5 reasons you should love Wrath of the Lich King
Ever since the final scene of The Frozen Throne, Warcraft fans wondered just what happened to Arthas after he placed the Lich King's helm on his head and took an icy seat. In Wrath of the Lich King, they were about to find out. Featuring an all-new continent with new zones to play through, Wrath also introduced the first new hero class to the game, the death knight. In the wake of The Burning Crusade, Wrath had a lot to live up to. It did that and more, paving the way for more accessibility to raids, more endgame content and new lore, to boot. Many of the players in Cataclysm today got their start in Wrath of the Lich King, and there's plenty of things to love about it -- far too many points to list. But we'll give you five of them!
5. Seamless questing
The days of having to travel halfway across the world and back again to complete a simple quest were completely obliterated in Wrath of the Lich King. Questing in Wrath was a streamlined experience merged with storytelling. Each zone had its own defined storyline, and each storyline was neatly divided into quest hubs along the zone. Rather than merely picking up zhevra hooves or performing otherwise menial tasks, players were taken on a progressive, purposeful journey through each zone. Whether you were Alliance players discovering the origins of the human race or Horde players inducting taunka into the Horde, each faction had its own unique purpose for being in each zone of Northrend.
But those purposes all tied in to the ultimate conflict: the battle happening in Icecrown and the final assault against the Lich King. That wasn't to say that there weren't other tasks to deal with in Wrath of the Lich King; Malygos' war with the rest of the Aspects and the mages of Dalaran was another conflict highlighted in Wrath as well. Yet the primary focus of the expansion, from the first trailer to the last, was always the Lich King and the Lich King's defeat.
The way that focus was handled was brilliantly done. Players started out on the shores of Northrend, each zone feeding seamlessly into the next. But the zones, and Wrath, were shining examples of layered storytelling. Sure, each zone had its own unique storyline. But behind that storyline was a smaller thread that fed into the main Lich King storyline. By layering the storytelling in this fashion, Wrath had a kind of purposeful drive to it, even more so than the Burning Crusade.
4. The nostalgia factor
After two years in "outer space," players were ready to return home -- and the familiar faces of classic WoW were there to greet them, in slightly different context. Well-known figures from classic WoW like Bolvar Fordragon, Gryan Stoutmantle, and Varok Saurfang all waited to welcome the return of heroic players from Outland. But it didn't stop with classic faces. Characters from The Burning Crusade made their way to Northend as well, including Garrosh Hellscream, Budd Nedreck, and Asric and Jadaar, whose bickering had been a constant source of amusement for those who wandered Shattrath City. And even Hemet Nesingwary, whose exploits spanned two expansions, made a triumphant return in Wrath.
It wasn't just that those faces were present -- it was that those faces remembered you. Bolvar Fordragon recognized players who had completed the quest to unmask Onyxia in classic. Gryan recognized players who'd completed the People's Militia quests in Westfall. And Saurfang had different responses to players who'd turned in the head of Nefarian and the rare players who carried the Scarab Lord title. That moment of recognition was a moment of unexpected joy for many players.
But it wasn't just the nostalgia of classic WoW that was brought to the forefront. Wrath of the Lich King and the exploits in Northrend directly tied into the events of Warcraft III. Throughout the leveling experience, players experienced reminders of the story from the classic RTS game. From the memory of the first moment Arthas' hand touched Frostmourne, to the fight between Arthas and Illidan, to the Caverns of Time instance that let players play through the purging of Stratholme, Wrath was a return to the comfort of days and stories past.
3. World development
The nostalgia was nice and the questing was fantastic, but Wrath did more than just streamline quests and offer up a unique kind of nostalgia for Warcraft fans. In The Burning Crusade, we finally began to see a little movement in the world of Outland -- NPCs that appeared to have lives of their own, storylines that affected entire zones. Wrath took that progressive storytelling one step further and completely blew it out of the water. Where The Burning Crusade had a few brief moments of interactive storytelling, Wrath ran with it, from beginning to end.
Faction leaders were no longer relegated to their capital cities; they were out in the world, traveling and fighting the war against the Lich King alongside players. Horde players actively recruited a new race, the taunka, into the Horde. Alliance players delved into the history of the Lich King, and the origins of both the human and gnomish races. Both sides clashed in the climatic battle at the Wrathgate and the invasion of the Undercity immediately after.
And the story of the conflict that erupted between Alliance and Horde continued through the introductions of raids, and the cinematics that accompanied those raids. The Ulduar cinematic shone as not just an introduction to a new zone, but the introduction of a clash of personalities that would carry all the way into Cataclysm and beyond. In Icecrown, the clash came to the forefront, with both sides fighting their way through endless Scourge -- and each other -- in a race to finally put an end to the Lich King.
