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World of Warcraft - The Burning Crusade Review 329

It would be hard to argue that World of Warcraft hasn't been a huge success. Not only has it been a financial success in the MMO market, but it has introduced many new people to Massive gaming that might not have otherwise given it a shot. With their first expansion, The Burning Crusade, Blizzard has made huge advances in many areas of the game. Long-standing complaints have been addressed, and the structure of the popular title has been reinforced. The casual players have gotten a large injection of content that is both accessible and enjoyable to someone who doesn't have huge amounts of time to play. At the same time, hardcore players who thirst for new challenges on a daily basis have quite a bit of work ahead of them. This is not to say that The Burning Crusade (BC) doesn't have its pitfalls, but overall I get the feeling that this is closer to what Blizzard's World of Warcraft dream was meant to be. Read on for my opinions of this new round of addiction.
  • Title: World of Warcraft: The Burning Crusade
  • Developer/Publisher: Blizzard / Vivendi
  • System: PC / Mac
  • Genre: Massively Multiplayer Online Game
  • Score: 4/5 - This game is a wonderful addition to the original World of Warcraft universe and helps to alleviate many of the "problems" that players have been complaining about for a long time. If you are burnt out on the original game, now is a good time to give it another look.
In the beginning Blizzard gave us World of Warcraft. And life was good. Like any shiny new toy, the faults inherent to the game weren't initially obvious. As time wore on, though, players were able to delve into the guts of the game through raiding and excessive amounts of play. After a while the main complaints seemed to fall into two different "camps": those who wanted to see more "hardcore" content and those who wanted to see more "solo" or "casual" content. There were many arguments about how these two groups of people were mutually exclusive and how one or the other was the "obvious" best choice. However, in BC, Blizzard has done an excellent job in making sure that both groups of players have content to shoot for, even if the rewards aren't necessarily all that much better for conquering the raid content.

The first major improvement in the game comes with the extension of the level grind. There is a vast difference in the enjoyment of leveling a character from levels 1-60 and from 60-70. While the amount of experience is relatively comparable, the mechanisms in place make it a completely different animal. With the original game, leveling was thought of as one of the main aspects of the game and designed to take a long time to do with very little continuity or help to speed you along. Instances were designed to be for gear rewards and something you did rarely in between your bouts of leveling. With The Burning Crusade, the quests were designed to make you feel like you were accomplishing smaller tasks within a grand scheme, and they actually helped to develop the plot and a feeling that you were a part of the game rather than just trying to "beat" the game to get a level.

Throughout the questing and overall leveling process, instances in the Burning Crusade were also designed to be a much more integral part of the game for both leveling and gear. The group experience bonus allows a player to still make good progress towards the next level while playing through group content with friends and finding new challenges and boss fights along the way. The quests for every zone eventually start to poke and prod you towards the next level appropriate instance to help players make this decision and help round out the leveling experience. To make the process of instancing even better, Blizzard has grouped the instances in each zone together as "wings" of increasing difficulty within a larger structure that has an overall theme. This allows players to tackle the content in smaller chunks without having to commit large blocks of time just to do an instance. At the end of each group of instances the content culminates in a larger group encounter for raids to tackle once their players have completed a key quest for that particular instance.

While instances may have gotten a large push in the right direction, there are still a couple of major problems that continue to crop up, preventing players from really enjoying the content that is right in front of them. The largest of these problems are instance-breaking bugs. There have been quite a few of them since launch, and while bugs are to be expected, these are taking a long time to fix. Meanwhile the customer service reps in game are doing very little to help the players deal with the bugs beyond telling them it is a known problem and sorry about your luck. Now, I realize that some people are going to try and exploit GM assistance, but there comes a time when you just need to give your customer the benefit of the doubt and help them through any problems that crop up. The other major problem attached to instances comes before you even make it to the instance. If you aren't part of a large guild with resources always at hand, it means you are going to have to try your luck with a pickup group. While the "Looking for Group" interface was a neat addition, I think Blizzard either did too much or too little depending on what they were going for. With a simple global chat channel it was very easy for players just to type what they were looking to do and for others to answer, a quick and easy solution. In fact, most servers have seen a grass roots channel emerge to move back to this functionality. With the introduction of a user interface and automation to the process, they removed the "easy" solution but didn't go far enough with the complex solution. Ultimately, the "best" answer to this problem would be to bring back the chat channel but make the user interface "grab" names and classes from that chat channel into a larger pool of people to draw from, allowing users to use both methods of communication depending on their preference.

