Hills in Northrend can still see the remains of Vordrassil strewn across the zone. In fact, the stump of Vordrassil is home to a tribe of Furbolgs and at the very bottom of the tree there appears to be a World Tree sapling taking root.
The first time I went to Grizzly Hills and saw Vordrassil I was awestruck by the scene of a broken World Tree. However, with a sapling growing in the center of the dead Vordrassil there may yet be hope for Teldrassil.
Another World Tree located in Mount Hyjal, this one had a much worse fate. Shala’drassil once served as a link to the Emerald Dream and was much beloved by Night Elves, like all World Trees, but it became corrupted after the emergence of the Emerald Nightmare. Now it appears as a gnarled, nightmarish shadow of its former self.
Nordrassil is considered the only “true” World Tree since it blessed the Night Elves with immortality and every other tree since has failed to do so. Yet, the stories and history behind these other trees are intriguing and important in their own way. The Battle for Azeroth began when Sylvanas Windrunner gave orders to have Teldrassil burned. My hope is that since the Fourth War has ended in peace (for now) between the Horde and Alliance, a new sapling will be planted and Teldrassil’s story will come full circle.
This post is my way of remembering what happened and hoping that Blizzard will create a cool story for the Night Elves with all of this extra material. I am especially excited for BlizzCon this year, with a new expansion announcement among other games seemingly also getting big announcements.
My guild’s progression through Eternal Palace has been a blast, and this video has more fun and interesting fights. From this (long) video, my favorites are Orgozoa and Lady Ashvane. Part of the excitement of Orgozoa’s fight for me is that his model looks really cool, and he’s one of the neatest-looking bosses yet that I’ve pried loot from. I like the second phase, where the boss takes off down the ramp, and players have to quickly yet deliberately run through a mine field of eggs and magical projectiles. We started making it into a competition to see who can run down the ramp the fastest, and I’ve found that usually I’m one of the last. Slow and steady doesn’t always win the race!
Lady Ashvane is a weird one for me, because on Heroic difficulty it’s totally different. So even though I bring mixed feelings from the time we struggled with Ashvane on Heroic, it’s a fun fight on Normal. I like the part when random players get symbols above their head and go break the coral that spawns around the boss room. The other fights in this video were all great, it’s just that some of them were way more intense and I had less time to appreciate them. Namely, the last two fights with Za’qul and Queen Azshara herself.
The fight with Azshara is long and dramatic, and filled with lore tidbits, as could be expected. It was a good fight, I just think the first phase (with Aethanel and Cyranus) was unnecessary and could have been replaced with something cooler. Like, say, Azshara showing off her magical prowess. You might not know it from the fight alone, but Azshara is one of the most gifted sorceresses on Azeroth. I was disappointed that she spent much of the fight attacking the raid with her spear, instead of doing some cool magic stuff like the Jaina Proudmoore fight from Battle of Dazar’alor. Despite this, the fight was still epic and defeating Azshara was an accomplishment.
Overall, I really enjoyed this raid. It looked beautiful and all the boss fights were really well done. I do wish that more of the bosses were call-backs to old Night Elf lore, but who would they have chosen for this raid? Xavius, once the advisor to Azshara, has already been defeated in last expansion’s raid (The Emerald Nightmare). This raid felt different than Battle of Dazar’alor, though, as it seemed to hold less lore significance in a way. In BoD the whole raid was telling the story of the progression of the War Campaign, through the perspective of both Horde and Alliance. The whole raid felt like an epic battle, and ended on pretty epic notes.
To be fair, BoD and Eternal Palace had different stories to tell. BoD told the story of the Alliance (from my perspective) charging into battle together to confront the King of Zuldazar. There was a real sense of togetherness in BoD. In Eternal Palace, it’s the complete opposite. We are infiltrating this dark, nightmarish place deep in the inky ocean to confront a Queen who has long been hidden from us. In a way, we all stand alone as N’zoth is released from his prison despite our best efforts. At that moment our story becomes one of solitude and fear, each of us now living in a world with a freed Old God who could be anywhere. The ending of Eternal Palace is a stark contrast from the bright lights and shining gold of the previous major raid.
