Cataclysm Post-Mortem: Uldum, page 2

Mat: We've already talked to death about the number of cutscenes in Uldum over the course of the months we've been playing Cataclysm, but it bears repeating -- players do not like control taken away from them. If I want to watch something cool happen, let me watch it. The fight between Brutallus and Madrigosa in the Sunwell raid is a perfect example of a cutscene that doesn't take control away from a player. Rather, we would get the controls ripped away from us at every moment along the Harrison Jones quests just to swing the camera around and watch our character run up a sand dune. There was no substance to it. Sure, show us Obelisks activating. Don't show me running up a dune. Wrathgate was great because it's hard to show an event like that in game. The lesson is that using cutscenes for everything hasn't been awesome since Final Fantasy 7. They're better when they are used sparingly to show awesome moments in game that would otherwise be incredibly difficult to experience with the engine as is.
The quests themselves were top-notch and really fun, but taking control from the player so much was just tedious.
Art direction
Alex: Uldum is gorgeous. The first time I saw it was from Tanaris, before Blizzard even allowed you into the zone back in the beta. I crawled up the Tanaris zone border to hit the no-man's land wall and just peeked in to see what I could see. Massive monuments, the pyramids, the whole deal -- it was just so unbelievably beautiful. I couldn't wait to get inside. That feeling did not go away once I was actually in there.
From time to time, I wonder if the scale of Uldum is slightly too big. It's amazing to see when you're flying around in the air, but do you see much of it when you're questing on the ground? The monuments, pyramids and obelisks are somewhat lost to you when you're at ground level. Of course, that's probably how it is in the real world, isn't it? You can't comprehend the scale of the Sphinx until you can take a step back and look at it.
Mat: Uldum is the most beautiful zone in Cataclysm, hands down. The art direction and design teams that built Uldum should get gold stars and plaques on their walls saying how awesome they are. From the enormous structures to the sweeping desert vistas, Uldum was ripped right from ancient Egypt and given Blizzard flair. The sand-swept cities and buried monuments illustrated Uldum's story without saying a word, and the great ships and river delta, the harbors of the tol'vir, and changing ecosystem made Uldum feel alive. I loved every bit of the world that Uldum created.
Somehow Uldum managed to take a zone that should have been two colors and make it one of the most visually appealing and colorful zones in all of Cataclysm. Uldum, in terms of zone design, should be the benchmark that the next expansion is created by, especially because of its perfectly cohesive atmosphere and alien feel while still being part of Azeroth.
What worked? What didn't?
Mat: The flow of Uldum was hit or miss for me. I remember hitting level 84 fairly early in the zone after doing both Hyjal and Deepholm to completion and then heading off immediately to the Twilight Highlands because, frankly, the rewards were better. Uldum would become my fun zone after I had completed Twilight Highlands, much like how I left Storm Peaks and Icecrown alone until hitting the level cap in Wrath of the Lich King. When I did the zone, I jumped around a lot. The pacing was off because I would be in one area doing the Ramkahen stuff and then fall into more Harrison Jones stuff unintentionally. I wish the zone was just broken up into two pieces.
Uldum was an odd mix of great fun and roll-eyes. While I agree with Alex and his assessments of the zone and its very odd reference choices, I don't have the same outward disgust because I just didn't care. I was too excited about the zones before and after Uldum and my eventual love affair with the Twilight Highlands to care, because I left Uldum faster than a desert dust storm.
What Uldum truly succeeds at is showcasing the spectacular work of the Blizzard art department. The creation of a World of Warcraft ancient Egypt was masterfully constructed from the scale of the great statues to the wagons, camels, boxes, and barrels. Thematically, Uldum was perfection -- world building at its absolute finest. The river delta made me think of maps from history class of the ancient Nile. I knew this place because it was so wonderfully put together.
Alex: Uldum is my least favorite zone in Cataclysm, so my list of what didn't work is longer than my list of what did. Go back to previous zones if you want to read positivity from me. I loved Vashj'ir and Deepholm and all of that jazz. Uldum? Ehhh.
