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MMORPGDot Feature: World of Warcraft Beta Journal #8 Dialogue, 2004-04-29 For those of us new to the World of Warcraft this
push is the first time we've been able to play as members of the Horde. It was definitely
worth the wait. The Alliance races
are wonderful. The humans are chaotic and frantic, the dwarves are stern and
proud, the gnomes are cute and ..um..cute, and the Night Elves are regal in
their forest homes. The Horde races have an entirely different feel to them.
The Tauren and their lands exude an almost mystical sense of calm. The Orcs
have a gruff honor about them, and the Trolls a frantic urgency. The Undead are
at the same time repulsive and sad. The Horde is a interesting mixed bag. Today
I'm going to take a brief look at the lands of the Undead and the Tauren.
My first character in the new push was an Undead Mage. Starting out in the
gloom of the Tirisfal Glades, I got to see a feature of the game that will be
included in the retail version but as yet is not present for all races. After
making my character a camera pans out over the newbie starting zone of
Tirisfal, looking at the actual gameworld as it pans. I got to see other
players doing their thing as a voice-over guy gave me the low-down on what the
Undead are all about. Namely, killing humans and other undead. These two
factions are The Scourge and the Scarlet Brigade. The Scourge is the undead
faction controlled by the Lich King and Prince Arthas. The Scarlet Brigade is
the remnants of the human population of Tirisfal. The early levels really drive
home something you may have already suspected about the Forsaken: They're Evil!
Despite what Sylvanas Windrunner may want to think of herself and her brood,
the Forsaken are just as bad as the Scourge when it comes to nasty acts. Your
constant attempts to remove the human population of the area and the methods
used to do it are very clear indicators of that. Though there is a creepy
undertone to the Glades and many of the early quests, the Forsaken also strike
me as sort of sad. That didn't stop me from having fun though. The most
difficult early objectives have you searching out commanders in the Brigade at
various strategic locations. There you slay them and a few of their most
trusted soldiers in an effort to weaken the Brigade as a whole. It's a great
hook into the overarching stories of the Forsaken.
The Glades themselves are wonderful. Where Duskwood is a Lovecraftian creepy
with things skirting at the edge of your vision and a menaced town populace,
Tirisfal Glades is a "living in oblivion" sort of creepy. Signs of
death and decay are everywhere. Trees rot where they stand, most of the
buildings are in some sort of ruin, and the rivers in the Undercity flow with
poisonous ooze. The Undercity is probably the most amazing part of the Glades.
As you're probably already aware, the Undercity lies beneath the former palace
of Lordaeron. You have to travel in
through a broken and discarded courtyard, past the now empty throne room and
down through an elevator shaft to reach the Undercity. The soaring grisly
artwork of the Undead is lit in a garish green glow by the rivers of ooze. The
abominations, their guts visible to all onlookers, guard every doorway and
patrol the sidewalks. They have skulls in place of levels, meaning they are
effectively unkillable. The circular wheel of the Undercity is tied together in
the trade hub. The center of the hub is the bank, around which are small stalls
with vendors, and Inn, and the bat station. The Undead
are probably one of the most popular races in this push, and I know a lot of
people sick of the Alliance turned
to 3vil in order to sate their need for novelty. The surest sign that the
Undead are evil? The male undead dance is a hard-rocking rave, and the female
undead is a goth-club worthy slow-hand thing that is sure to make any Bauhaus
fan happy as heck.
From the Northern areas of Tirisfal we go far to the south, to Mulgore on
the continent of Kalimdor. The fertile plains of the Tauren homelands are an
awesome sight. There is nothing at all like Mulgore in Azeroth. There are only
a few trees as far as the eyes can see, just a lake here or there, and an
endless expanse of grasses waving in the wind. Like all the races, the Tauren
face their own problems. The Quillboar, a bestial race of pig-men, the Centaur,
Gnolls, and races from the Alliance
all infringe on the edges of the Tauren lands. They break the earth to dig up
ancient treasures and artifacts, burn what few trees there are, and kill the
creatures of the land for almost no reason. To the spiritual peoples of Mulgore
this is an outrage. Many of your early quests will revolve around stopping the
various despoilers on the plains and proving yourself to your culture. The
Tauren are all about the journey, and they have very specific rituals that must
be completed to prove your worth in a certain way. It's a fascinating and very
immersive way to assign quests. The Tauren as a race may be the most societally
fleshed out of all but the humans. Unfortunately, the quest coverage and flow
is still somewhat choppy. The three most well tested areas of the game are Elwynn,
Dun Morogh, and Tirisfal (in that order). As such the Orc, Tauren, and Night
Elf lands are all undergoing their first major examinations thanks to the
tireless Beta testers. Many of them are constantly recreating new characters to
investigate the newbie areas as thoroughly as possible. Already there have been
a few minor changes (such as a change in a critter's spawn table in the NE
lands), and more are sure to be on their way before too long.
The plains of Mulgore are, as I said, breathtaking. If you've ever been to
the American Midwest or Yellowstone National
Park you may have seen sights that could be
analogous. Because it's Blizzard, though, take those images in your mind and
make them stretch from horizon to horizon. The plains teem with wildlife,
including large flightless birds, wolves, great hunting cats, and of course the
Kodo. The Kodo Beasts are huge herbivorous mammals that live on the plains. The
Tauren live with and depend upon these great beasts in much the same way as the
North American natives did on the bison. There are several quests surrounding
the Kodo, and the artists have made a supreme effort to include the beasts
within the culture. Kodo heads hang from lodges, their skin and bones are the
makings of tents, and killing a Kodo in single combat is a very sacred act
within Tauren culture. The analogy to Native American culture is very apt, as
the architecture of Tauren villages seems designed to reinforce that thought.
Teepee like structures of all shapes and sizes form the buildings of Bloodhoof
Village and Thunder Bluff. You
might think they'd be somehow hokey or contrived, but they seem very natural in
this setting, and wholly appropriate. Mulgore is a land of beauty inhabited by
intelligent and spiritual people. The antithesis of the Undead, if there is a
truly "good" race in WoW the Tauren are it.
Next week I'll take a look at Orgrimaar, Durotar, and the Shaman class.
Until then, Zug Zug.
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