Battle for Azeroth’s third full raid came out in Patch 8.2, which ended with confronting Queen Azshara herself. These first three bosses in the eight-boss raid were fun and unique. The most unique fight being the second boss, Blackwater Behemoth, being that it’s a fight done completely underwater. I was excited for that fight and how it would work, but it ended up not being as cool as I hoped it would. In reality, moving around in water is clunky and awkward, and it’s hard to make a super-awesome fight from that. The good news is that the Blackwater Behemoth fight is the only one that I didn’t really find fun. My favorite fight from this video is probably Radiance of Azshara, and even though there are a lot of frustrating times (those tornadoes, mostly) the mayhem of it all can be a blast.
Content update 8.2.5 went live on September 24th in North America and brought with it the conclusion to the long-running arc that was set in motion after the burning of Teldrassil. The update came with a couple of fantastic cinematics to tie up the story, but mostly I was left with questions. While 8.2.5 was the end of the war campaign, it’s now clear to the players that there are many other things happening behind the scenes that I’m guessing will become the main story focus in 8.3 and beyond.
The Future of the Horde and Alliance
During the first cinematic, called “The Negotiation”, Anduin meets with Saurfang in secret to ready for the coming battle, but also to inquire about the future of the Horde. Saurfang talks about how the Horde was built on dishonor, thus the problems and conflict among their rank, but the future of the Horde has a chance to change all that. Right now there is an uneasy peace, or, as the soldier NPCs call it ingame – ceasefire- between the Horde and the Alliance. Many wonder if it will last with all the fighting and actions that have been committed by both sides over the course of the expansion (looking at you, Teldrassil and Undercity).
My guess is that it won’t last, because this game is built on conflict and the faction system . Although I can hope for a relaxing of those factions, especially seeing as the Forsaken have been left by Sylvanas. Many will remain loyal to her, but some might want to follow the newly-undead Calia Menethil, who was the Princess of Lordaeron. Lordaeron is the place that many of the original Forsaken come from, and still picture themselves as citizens of the city.
I also know that the game can’t keep on injecting points of conflict for the Horde and Alliance just to see them fight, it gets old. It’s getting old for me, and I think that the conclusion to the war campaign was a good end for any major Alliance/Horde conflict. I’d like to see them work together more (because they have in the past), but still have a distinctly Horde and Alliance faction line. It would be cool if members of one faction could join the other, like Blood Elves or Nightborne. I know the Alliance have Void Elves now, but I would love to see Blood Elves and Nightborne switch sides. Basically I want all Elves to be in the Alliance.
Tyrande and Vengeance
The (former?) High Priestess of Elune and leader of the Night Elves was pointedly absent from the final war campaign battle in Durotar. In her place was Shandris Feathermoon leading some Night Elf archers and Sentinels, though it was a small force. After the burning of Teldrassil, it really doesn’t surprise me that not many Night Elves – or even Tyrande herself- showed up to support Saurfang’s rebellion. But a deeper problem is hinted at with Tyrande when Anduin says he fears that she has been consumed by vengeance. Ever since Tyrande underwent the ritual of the Night Warrior and became the avatar of Elune’s wrath, she’s gone rogue. Who knows if she’s in her right mind, but she’s definitely focused on getting justice for Darkshore and all of the Night Elves.
We need a questline, maybe next expansion or the pre-patch to 9.0, revolving around Tyrande and the abilities she’s been granted by Elune. The Night Warrior is still a mystery, and we don’t know the long-term effects of channeling the wrath of a goddess (or whatever she actually is). My dream is for Blizzard to remake Teldrassil, like they did Darkshore, and for players to go back there and assess the damage. Then, in the process, learn more about the nature of Elune. I can only hope that the burning of Teldrassil is going to lead to a big story arc with Elune and the Elves, because otherwise it seems like a waste. And Tyrande isn’t going to like the new peace with the Horde, which will hopefully lead to more story involving her. The fact that Teldrassil wasn’t really dealt with in this expansion leads me to believe its a setup for future story.