Through phasing and cinematic storytelling, players were a direct part of the outcome of various areas and zones. The world was no longer a static place; it moved and changed with every action the player made. It was the first time that players felt the affect of their actions and how they changed the world around them through their questing. But it also changed around the players regardless of their actions -- the story of faction conflict and the desperation of both the Alliance and Horde leaders an ongoing process behind all the player development. The addition of this depth of interactive storytelling shot a spark into the world of Azeroth and brought it to startling life.
2. Achievements
Wrath also saw the start of the achievement system -- a system with no real value in terms of scoring amazing loot or improving your character's DPS, but a system that was immensely popular nonetheless. Suddenly players that didn't have any quests to complete or dailies to do or raids or PvP to partake in had something else to occupy their time. Sure, the points you racked up couldn't be used for anything, but they did serve a purpose -- bragging rights, and a way to measure all those odd little accomplishments you'd completed during your stay in Azeroth.
And there were achievements for everything -- obscure ones that sent you around the world to read books or show the critters of the world how much you loved them. Ones that required a time sink, like reputation grinding or simply completing as many quests as you possibly could. Random chances of luck, like rolling a 100 on a need or greed roll in a dungeon. And even holiday achievements that ultimately rewarded a 310 speed flying mount.
But there were specialized achievements, too. PvPers suddenly had more to work for than just racking up kills or gaining rating; they got achievements for gaining that rating, too. On top of that, they got achievements for completing obscure objectives in Battlegrounds and gaining reputation with the various Battleground factions. Raiders got a series of achievements to complete as well, from the simple completion of a raid to performing a ridiculously difficult series of tasks that eventually evolved into the heroic raids we know today. Speaking of raiding ...
1. Revolutions in raiding
Raiding received a slight shift in The Burning Crusade from 40-man raiding to a more manageable size of 25-man raiding. On top of that, Karazhan and Zul'Aman were made for even less. But Wrath took what was started in The Burning Crusade and changed the face of raiding to what we see today. Raids were no longer 10- or 25-man-only -- every raid in Wrath of the Lich King could be completed with both, depending on how many people you had around. This was the start of 10-man raiding guilds, and today, there are thousands of them out there -- thousands that would have never gotten their start if it weren't for the design changes made in Wrath.
And that was only the start of it. With the introduction of the achievement system, raiders got to try their hand at a series of nigh-impossible tasks that made the raids that much more difficult to complete. Completing these tasks not only rewarded achievements; they rewarded titles and mounts as well. With the introduction of Ulduar, deliberate mechanics were introduced that kicked the bosses into hard mode encounters. Speeding through Thorim's hall of death, pushing that delicious red button behind Mimiron, choosing not to take keepers with you into Yogg-Saron's lair -- each had a deliberate effect on the flavor of the encounter and made it much more difficult. Each also rewarded raiders with additional loot unique to the hard mode encounter on top of the achievements, titles and mounts.
This led to Trial of the Crusader and the formal introduction of heroic raids -- raids that were significantly harder to complete, and offered greater rewards. It also led to a change in mechanics. Raid leaders could now choose which raid they wanted to complete and what difficulty they wanted to complete it, either 10-man or 25-man, normal or heroic. Each mode offered different loot and rewards, giving raiders a multitude of choices to pick from for raiding content. It was so far removed from the days of classic 40-man raiding as to be unrecognizable, and it allowed a whole new generation of players to finally take the leap into raiding and experience it for themselves.
Wrath of the Lich King was an absolute evolution in the way that World of Warcraft was played. From the seamless leveling experience to the addition of multitudes of content for players both casual and hardcore alike, Wrath was a vivid, interactive landscape of gameplay for everyone who played, with scores of reasons to love it. But in that evolution, there was also a disconnect. The startlingly lifelike landscapes and the increasingly interactive continent of Northrend stood in sharp contrast to the rest of Azeroth and the world of classic WoW -- which is why, in part, the latest expansion was the next logical step to take. But that's a list for next week.
World of Warcraft: Mists of Pandaria is the next expansion, raising the level cap to 90, introducing a brand new talent system, and bringing forth the long-lost Pandaren race to both Horde and Alliance. Check out the trailer and follow us for all the latest MoP news!
Filed under: Analysis / Opinion
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Reader Comments (Page 3 of 4)
Mortenebra Nov 15th 2011 4:45PM
Oh and Ulduar is awesome. I have a hard time deciding whether I love Karazhan or Ulduar more but man... Ulduar was just EPIC!!
mheatleyadams Nov 15th 2011 4:51PM
I loved Ulduar.