I've said enough about Harrison Jones, so I'll just say that goes on my list of didn't work. Another item that didn't work was the crazy number of cutscenes in the zone. You put me in a cutscene so I could run from the bottom of a sand dune to the top of the sand dune. You put me in a cutscene so my character can /dance without my input. You put me in a cutscene so I can /rude without my input. Why? Why do these things? Am I not capable of running 10 feet on my own? Is it essential to the narrative that my righteous paladin of the Light do the Macarena?
The zone could have used more interaction with Deathwing, or at least Al'akir. We don't see or hear Al'akir a single time throughout the whole zone. You'd think an elemental lord starting trouble would be worth talking about. At least we resolved that one and Al'akir didn't get dragged off by a sky octopus or whatever.
The quests themselves were top-notch and really fun, but taking control from the player so much was just tedious.
Art direction
Alex: Uldum is gorgeous. The first time I saw it was from Tanaris, before Blizzard even allowed you into the zone back in the beta. I crawled up the Tanaris zone border to hit the no-man's land wall and just peeked in to see what I could see. Massive monuments, the pyramids, the whole deal -- it was just so unbelievably beautiful. I couldn't wait to get inside. That feeling did not go away once I was actually in there.
From time to time, I wonder if the scale of Uldum is slightly too big. It's amazing to see when you're flying around in the air, but do you see much of it when you're questing on the ground? The monuments, pyramids and obelisks are somewhat lost to you when you're at ground level. Of course, that's probably how it is in the real world, isn't it? You can't comprehend the scale of the Sphinx until you can take a step back and look at it.
Mat: Uldum is the most beautiful zone in Cataclysm, hands down. The art direction and design teams that built Uldum should get gold stars and plaques on their walls saying how awesome they are. From the enormous structures to the sweeping desert vistas, Uldum was ripped right from ancient Egypt and given Blizzard flair. The sand-swept cities and buried monuments illustrated Uldum's story without saying a word, and the great ships and river delta, the harbors of the tol'vir, and changing ecosystem made Uldum feel alive. I loved every bit of the world that Uldum created.
Somehow Uldum managed to take a zone that should have been two colors and make it one of the most visually appealing and colorful zones in all of Cataclysm. Uldum, in terms of zone design, should be the benchmark that the next expansion is created by, especially because of its perfectly cohesive atmosphere and alien feel while still being part of Azeroth.
What worked? What didn't?
Mat: The flow of Uldum was hit or miss for me. I remember hitting level 84 fairly early in the zone after doing both Hyjal and Deepholm to completion and then heading off immediately to the Twilight Highlands because, frankly, the rewards were better. Uldum would become my fun zone after I had completed Twilight Highlands, much like how I left Storm Peaks and Icecrown alone until hitting the level cap in Wrath of the Lich King. When I did the zone, I jumped around a lot. The pacing was off because I would be in one area doing the Ramkahen stuff and then fall into more Harrison Jones stuff unintentionally. I wish the zone was just broken up into two pieces.
Uldum was an odd mix of great fun and roll-eyes. While I agree with Alex and his assessments of the zone and its very odd reference choices, I don't have the same outward disgust because I just didn't care. I was too excited about the zones before and after Uldum and my eventual love affair with the Twilight Highlands to care, because I left Uldum faster than a desert dust storm.
What Uldum truly succeeds at is showcasing the spectacular work of the Blizzard art department. The creation of a World of Warcraft ancient Egypt was masterfully constructed from the scale of the great statues to the wagons, camels, boxes, and barrels. Thematically, Uldum was perfection -- world building at its absolute finest. The river delta made me think of maps from history class of the ancient Nile. I knew this place because it was so wonderfully put together.
Alex: Uldum is my least favorite zone in Cataclysm, so my list of what didn't work is longer than my list of what did. Go back to previous zones if you want to read positivity from me. I loved Vashj'ir and Deepholm and all of that jazz. Uldum? Ehhh.
I've said enough about Harrison Jones, so I'll just say that goes on my list of didn't work. Another item that didn't work was the crazy number of cutscenes in the zone. You put me in a cutscene so I could run from the bottom of a sand dune to the top of the sand dune. You put me in a cutscene so my character can /dance without my input. You put me in a cutscene so I can /rude without my input. Why? Why do these things? Am I not capable of running 10 feet on my own? Is it essential to the narrative that my righteous paladin of the Light do the Macarena?