Sylvanas and Death
Horde players who remain Sylvanas loyalists through the whole war campaign get to see a special ending in the Ghostlands, where Sylvanas escapes to after the Saurfang cinematic. Sylvanas lets slip that she is gathering souls and that the whole point of the war was a large body count. Obviously she is an undead creature and serves Death, but she talks about it like its a person or creature. It sounds like she’s serving Death, and she has a deal with it to create more souls.
The Shadowlands is a part of WoW not really talked about in detail, but we know that it’s a realm that mirrors our reality like the Emerald Dream. Will we go there and find whoever Sylvanas serves? I hope so, because I’m curious what the Shadowlands would look like and how it would tie into Old God/Void stuff. In the comic with the Windrunner sisters, it is hinted that Void fears Death or at least that they’re opposing forces. Yesterday I saw that an encrypted 8.3 build is being added to the PTR soon. I wonder how many of these things will be set up for 9.0, and if our questions will be answered or just replaced with more questions.
This is likely to be the only post I make on the topic of WoW Classic, but I am very happy with this video and had a great time making it. It was fun to go back and get as close as I could to recreating a memorable – and tedious – moment from Warcraft history. I am a person who is heavily affected my nostalgia, and I definitely felt it when I remade Aurashot as she was about 14 years ago and logged into the Night Elf starting zone of Shadowglen. Even though all the WoW Classic videos that show the original game developers talking about the magic of “coming home” are totally cheesy, there is a bit of magic when you log back into a world that’s as close of a recreation of the original as it’s going to get. It brings to mind the memories that I made and places I got to explore because of this character I made one day in what was, at least at the time, just an MMORPG. In a lot of ways I grew up with this game that at the same time also grew and evolved with each new expansion and story development. Even though I do not see myself playing WoW Classic in any serious capacity, for reasons that I will talk about, the nostalgia effect has definitely worked on me and has brought with it some emotions.
The Point of it All
First off, before I delve into the deeper part of this post, I should probably explain why I made this video. Back in 2005 there were only 2 major continents on Azeroth – Kalimdor and the Eastern Kingdoms. Each race in World of Warcraft has a starting zone located on one of those two continents, and Eastern Kingdoms has some major hubs like Stormwind City and Ironforge. Now, back in those days, players couldn’t learn the Riding skill until level 40 and even when they did become eligible to ride mounts they had to pay for both the skill and a mount. I don’t remember how much it cost to learn the skill but I believe a mount – say a horse – cost around 100 gold, which was a lot. My point is that being able to get increased movement speed was much more difficult than it is in WoW today. I’m not even going to talk about the mount that level 1 characters can use, although it has decreased speed than a normal mount.
Players who created Night Elf characters and wanted to get over to where Stormwind City and Elwynn Forest was, had to run there on foot from the Kalimdor continent. Many people made this journey at a very low level, much lower than the levels of enemies inhabiting the zones they had to run through. In the video we started our run on fresh level 1 characters, but in usually people waited until about level 5 when they were finished with the beginning tutorial area. PvP added to the danger of this run for players who were on PvP realms, which meant that when they ran through Contested zones they were easy prey for members of the opposing faction. We created characters on a PvP realm for this video but never ran into any Horde, although we were on a low population realm.
We also commonly had to “corpse-run” through the Wetlands zone, which was probably the most dangerous place we had to run through given that enemies there were around level 20. Corpse-running means that every time you die you pick the maximum distance from your body to resurrect, and do that over and over again until you make it out of whatever bad situation you were in. Another thing to note is that aggro range was brutal back in the day, especially for a low-level, and you really had to stick to the road and hope a bad buy didn’t spot you. Once you finally made it to Stormwind, it felt like quite the accomplishment.