One of the main points of skepticism before the release of The Burning Crusade was the number of reputation "grinds" that would be required in order to experience new content. While much of the new content is hidden behind reputation requirements, the new system allows players to gain reputation at an amazingly fast rate making this requirement almost a non-issue. In addition to new content for these new factions the reputation system also unlocks a vast amount of new pearls for the crafting system. This allows different reputation choices to determine which recipes you are able to craft so that each crafter has the ability to obtain unique recipes instead of being a cookie cutter crafter like it was before the expansion.

Despite the fact that the casual consumer has definitely been given quite a bit of content to work their way through, the hardcore player has certainly not been left in the lurch. Raid content is available in spades. The addition of a 'heroic mode' for dungeons allows players to go back and play through previous instances at a higher difficulty level (and for better rewards). This, again, requires that they have put in the time to attain a high enough reputation level with the controlling faction. With each set of instances, there is also a difficult 25-man raid (now that Blizzard has decided to limit their "large" raids to 25 players instead of 40) encounter designed to provide an additional challenge. Beyond these short raids there is also new 10-man content (Karazhan) that allows players to work through a larger dungeon and attain a new armor "set" in addition to the random drops that still occur. Once players have made their way through this 10-man content they can start working towards some of the even larger 25-man content with huge sprawling dungeons promised, eventually culminating in the battle through Mount Hyjal. However, in order to get to this final realization players must wade through a lot of content. In an effort to help players in this goal one player even put together a flow chart of what it is going to take to realize this goal.

The largest problem with the current raid content is that while it requires large amounts of work to get to and complete (as it should), the rewards for actually completing that raid content have all but eviscerated the desire to do the work. Having moved from a "hardcore" raiding style of play to a much more casual approach I was quite pleased at how much I was able to do on a daily basis with my limited time. However, looking back at my previous play style and the rewards that I would be shooting for I realized that there was very little reason for me to aim for those "end game" rewards anymore. The time spent versus rewards earned seems a little imbalanced. I'm sure that a large part of this decision was to try and cater to the larger "casual" player base and stop the hemorrhage of players they were losing to other games. Just the same, if you are going to create content that caters to your hardcore players you should probably create rewards that justify the work they are about to put into it.

While much of the game play and content has been improved greatly the class balance issue is still one that continues to haunt Blizzard. For example, if you are a Rogue and you really want to experience some of the heroic content and smaller raid encounters, you are in for a difficult time finding a group. The same goes for priests if you are really into the competitive player versus player aspect of the game. I am willing to give Blizzard the benefit of the doubt on this one since they are probably still evaluating how the new talents and new gear will effect the overall class balance, but changes are definitely needed.

In addition to all of the game play changes, each faction also has a new race, a new homeland, and tons of new starting quests to work through. While information on the new horde race, the Blood-Elf, has been available for quite some time, the new alliance race, the Draenei, has been somewhat of a mystery almost until the release of the beta. Unfortunately, this also shows in the quality of both the quests and the overall feel for each of these races. The homeland and starting quests for the Blood-Elves have a much larger degree of continuity and they lend a feeling of a long time in development while the Draenei feel like a last minute cobble when they couldn't think of anything else. This obviously doesn't matter in the grand scheme of things once you make it to Outland and the new content, but it can have a definite effect on someone just starting the game.

Overall, it seems that Blizzard is definitely listening to their player base, they just need to do a better job of communicating that fact. I realize that it is hard to release information about something if it later gets taken away or changed, but let your GM staff work for you, give the player the benefit of the doubt more often, and admit when something is wrong so that players can avoid the disappointment while it is being fixed.

Despite any pitfalls, The Burning Crusade is an excellent addition to the Warcraft Universe. Blizzard has done an excellent job of catering to many of the different types of players within the game, providing a wide array of enjoyable content. If you are new to the MMO scene or even if you gave up hope before The Burning Crusade hit the streets, now is a great time to get into the game and give it a shot.
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World of Warcraft - The Burning Crusade Review

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  • Incomprehensible! (Score:3, Interesting)

    by Andy_R ( 114137 ) on Friday February 23, 2007 @02:08PM (#18125128) Homepage Journal
    As a non-WoW player (I do play Runescape though) this made very little sense to me. Can someone explain what an 'instance' is?

    I'm equally baffled by the reviewer saying "players must wade through a lot of content." isn't content rather than grind what everyone wants?
  • by Anonymous Coward on Friday February 23, 2007 @03:16PM (#18126196)
    The comment towards the end about how elaborate and well-done the Blood Elf starting area is, compared to the Draeno, is interesting. For those of us who have played characters on both factions pre-BC the reasons are apparent, and have been mentioned on the forums by Blizzard customer service reps.

