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Reader Comments (Page 1 of 1)
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 ;)