The whole goal of this video was to see if the difficulty of this run in Classic is similar to the one I made many times back then. There are definitely similarities, like how slow and tedious it was, and how big the world seemed when you had to run from one continent to the other. But there were too many differences, like how there weren’t enough enemies close enough to the road to see us, or how some enemies that would attack on sight wouldn’t attack us in Classic unless we attacked them first. There were also only three deaths, which seemed like too low of a number to me. There was only one corpse-run where we had to get far enough away from an enemy, and no Horde waiting by the road to kill weak lowbie characters. Although the Horde thing is understandable since we were playing on a low population server. This run has always been boring, but it was largely uneventful in Classic. The accomplishment this time around for me was when I made the video, and not when we reached our goal of the Human starting zone.
WoW Classic is not Vanilla WoW
Classic was a great idea, and probably a really fun project for Blizzard to work on. I would love to hear stories of the developers and designers trying to recreate a nearly 15 year-old game. But it’s just that – a recreation. Blizzard did a really great job making the game look like it did. There are things they had to approximate, like the old character models. Their game engine has gone through many changes and iterations throughout the years, and those original models couldn’t be replicated. You can tell by looking at the faces and noticing that they look just slightly off. However, it’s not because of any character models that I don’t find myself very interested in Classic.
I will never be able to recreate my sense of wonder and adventure from when I first started playing WoW. Like I said, back then WoW was just a game to me, and I had no way to predict all the memories I would go on to experience. I was a noob, I knew nothing about the game. Even more, I hardly knew how to play an MMO as I was pretty young at the time. I can never “go home” again because that home has changed. My “home” in WoW isn’t a singular place way back in 2005 that I can return to. My home is the place that I have spent countless hours in, and made so many great memories and met so many awesome people. I can’t experience those things again through WoW Classic, and that’s what makes those moments special. I made the video as a funny tribute to an infamous experience back in the day, but even that isn’t the same as I remember it. It never can be, and I’m not blaming Classic for that.
I am happy for those who are having a blast in Classic and have groups of friends leveling characters together. Personally, I’m really not ready to return to the days where I had to buy arrows as a Hunter and resort to melee when I ran out in the middle of a dungeon.
I’ve held off on writing about 8.2 for a few different reasons. One big one being that I spent all my time playing the game rather than thinking about things I’d like to write about. The other being that I had mixed reactions about each zone both positive and negative. I figure that each new zone will take up it’s own post, so today I will talk about what I think about Nazjatar – ancient home of the Night Elves which has been in ruin under the seas for ten thousand years, and since have been reclaimed by the Naga. I’m going to preface this whole thing by saying I haven’t completed the story in Nazjatar yet, I still have one chapter left.
What is Nazjatar?
Long before the Naga or the Burning Legion came to Azeroth, Night Elves had a vast civilization that spanned much of the planet. It was built around a gigantic magical lake called the Well of Eternity, where the Elves learned Arcane magic and advancements that would aid in a prospering society. Getting only glimpses of what it actually looked like from the Azshara Warbringer video and the artwork from the Chronicles Warcraft lore books, it was breathtaking.
Of course, that all changed when Queen Azshara opened a portal so that the demon armies of the Burning Legion could invade Azeroth, presumably with her as queen of the entire planet. But that never happened, as a massive war broke out and the Well of Eternity ulimately imploded and sent most of Night Elf civilization beneath the newly formed seas. Queen Azshara made a deal with the Old God N’zoth and transformed her and most of her people into the Naga. Over ten thousand years Azshara and the Naga have been living under the sea and rebuilding their once Night Elven civilization of Zin-Azshari into Nazjatar, the Naga capital city. Nazjatar is what Queen Azshara rules now, as she is referred to as the “Empress of Nazjatar.”
What Do I Think?
Queen Azshara and the Night Elves are a huge part of Warcraft lore that have been speculated about for years. By the time 8.2 came around, everyone (including me) had their own vision for what Nazjatar was going to be. It’s like with anything when you build up an idea in your head that seems so great to you, and when it turns out differently no matter what it’s going to feel like a disappointment. For me, I was hoping for much more area to explore and quests that revolve around Night Elf/ Highborne culture. I haven’t been completely disappointed because there’s some quests that show what life was like at the time and gives some insight into what was really going on. There’s also a pretty big area just filled with ruins and Highborne spirits and it’s pretty cool.