    The "lackluster" Draeno areas are familiar to Horde players. This is how ALL Horde starting areas are, up until Burning Crusdade. The Alliance starting areas are complex, beautiful, and full of life. Horde characters typically spend their first 25 levels in a place called The Barrens, which is....surprise....Barren. It's a gigantic brown swatch of land that is as bland as can be.

    This is due, apparently, to the fact that the Horde really was an aferthought in game development, and had much of their content rushed through for launch. Since the initial launch of the game, some efforts have been made to improve the Horde areas, but they still fall far behind what you see on the Alliance side. If you go to cancel your WOW account, "poor Horde content" is an option in the dropdown for why you're cancelling.

    So the Blood Elf starting area is the way it is for two reasons. One, because the Horde have been lacking any good starting areas since the game's inception. But in addition, but partially for that reason, there have always been fewer Horde characters on every server than Alliance. Another reason cited for this discrepancy is that the horde classes are ugly.

    The addition of Blood Elves with an awesome starting area gives the Horde side some much needed attention. It gives them a sought-after "pretty" class to draw players in, and it gives them an good starting area to keep them playing.

    The flip side is that the Draeno are intentionally 'alien' and weird, with a starting area equivalent to the other Horde starting areas. So while the Alliance get a new race, it's intentionally designed to push people towards the new Horde race instead. Balancing the number of players on each faction is very important for PVP, and is a good move on Blizzard's part.

    And you Alliance whiners can shut up and go level a toon through the Barrens, *then* try to say the Drano starting area is bad... :)
  • Re:Why review this? (Score:5, Interesting)

    by tbannist ( 230135 ) on Friday February 23, 2007 @03:17PM (#18126208)
    They really shouldn't be. It's exactly the same except now you kill foozles instead of woozles. In my opinion, Burning Crusade made WoW worse than it was before, not better. I bought a copy of BC and a couple weeks later cancelled my account permanently. All Burning Crusade really did was reset the game to a level 70 cap and make everything accomplished before level 61 irrelevent.

    Some people want more of exactly the same, but combined with Vivendi's foolish idea that removing dps class roles from the game would somehow improve the game by disenfranchising rogues and mages, the game ended up being more of the same but distinctly worse. Since the release of the expansion there has been a steady trickle of people in my former guild quitting the game. It seems only the really new players actually like the expansion, mostly because they hadn't invested time into doing level 60 activities and thus didn't end up wondering why everything that had accomplished in the game to date had to be rendered utterly useless by the expansion.
  • Re:Why review this? (Score:1, Interesting)

    by Anonymous Coward on Friday February 23, 2007 @03:24PM (#18126300)
    So, you have payed a 15$ monthly subscription fee for two years so you could play 1 hour a week?
  • by MMInterface ( 1039102 ) on Friday February 23, 2007 @04:02PM (#18126820)
    I just started playing WOW 3 weeks ago. I resisted the urge for a long time partly because I wanted to have a life. As a complete newb I'm not sure if I should buy this or not so it is helpfull. At this point I don't even know if a low level player like me could benefit much from the new content. It especially helps to know what kind of experience I will get based on how much time I devote to the game. One thing I can say for sure is that there are a lot of newcomers so your comment is really innacurate. Basically the review doesn't help you and thats fine, but don't speak for everyone else.
  • by MeanderingMind ( 884641 ) on Friday February 23, 2007 @04:15PM (#18126992) Homepage Journal
    The biggest downer of the LFG tool is the artificial limits that have been put in place.

    1) Altruism - There have been times in the past where I see a grammatically correct and polite request for a VC group sent out for an hour or more. I like to reward people for these things, and so I'll bring in a high level character and get them through the dungeon or a hard quest. The new LFG tool has absolutely no support for friendly, high level players.

    2) Multiple Characters - I tend to have multiple characters on a single server. A habit of mine with the LFG channel was to play one character while monitoring the channel for a dungeon another character needed. The LFG tool has no functionality supporting this.

    3) Craziness - Sometimes people want to group for odd things. Whether it's a roleplaying parade, a raid on an enemy city, or a counter-offensive to an enemy attack the LFG channel allowed groups for non-standard events. The LFG tool has no functionality for people joining groups unassociated with predefined directives.

    4) Automation - While much of the LFG tool is automatic, using it isn't. Most players by default would join the LFG channel on login. People must personally open the LFG tool and set what they need. The result is a crippling effect on participation.