But...I hated the mess they made of the Lich King.
madfigs Nov 15th 2011 4:52PM
#6. Isn't the xp requirement for level 70-80 being reduced in 4.3? I've done 3 alts so far since cata and this is good news for the future!
RetPallyJil Nov 15th 2011 4:59PM
You don't need to convince me to love Wrath of the Lich King.
treti.e-mail Nov 15th 2011 5:11PM
LFG was great thing, achievents also, but you wont make me love it.
It was white, cold, hating, undead and unfriendly expansion.
Bones, ice, animal parts and furry applications everywhere.
Yuck....
I am missing the cozyness of tBC, full of light, gold, red and warm violet
DeathPaladin Nov 15th 2011 5:28PM
I liked the bleakness, mostly because I was playing a Death Knight, so I felt I fit into the story well.
One problem I have with Cataclysm is the absence of the Death Knights. Their story just fell off the radar after Wrath ended, much like the Draenei after Burning Crusade and the Worgen after their starting zone.
Of course, my storytelling mind kicked in to compensate, so my Death Knight is dealing with trouble fitting back into polite society, and so many people who viewed him as an inspiration during the war against the Lich King now look at him in disgust because he is a continual reminder of everything that was lost. His continued existence has become inconvenient, which makes him angrier and more withdrawn at the same time.
JLM Nov 15th 2011 5:23PM
I am one of those players that started out in Wrath so the xpac holds probably more meaning to me than any other, and I remember the excitement when I finally reached 68 and was able to quest in Northrend. I regret not being around in the hayday of the first two versions, but as a new player at the time, the wrath zones were quite enjoyable, and the ability to jump right in(with a lot of guidance from my guildies ;) ) to raiding and other endgame activities made the game a lot of fun. From what I hear this wasn't always the case in vanilla and TBC, at least in regards to raiding, so I would have to say from my perspective as a wrath-baby, that xpac did a lot right.
Kaphik Nov 15th 2011 5:23PM
What made Wrath of the Lich King so good for me was this ominous feeling that we really could lose everything that permeated the whole expansion. Of course, as a player one knew that wasn't going to happen, but Blizzard did an incredible job of making one feel like there was this possibility that we wouldn't prevail.
The Burning Crusade was great, it opened us up to an entirely new world. What Wrath did to eclipse that was open our eyes to our own world, that there was a whole lot more out there just a stone's throw away that we never knew existed, nor much less be able to comprehend. The Scourge had been around for a long time, and we ran into evidence of their destructive power on a day to day basis in Azeroth. However, those first steps into Northrend did what Illidan always threatened, they made us realize we weren't prepared.
The new continent was massive, steeped in lore that was whispered about in World of Warcraft; one had to really delve into the Warcraft history before WoW to truly understand the magnitude of what we were seeing. Even so, there was much more than anyone alive in Azeroth had even caught a glimpse of.
The story of Arthas was always fantastic, a Shakespearian tragedy. Many of us knew (or at least thought we knew) how it started and ended, but Blizzard amazed me with the depths they went to flesh out the story and develop it as we leveled and made our way to Icecrown for the final conflict. Arthas was constantly showing his power, taunting us, teasing us as we invaded HIS lands to bring the fight to him. There was still this feeling that he wanted us to come to him, that everything we did was according to his plan.
That's where Blizzard did everything right. The zones were all amazing to see, full of wonder. Dragonblight was my personal favorite, because I realy had the feeling that this was a place where some very important history had occurred. The first time I made my way into Icecrown, I even felt a bit of fear. The zone was scary, and if one placed themselves into the mindset of their character and just looked at everything there, the death that filled every corner of that zone, it was awe-inspiring. Even the way the final raid was implemented felt like we were waging a long term war for the survival of all life on the planet. In Cataclysm, we had Deathwing come through while we were asleep (i.e. during maintenance) and wreck the world. We never really saw he changes happen in front of our eyes, like we did in certain zones in Northrend. Also, Deathwing was this supposed force that was even worse than the Scourge, yet we very rarely see him while leveling from 80 to 85! Ok, maybe once in a while we get toasted during one of his flyovers, but that feels more like an annoyance than a threat we need to defeat.