I love the idea that these ruins have been untouched for thousands, and that maybe even the Naga are ashamed of them but also that they serve as a memorial for what was. For what could have still been. Queen Azshara could have ordered that the Naga destroy the remants of her failure, but that would mean that she had made a mistake. The Burning Legion was just one rung on the ladder in her quest for more power. I am glad that these ruins are intact rather than the whole land being rebuilt into a more Naga-themed architecture style. I also love the little detail where every statue has been ruined except for the Azshara ones, which are all still intact.
One of the biggest surprises about Nazjatar for me was the music, but only in specific places. Walking into the area with ruins from the city for the first time was magical. The music here is beautiful and somber like the ghosts from a land long forgotten under the sea. It’s the sorrow of all the people who didn’t have a choice and are now stuck as restless spirits in a place that was once their beloved home. It’s a testament to just how much pride the Night Elves had in Zin-Azshari and the shame they feel at everything they loved being destroyed. The music here had quite an effect on me, and I had to stop and listen to a story that was being told through a somber melody. The areas with all the city ruins play this music, and they are my favorite part of the entire zone. It made me realize how long I have been waiting to see this in-game. Even so, there are some things that did not live up to expectations for me.
What I Didn’t Like
I’m definitely trying to take into account what I said earlier about things not being able to live up to personal built up hype. But I just want more quests, like Suramar in Legion. Suramar was an entire questing zone where there was tons of quests to do to advance the story there. The whole story with the Nightborne was very interesting. I would really like to see Nazjatar do the same thing with Highborne, Naga, or even the new friends we’ve made there. I also haven’t finished the story yet, so I could be missing out on a lot. I think that I’m just hoping for more, and that I need to remember that Azshara didn’t expose the entire land of Nazjatar. That can be seen at the edge of the zone where the ruined part of Zin-Azshari is disappearing into the waves.
It would be cool if there were quests under the water, where players went diving through the parts of the opened up sea to uncover more mysteries about the Naga. Maybe even an entire Naga city to infiltrate kind of like Suramar City. However I also realize that many players did not like questing in Vashj’ir, which was WoW’s only underwater zone, and that I absolutely loved it. Vashj’ir is one of my favorite zones in the game, and I was hoping Nazjatar would have some underwater aspects to it.
It’s hard for me to pick out specific things I didn’t like about the zone. Both Mechagon and Nazjatar are grinds in order to get things you want or advance the story in some way. I think that I was just hoping for more, which is kind of ridiculous since Nazjatar is a huge zone. I find myself less excited to go there than Mechagon, which may be in part because Mechagon is a completely new concept. I am already familiar with the story of Queen Azshara and the Night Elves, so in a way I am not discovering much new information. That being said, so far the raid is awesome…
Azshara’s Eternal Palace
I don’t know how the raid ends. I haven’t watched the cinematic after the Queen Azshara fight, but I have pieced some information together thanks to video titles on YouTube and Facebook. So I’m not completely in the dark, but I’d like to experience the cinematic in its entirety for the first time after my guild defeats Azshara. So far we’ve done the first two bosses, but I was only able to make it to the second boss – the Blackwater Behemoth. Being thrown into this boss fight first was interesting, because the Behemoth’s the raid’s only fight that takes place entirely underwater. It takes some time to get used to direction being 3-D, but other than that it was a blast.
The raid looks very ornate and Elven and I’m having a good time with it so far. I haven’t seen many boss mechanics yet so I’m going to hold off on my thoughts on that, but I’m excited to see what Radiance of Azshara will be like. At the end of raid night last week we tried fighting it once, only to die spectacularly so I’m looking forward to next raid night!
