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Reader Comments (Page 1 of 1)
3-06-2011 @ 9:19AM
Revolting said...
I've seen a lot of disgruntlement aimed at both the worgen and the goblins, but personally, I've enjoyed the hell out of both races. I've enjoyed the goblins more than the worgen, but part of that is novelty value, as I'm primarily an alliance player, and certainly not a reflection on the worgen level of quality... those guys are ace too.
I'm not sure which worgen starting zone some of the above commenters played, because personally I found it to be the most gloriously atmospheric thing I've seen in the game yet, and I certainly enjoyed it more than the goblin one by far, right up until being dropped gracelessly in the middle of Darnassus, which helped none, as the entire Night Elf set of regions has always been my least favourite, although the Cataclysm revamps have made them more bearable.
As much as I love playing a goblin, I found the entire Kezan thing grating and misplaced. Things did pick up during the LOST/Kong/anything with pygmy tribes, zombies and volcanoes tribute that followed, but I only really started enjoying being a goblin as we knew and loved them before Cataclysm once I'd made it to Orgrimmar.
It does seem like the worgen have taken a back seat in terms of integration with the world beyond their initial introduction, and while there's definitely truth to that, I do think that's at least partly because we're already used to seeing goblins all over the place from before Cataclysm, as npcs, quest givers, lore generators and the whole shebang... the greedy little guys have always been around, but not so much moody werewolves. Despite goblins already prominent and now bolstered existence, both races do suffer noticeably from lack of long term impact on the world, a disadvantage they have against the Blood Elf/Draenei arraval, who both had an entire end-game world to fight over. Maybe (hopefully) this will be rectified in the future with some sort of worgen/goblin end-game boosting focused patches down the road, though. They've got to save some stuff for later, after all, beyond the obvious Deathwingery.
Treating Cataclysm as exactly what it was (in my opinion) intended to be, an introduction to the new stage in the world's overall story, a stepping stone to greater tings in the future, I'm pretty pleased with both the new races and all the new stuff as a whole. I can't wait for the next chapters to unfold with future patches.
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3-06-2011 @ 10:54AM
chehggy said...
THIS.
Honestly, couldn't do better at summing up that whole discussion. One more thing: The majority here seems to enjoy the goblin starting area more than the worgen one. I for my part was a bit bothered by the lack of coherency once you leave Kezan.
Just a short reminder:
Alright, so you're stranded on that little Island and you're looking for food (and cave paintings for some reason…). Next thing you run into the orcs and for no apparent reason you feel obliged to help them (there's no money in it, right?) Then you got you're town, and you're killing some Naga who obviously proove to be the wrong guys and are only introduced to show you: hey, there's a Faceless one, and they are working with him. Explanation for the whole thingy: fail.
Having the town suddenly attacked by pygmies who have nothing better to do than turn your folks into zombies may be – ah, let's call it fate. (Don't get me wrong, I enjoyed those awesome boots). But why do we have to kill that giant turtle? (Money? Ah, no we just love blowing things up.) Oh right, because otherwise, there is absolutely no reason to flee this island. And why is Thrall so thrilled to help us battle our trade prince, when a couple of quests earlier it was obviously the Alliance posing the big awful threat?
You get my point: things just happen. Sure, they show us the goblin way of dealing with things, but I just don't get what we're actually doing on that god-forsaken paradise-island… (apart from being stranded there, that is)
Blizzard could have streamlined the story a bit. Or rather, make it a bit more coherent. The worgen starting-zone one the other hand, seems though having an awful lot of "go and kill things"-quests, a bit more like a real story.
But maybe that's just me, after all, the vanilla quest barely told any coherent story ;)