    5) Simple Limits - One of the major problems with the LFG tool is the limited amount of LFGing you can do with it at any one time. Despite the fact that I might be looking for several wings of SM, RFD, some elite Arathi quests and perhaps a general Zone group for the Badlands I must pick and choose between a maximum of three things. SM alone can eat 3 of those without even covering the whole instance. As instances generally fulfil many quests, they take higher priority than individual quests. This makes it extremely difficult to use the LFG tool for anything that isn't a dungeon, as people naturally select what will give them their "money's worth".

    6) LFM - The LFM portion of the tool is simply bad. Three was limiting enough, but at most you can LFM for one dungeon, quest, raid, zone at a time. If you're doing quests outside of dungeons, you might suffer from the "ships passing in the night" syndrome as you flutter through the relevant quests looking for people who might be interested.

    Those are my criticisms of the tool. It has great potential, but I think Blizzard jumped the gun. It's going to be twice as hard to convince people to adopt it because of the perception that it sucks. Even if it is improved to the ease of use and functional level of the LFG channel, people won't be convinced. It would have been better if they had waited and expanded it before replacing the flawed but undeniably useful LFG channel.
  • by Gropo ( 445879 ) <groopo@yahoo . c om> on Friday February 23, 2007 @05:46PM (#18128312) Homepage Journal

    if you were to find a way to exploit the terrain to get around the portal to the blood elf area you'd probably just end up at a beach with nothing there
    Verified... Tried swimming from North of Scarlet Monastery to Ghostlands before I installed BC (and after it had gone live) and all you wind up in is 5 dimensional space (shows you walking through the zone on the map, but you're actually standing on an anonymous mountain coastline). I can only presume this is still the case after having installed it. Gotta wonder what happens if you party with someone, inhabit the same space as them (in different instances) and try and buff or heal them.
  • by SmallFurryCreature ( 593017 ) on Friday February 23, 2007 @06:08PM (#18128620) Journal

    I need my MMORPG fix but I do NOT need those random loot drop grinds.

    WoW players might regonize were I stopped playing WoW. It is in the night elf area, third area, and you got to kill some warlocks with their pets for an item to drop as part of a longer quest.

    It didn't drop. My rogue gained two levels in that area while I learned how exactly to get them in the shortest possible time. Simple, conceal, sap caster, kill pet, kill caster. Rince and repeat.

    That killed the game for me, right there and then I knew that this was exactly how the game would be for the next 40 levels and then some.

    Since I had already paid over the next few weeks I got my char to around 30 (were getting new skills ends and you just get slightly more powerful skills to deal with more powerful critters) and then just stopped.

    I couldn't stand the random drop nature of things. EQ2 at least most times TOLD you how much you had to kill. Granted most its quests were Kill 8 X, Kill another 8 X, and again. Once more. Okay, now kill 10 of them. Okay! Now kill 8 x (adjective) X. Congrats, you done part 1, now kill more X.

    But at least you could count them.

    Get the goddamn fucking randomizer OUT of my MMORPG's. If I kill every single last one of those casters the damn item should just fucking drop.

    It was the same with crafting. The chances of actually getting some of the rarer stuff were so random that you just couldn't make plans. By the time some items actually dropped I had gotten so many levels I was way beyond the item I had wanted to grind.

    WoW takes to long. Your warning tells me BC does not improve this. I HATE RANDOM DROPS.

    If Blizzard had made Star Wars poor Luke would have had to make a dozen trips to the Jawas before R2-D2 dropped.

    Then again, if Sony had made Star Wars, you would have had to form a que to rescue Leia, if she was spawning that day.

    Mmm, if only Lucas made a MMORPG. Surely that would be tops! Oh wait.

  • Overwhelming (Score:3, Interesting)

    by Avatar8 ( 748465 ) on Friday February 23, 2007 @06:59PM (#18129184)
    That's the first word that came out of my mouth when I saw some of the new content artwork. Some of the locations and architecture are absolutely gorgeous.


    After getting into BC a bit, overwhelming applied to how much new quest, gear and instance content there is.

    I'd say I'm a casual gamer even though I play WoW ~25 hours a week. I've played since beta, played every class to some extent, achieved a few level 60's, run all the non-raid instances and half of the raiding ones. I still felt like I had quite a bit more to do and see in the old content. Then BC came out and I feel like I'm starting over again.

    I've started new characters to experience the new starting zones, and I have a few of my characters in Outland. My guild is quite divided about the content: hardcore group has muscled ahead and reached 70 planning to lead the guild through raiding, casual group is still reaching 60 and wants to raid the old content.

    I haven't purchased any other game since November 2004. I played Ultima Online for 7.5 years. WoW is considerably better than that, so I expect to be playing for a very long time. The review is fairly accurate though I disagree with the author's negative opinions about the old content.

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