A new short story in the style of mini-comics that has become customary for BfA came out a couple days ago and, like the other installments, this one is fantastic. The comic is all about Mechagon and giving the players a short but sweet introduction to the new content coming in 8.2, and the popular opinion seems to have been very positive. People (myself included) were surprised to have enjoyed a story that features solely Gnomes and Gnomish themes. I’ve been really loving that Blizzard has been spending more time on a race that hasn’t had much of a spotlight on it before, especially with Mekkatorque in the opening cinematic to Battle of Dazar’alor. As much as I can never get sick of a good Elf story, there are more races in the World of Warcraft (I suppose).
Why Mechagon? Why now?
My feelings on Mechagon have changed since Patch 8.2 was first announced. My first thoughts were that it was underwhelming and that the Gnomes were not interesting enough to me. Now, I like Gnomes for their quirky personalities and their Gnomish culture, I just wasn’t 100% Mechagon. To me this chunk of content seemed random and out of place when contrasted with Nazjatar, with its Naga and Old God themes. So why did Blizzard choose to release Mechagon Island, the lost and fabled home of the Junker Gnomes, alongside content that thickens the plot of Old God corruption?
A Little Bit of History
Way back in time when Azeroth was young, the Titans of the Pantheon cultivated the newly discovered planet and helped it grow into a world abundant with life. The Titans were drawn to Azeroth because of the World Soul that dwells within the planet even today, which will eventually mature into a new Titan. The whole concept of Titans being birthed from World Souls within some (not all planets have Titan World Souls within) planets is kind of weird, so imagine it like how Celestials are explained in Guardians of the Galaxy Vol. 2. In the movie Ego, a Celestial, is a being of great power who’s true form turns out to be the planet that he takes the guardians to. The humanoid being that he uses to communicate to them throughout the movie is merely an extension or avatar of himself. That is how I like to think of Titans, because every Titan in the Pantheon originated as a slumbering World Soul until it was mature enough to create a form for itself. One day Azeroth will mature and become the first Titan in a new Pantheon, and I think that day is soon.
The Titans helped Azeroth prosper. And to quicken that process the Titans created constructs with skin made out of stone, just like theirs. Some of these creations would be known as Dwarves, who shaped the mountains and the land, and Gnomes, who tinkered with and created Titanic machines deep beneath Azeroth. However, there was a huge problem with Azeroth: Old Gods. The Titans found that several monstrously huge Old Gods had embedded themselves inside Azeroth, seeking to corrupt the planet and spread chaos and disorder. After a time many Titanic constructs populated Azeroth, and the Old Gods saw an opportunity. The Old Gods could not corrupt these Titanic creations that were immortal and made of stone very easily, so they cursed them and turned the Dwarves and the Gnomes (and some other races) into mortal beings with skin made of flesh (1). This tragedy is known as the “Curse of Flesh,” and the Titans could not reverse it.
In the mini-comic an old, flesh and blood Gnome finds Mechagon Island in the hopes that the Junker Gnomes will teach him their secrets of immortality. King Mechagon talks of returning to the old ways, the way that the Titans meant for all races to be. Mortal bodies made of flesh cannot be sustained forever, and are prone to error. Mechagon’s Junker Gnomes are notably different from the original Gnomes which were created by the Titans because they were created as mechanical beings called Mechagnomes. Junker Gnomes were originally mortal Gnomes that have gradually been augmented with machine parts.
I found the set up for the villainy of King Mechagon to be compelling because there is truth to what he says. He seems to be genuinely concerned with finding a solution to the Curse of Flesh not just for Gnomes, but for all races. He is right to be concerned, seeing as Azeroth’s intelligent races are only mortal because Old Gods wanted to find a way to corrupt us easier. But it’s the way he goes about it, using force and maybe other ill intentions, that make him a villain. I think that by replacing most of himself with robotic parts, King Mechagon has lost some vital mortal characteristics. But maybe the way that we finally defeat the Old Gods on Azeroth lies with studying the Curse of Flesh in more detail. Once I drew that parallel between Gnomes and Old Gods, Mechagon made more sense to me. I love Titan lore, so I’m excited to see what all this means for Azeroth.