The zone could have used more interaction with Deathwing, or at least Al'akir. We don't see or hear Al'akir a single time throughout the whole zone. You'd think an elemental lord starting trouble would be worth talking about. At least we resolved that one and Al'akir didn't get dragged off by a sky octopus or whatever.

Standout moments
Mat: For me, the standout moments in Uldum all revolved around the tol'vir and their pharoah, convincing all of the other leaders to vote on mobilizing for war. There were also some very fun and epic moments with Harrison Jones that happened during his quest line, but the majority of that was overshadowed by how annoying he was.
I thought Uldum did culminations very well. Each of the quest lines in Uldum felt like they actually paid off, especially ending in the two 5-man instances, Halls of Origination and Lost City. Both of those instances felt like they flowed very well from the main zone into the dungeon, except for Brann. If you had not done the Harrison Jones quest lines beforehand, you might have been a little lost as to what the heck Brann was doing there anyway. Other than that, the design of Uldum and crafting an Egyptian theme was probably the biggest standout victory in the zone, period.
Alex: The very beginning of the Harrison Jones quest chain was fun, before he overstayed his welcome and things got a little Reichy. The accidental explosions, the toppling of priceless, ancient statues -- those all had me grinning at the fun little throwbacks to the films. Harrison Jones is awesome in small amounts. I loved him in Grizzly Hills, I loved him as the archaeology trainer, and I loved his early Uldum quests. It just went on too long.
I also enjoyed questing with Salhet, the Ramkahen that was awful at combat. His quests weren't the most thrilling, and they certainly didn't get my adrenaline pumping, but they were something different. Heck, he was something different. Much like Zenkiki in the Plaguelands, sometimes those characters that aren't the same ol' powerful warrior thing are very enriching and memorable. Different is good.
The Cataclysm Zone Post-Mortems will conclude with a Horde and Alliance split discussion about the Twilight Highlands, the final leveling zone in the expansion. With two unique storylines for the Horde and the Alliance, Twilight Highlands was truly unique amongst its company.
Don't forget to check out our other Cataclysm zone post-mortem articles:
Mat: For me, the standout moments in Uldum all revolved around the tol'vir and their pharoah, convincing all of the other leaders to vote on mobilizing for war. There were also some very fun and epic moments with Harrison Jones that happened during his quest line, but the majority of that was overshadowed by how annoying he was.
I thought Uldum did culminations very well. Each of the quest lines in Uldum felt like they actually paid off, especially ending in the two 5-man instances, Halls of Origination and Lost City. Both of those instances felt like they flowed very well from the main zone into the dungeon, except for Brann. If you had not done the Harrison Jones quest lines beforehand, you might have been a little lost as to what the heck Brann was doing there anyway. Other than that, the design of Uldum and crafting an Egyptian theme was probably the biggest standout victory in the zone, period.
Alex: The very beginning of the Harrison Jones quest chain was fun, before he overstayed his welcome and things got a little Reichy. The accidental explosions, the toppling of priceless, ancient statues -- those all had me grinning at the fun little throwbacks to the films. Harrison Jones is awesome in small amounts. I loved him in Grizzly Hills, I loved him as the archaeology trainer, and I loved his early Uldum quests. It just went on too long.
I also enjoyed questing with Salhet, the Ramkahen that was awful at combat. His quests weren't the most thrilling, and they certainly didn't get my adrenaline pumping, but they were something different. Heck, he was something different. Much like Zenkiki in the Plaguelands, sometimes those characters that aren't the same ol' powerful warrior thing are very enriching and memorable. Different is good.
The Cataclysm Zone Post-Mortems will conclude with a Horde and Alliance split discussion about the Twilight Highlands, the final leveling zone in the expansion. With two unique storylines for the Horde and the Alliance, Twilight Highlands was truly unique amongst its company.
Don't forget to check out our other Cataclysm zone post-mortem articles:






Reader Comments (Page 1 of 7)
EaterOfBirds Dec 12th 2011 5:14PM
I hope Brann and Jones both die in a fire before MoP. Yes Brann doesnt deserve it as much but i just hate him after HoS and Ulduar.
Stealthing about Myzerian was cool as well, the zone looked awesome etc, but taking more than half of the storyline and making it the most extended parody of Indiana Jones through most of the Ark film was just horrible. A subtler nod to pop culture references is usually appreciated when blizz pulls it off but Uldum was a waste. hopefully this wont happen again.