Yes, there were some gameplay aspects that changed WoW both for the good, and for the bad. However, Wrath was truly a story, one that I felt a part of, that I was able to affect the outcome. That's what Blizzard did and that's why Wrath should be remembered.
srshupe Nov 15th 2011 6:49PM
I love Icecrown so much. Such an epic zone. Massive gates of doom protected by huge level 80 elite undead. Massive armies carpeting the ground, forcing you to get around via flying. Which you would be doing anyway, but it was cool to see a zone designed around the fact that the players would be flying through it. Airship quest hubs that take potshots at each other as they pass. I still love flying around IC and just being awed at the size and scope of it all.
I loved the progression too, as the crusade tries to assault Arthas through the wrath gate in dragonblight, fails, and is forced to proceed through the main gates in the IC zone. The quests go from gate to gate, taking down one after another, until you start attacking the outside of the citadel itself. (and then a tournament happens...)
RiderGeshtar Nov 17th 2011 9:52AM
The 'we might just lose' feeling--yes. Very yes. Sure logically I knew that I'd be able to (eventually, lol) fight Arthas and win...but from a story telling and RP perspective...
Well, we're on the sacred ground of the Scourge. We have no choice but to fight Arthas and that's exactly what he wants us to do--follow in his footsteps. We've danced right into the palm of his hand and that hand is closing very quickly on us now. Arthas is the one holding all the cards. He doesn't need to sleep and neither does his army. And because certain people are being dafter than the Ravenous Bugblatter Beast and Dopefish but together. we're FIGHTING ONE ANOTHER, DYING, and ADDING BLADES TO HIS ARMY.
And on top of that Malygos is douching it up over there and pulling our focus and that works to Arthas's benefit too. Dead dragons are useful.
tl;dr for the forst time I really felt like a SERIOUS underdog, and not the Hollywood kind who powers through at the last minute through spunk, justice and the Power of the Glow (and if anyone gets that reference, YAY). I felt watched at all times. Like nothing I was doing was going unnoticed, and I was dealing with a guy who knew me perhaps as well as I knew myself and was going to happily use that against em to screw me over. Arthas was gunning for us PERSONALLY.
The gameplay mechanics contributed to this beautifully. Be honest now, how many fo you screamed like a tiny schoolboy/girl when you tried to spirit release during the LK fight (before you knew it was stupid to do so XD) and you got THAT message. "Failed: Your soul belongs to the Lich King." Dear god Arthas even took over the fourth wall RUN AWAY etc.
tl;dr I agree with your comment fully. The immersion rocked.
noel mcleod Nov 15th 2011 5:38PM
In Wrath, I stopped just questing (all I ever did in BC) and started running dungeons, which led to my learning to tank heroics, which led to a little (very little) raiding. But I was never at a loss for something useful to do. In Cata, the jump from regular to heroic was not sufficiently graduated. There was a really nice progression for FIVE-MANS that's just not there in Cata. Cata was almost over before I could tank HHoR (for those of you who say L2P here, my accumulated play time at that point was probably the same as yours, just spread over a lot more RL ...).
If I had started earlier in or before BC, I may have liked it more but for me Wrath rocked and Cata ... not so much. I think the next expac would need to be three years away before I would get into Cata raiding.
Konataismine Nov 15th 2011 5:42PM
Wrath was neat, but I will forever hate it for the introduction of the abomination known as the LFD tool. : / "Hey lets take the world out of World of Warcraft! Hey! Let's take server communities with it!"
DarkWalker Nov 15th 2011 8:59PM
Of course, some of us consider the LFD tool the best thing WoW ever did.
So much that it spread like wildfire into plenty of other MMOs; it's getting really hard to find games without something similar, for example next month the last of the MMOs I currently play that didn't had it will get it's version of the LFD.
BTW, Just to show you how much I liked the LFD, it was the main responsible for increasing the number of weekly dungeon runs I did from one to a couple dozen :) (Tank, but with absolutely no patience or time to sit in the city looking for group; the LFD meant that, if I had 30 minutes of free time, I could hop into the game for a quick run.)
Psiwave Nov 15th 2011 5:49PM
For me the crowning moment was heading into storm peaks, it wasn't part of the main story but I remember those quests against tha magnataur and snowbolds where you sneak into the with the goblin sappers, you kill the leader in what looks to be a standard rough cave, then I noticed a crack in the wall behind him, huge cogs and gears! I remember being baffled and intrigued. Then later, on my loaner gryffon when I flew over the plateau with that huge open chamber in the middle (can't remember the name) I was blown away, the whole zone was fascinating as at the time I had just returned to the game after skipping most of BC and played alone with no spoilers.
(I found wow insider and my guild shortly after)
Bossy Nov 15th 2011 5:49PM
1. Wotlk had the BEST world designs. A pity the 2 last zones were never really explored due to flying being enabled after hitting level cap.