Plinglebob Dec 12th 2011 5:27PM
Harrison can be pushed into the lava of Blackrock Mountain, but I Brann is awesome and just the sort of character you need for places like Uldum
jfofla Dec 12th 2011 7:37PM
Love, love, love Uldum!
Love, Jones, love the cutscenes, love the setting.
My favorite Cata Zone!
Cyno01 Dec 12th 2011 5:19PM
I would have appreciated a few stargate references in the zone.
Frangus Dec 12th 2011 9:31PM
I totally agree with you here.
Felix_NZ Dec 12th 2011 11:45PM
Needs to be able to be upvoted higher than blue level!
Adrianne Dec 12th 2011 5:19PM
One of my favorite quests in the new zones was Gnomebliteration. It was fun!
Ilmyrn Dec 12th 2011 5:42PM
yeah. That's one of those quests that I actually would have liked as a daily or something.
As it is, I make sure to run Uldum on my alts if only for that one quest.
vendeurfrancais Dec 12th 2011 6:04PM
really? i just found it annoying and grindy.
Boobah Dec 13th 2011 12:38AM
Gnomebliteration is like the Harrison Jones quest line: neat concept, and fun at first, but it drags on way too long.
Ad134 Dec 12th 2011 6:18PM
Naaaaa na na na na naa naa naa na naa naa na naa naa....
Philster043 Dec 12th 2011 6:39PM
I actually have more eh experiences with that quest than good. I don't know why but I always steer the ball into somewhere not allowed and get knocked off, usually right after starting the quest, and I actually got killed once because I got dismounted into a mob that overwhelmed me. It takes me a bit to orient myself and find a way to go where I'm supposed to go.
But the concept's amusing, though.
rodmin Dec 12th 2011 7:53PM
Speaking of genocidals...
Here's the best video of it: http://www.youtube.com/watch?v=PnC87uLVWwM
But come on, one of the greatest quests that Cataclysm had to offer and you guys didn't mentioned it ?!?
Elmo Dec 13th 2011 6:44AM
Really, to me it felt out of place (wtf are those 1000 gnomes doing there? there are probably more gnomes there than in the whole rest of azeroth) and just annoying, the gnome punting jokes got old, real old. I'd rather see some serious story development for the gnomes.
Nina Katarina Dec 13th 2011 8:52AM
There were several lovely quests in the gnomebliteration questline, as well. I like the one where you're using the adolescent fantasy projector on the infected gnomes, and they turn friendly while they watch dancing draenei and souped-up mechanostriders.
Grifter Dec 12th 2011 5:23PM
I love that you've finally resumed work on your brilliant Post-Mortem series. I empathize completely with everything said here.
Harrison Jones is a brilliant nod to old Indy, as the new Archaeology trainer. Not as a complete rewrite of Raiders. My disgust with Blizzard on this series of quests is extreme. Which is a shame, as the rest of Uldum is brilliant as you have noted in your article.
I just hope someone at Blizzard reads this, so they can see what a huge mistake was made, and not repeat it.
Radioted Dec 12th 2011 5:25PM
Somehow this article was written without mentioning Gnomeageddon. Talk about a standout moment...
Radioted Dec 12th 2011 5:26PM
Er, by which I mean "Gnomebliteration." Oops.
Piper Dec 12th 2011 5:42PM
I know many, many folks would have loved to see that one as a Ramkahen daily. The whole Katamari Damacy vibe didn't grab me for the quest, but it was wildly popular.
Plinglebob Dec 12th 2011 5:25PM
Uldum was the biggest disappointment for me and not just because of the Harrison Jones quests and the cutscenes (though they didn't help), but due to my own expectations. I remember back in Vanilla doing the quest line in Uldaman and getting sent to the massive doors to Uldum and then it ended. The questline and the temptation those doors held made me want to go there and care about it even more then Hyjal. All through TBC and WOTLK I waited and as soon as 4.0 hit, I ran down to see what was through those doors. To my disappointment, there was nothing and they shifted the entrance to include a caravan quest about people I didn't care about and my entire time in there on my 1st run thorugh was tainted by that.
2nd time through, I just did the Tol'vir quests and had a blast, but I'm still upset by nothing being behind those doors that had taunted me for 5 years.