2. Wotlk introduced several of the very best WOW features to date: DUAL spec - Achievements in EVERY part of the game - STOPPING experience gains - Leveling through PvP - Daily profession quests and of course the misunderstood LFG cross server tool.
Why is the cross server tool misunderstood? Because without it WOW would be a complete dead game by now.... and more importantly you play with a few million players instead of just the 500 around you in prime time.
Modern on line play is playing NOW instead of laters and for the single server design of WOW there was no other solution. It was either that or a drop of 80% of players like all those other MMo's (latest one Rift included).
3. Wotlk was very bad in difficulty design. The gear hunt badge race through laughable dungeons DID ruin the best Raid Blizzard ever designed: Ulduar.
4. While CATA dungeons were foolishly long and much too hard for us mere mortals, the badge runs in walk in the park Wotlk dungeons and even daily Wotlk Raids KILLED the fun in about 2 weeks badge runs.
I think Blizzard found a way out in the next expansion with introducing those "scenarios". Easy way to grind badges, not dropping the dungeon difficulty TOO low and just have fun in 15 minutes scenarios without the trouble of finding tanks.
WOW will always be a game of balancing the correct tools. Let us hope MoP will bring back some "Wntergrasp" feeling instead of the Comedy Capers Tower capping of Tol Barad and some very nice Pokemon hunts and fights instead of that dreadful Archeology thing.
DarkWalker Nov 15th 2011 9:05PM
If you are talking about Stormpeaks and Icecrown Glacier, those two were meant to be explored with a flying mount. It's not quite feasible to navigate them from the ground.
BTW, seems like, regardless of PvE scenarios, WoW will return to WotLK-like dungeon difficulty; players that want a 5-man challenge should, well, take the new challenge modes - which will have the advantage of not being trivialized by gear, so they should remain challenging until, at least, the expansion after MoP launches.
Khazou Nov 15th 2011 6:16PM
I started playing in Wrath and I loved it to death. As soon as Cata hit with the1 hour+ heroics and the unconvincing story (what the hell did Indiana Jones have to do with it???) I felt miserable. Eventually I quit. Still would love to come back, when Wrath-like game machanics are reintroduced, but I don't see that happening. So I am really mourning Wrath..
Blayze Nov 15th 2011 6:49PM
Wrath was the best part of this game by far. Raids were welcoming to the casual player, we could pug the 25-player version if we really wanted loot, heroics were quick and easy--the net effect of all this was that we were *encouraged* to bring alts and new raiders, not penalised the way Cataclysm has done.
These days, I can't pug the 25-player version of anything--it'd lock me out of a guild run. There's no point taking an alt--they'd be dead weight in a guild run and no pug would give any of them a second look. The last time I did a heroic was to get the achievements for finishing ZG and ZA--and I'm not going back. If I get them in 4.3, I'll just drop group and eat the debuff rather than do that again.
The zones were fantastic, the quest hubs and their storylines interlinked between zones and even after hitting level 80 I still had so much to do even on my first character. These days, I get to choose *one* zone out of five not to do.
I sincerely hope 4.3 and Mists of Pandaria are a return to Wrath's level of difficulty, because my guild nearly fell apart completely because of how casual-unfriendly this expansion is.
Rigo Nov 15th 2011 7:16PM
I enjoyed Wrath alot. I liked the quick dungeons, zones, questing. I really enjoyed it. That was the most enjoyment I've had in WoW ever. I enjoyed BC but by the time BT and SP I was so far behind there was no chance I was going to experience that content.
The only thing I like about Cata is that lvling was quick. But other then that I do not enjoy it at all.
Deidare Nov 15th 2011 7:39PM
My WoW adventure is a long a complicated one... that I will condense into a paragraph. I started in later BC (the expansion was out for about a year). And I hit level cap when there was roughly 4 months or so left. So, I never really got into BC endgame. But then, Wrath came along. I loved it's snowy scenic landscapes over outlands molten mountains (expect Nagrand, of course), so on and so forth. The familiarity to a classic fantasy setting grasped me in Wrath, and the Lich King is still running as one of my favorite villans of all time. Needless to say, I experienced end game in Wrath and loved it too. Even to this day, remembering the time I spent with friends, guildies, and random butt hole allys still makes me smile and choke up a bit. And rewatching the Wrath trailer made me actually tear a bit. Sure, call me a wuss or call me something that rhymes with kussy, but it seriously gets me worked up. Wonderful memories, wonderful expansion. But i'm not going to hate on Cata. Even if I like it less, I still remember that there's something that lies beneath every expansion, and that's World of Warcraft itself. Wonderful game.