BlizzCon 2013: World of Warcraft: Warlords of Draenor


After a one year hiatus, BlizzCon is back. As I watched the opening ceremonies and subsequent World of Warcraft panel yesterday, I couldn’t help but draw parallels to another RPG powerhouse all but forgotten in the western world today: Squaresoft. The series of marketing failures that sent Square spiraling towards bankruptcy in the early 2000s felt eerily close at hand as Blizzard Entertainment unrolled one new project announcement after another yesterday in Anaheim.

Square’s troubles from a western perspective began in 1999. They had, prior to that year, released a handful of non-RPG titles in North America–I remember purchasing shmup Einhänder and enjoying Kenichiro Fukui’s soundtrack if nothing else–but these were Easter eggs not marketed to Square’s traditional fan base. In 1999, Square ported and pushed Ehrgeiz. It was a fighting game marketed specifically for RPG fans, incorporating popular Square franchise characters such as Sephiroth and Cloud Strife, and it was the first Square release in North America that I knew about and did not buy. I thought the game was a really cool idea at the time, but that didn’t change my fundamental disinterest in fighting games.

Next came Final Fantasy VIII. The game was definitely a short term marketing success, but it divided Square’s fan base unlike ever before, because it focused on aspects of the game that fans were traditionally disinterested in. It was the first Final Fantasy title to feature really impressive graphics, it introduced a highly developed card-based mini-game, it reenvisioned a lot of elements of the battle system, and it replaced a traditionally heroic cast with none-too-glamorous introverts. These features drew an audience, but they dulled the interest of loyal series fans who loved the epic tragedies and encompassing global struggle-styled plots of games gone by.

Last came The Spirits Within. Square decided to release a movie geared towards their newer fan base. They had no experience in this field, their diehard fans had already lost interest, and their new fans had no loyalty to the company. It flopped, really badly, and whatever the financial statements of Square Enix say, they never fully recovered their foothold in the western market. They found themselves desperately grasping to reel in a fan base that was too broad to take interest in any single product, until they ultimately faded into obscurity in every market. This can be seen in the fact that most Final Fantasy IX fans disliked Final Fantasy X and vice versa.

I say all of this because it is painfully relevant today. Here are two obvious reasons:

BLIZZARD ANNOUNCED A FIGHTING GAME

This isn’t nearly as misguided as Ehrgeiz. As I understand it, Heroes of the Storm will be styled after DotA, not traditional fighters. (The BlizzCon feed for HotS is hopelessly lagging on me, so I can’t confirm much.) But the idea of duking it out with your favorite characters from Blizzard’s three major franchises is only going to succeed if the gameplay drastically outclasses other games of its genre. They aren’t going to draw fans by letting you play as Kerrigan or Thrall, because most Blizzard loyalists are not convinced by the company’s character development. I would also argue that, following the massive hype and disappointment of Diablo III, Blizzard fans aren’t going to be very compelled by a new title beyond their franchises of choice that is not a wholesale break from what we’re used to. Heroes of the Storm will be free, and that is a huge plus, but it is going to have to be really freakin good to make it off the ground. As was the case with Square’s Ehrgeiz, the franchise card isn’t going to hold much weight in this field of play.

BLIZZARD ANNOUNCED A MOVIE

Yes, Warcraft: The Movie is under production. More will be revealed about this project at 1pm PST Saturday on the Main Stage, but absolutely nothing good can possibly come of it. Like The Spirits Within for Final Fantasy, it will only interest a small portion of the Warcraft fan base and hardly anyone beyond. Blizzard has never been a promising plot engine, and their cinematics are hopelessly cliche. It’s not like there’s any precedent for failure along the console to cinema highway, but I give Blizzard’s shot at turning a profit here about one in zero.

WARLORDS OF DRAENOR OVERVIEW

Now, I’ve claimed that Blizzard does not keep fans based on plot and character development. Am I right? Well, I’ve certainly known WoW players who cared about the plot, but they form a minority in my experience. That’s not to say that I or any other WoW fan would not love to see a really awesome plot. It’s to say we won’t get one. This is something Blizzard is particularly bad at, and it’s not the reason we play their games. That is one of the reasons World of Warcraft: Warlords of Draenor concerns me. The hour and a half of feature coverage yesterday focused heavily on the game’s plot and characters. Blizzard staff went on at length about the progression forward from Mists of Pandaria and the various NPCs you will encounter. In a comically self-defeating slide, they summed it up like this:

That’s all the more a Blizzard plot has ever really amounted to, and it’s why no one cares. Looking beyond the attempted plot hype, what else does Warlords of Draenor have to offer?

SETTING

WoW 6.0 will take place in Outlands, utilizing another weak time-travel plot device to set the zone prior to its cataclysmic restructuring as experienced in The Burning Crusade. Shattrath will now be an independent Draenei city, and the alliance and horde will have their capitals in Shadowmoon Valley and western Blade’s Edge Mountains respectively. These will be known as Karabor for alliance and Bladspire Citadel for horde, and the Blade’s Edge Mountains themselves will not yet exist as such. Their memorable spikey peaks having formed during Draenor’s later destruction, they will be separated into a western, mountainous winter zone (Frostfire Ridge) and an eastern desert (Gorgrond). Shadowmoon Valley will here be a lush land of forests and meadows, not a desolate fel-ridden waste, and Karabor will be the site of what later becomes Black Temple. There will be seven zones in all: Nagrand, Shadowmoon Valley, Tanaan Jungle (Hellfire Penninsula), Talador (Terokkar Forest), Frostfire Ridge (western Blade’s Edge), Gorgrond (eastern Blade’s Edge), and a new zone–Spires of Arak. None of these seem, in my opinion, to offer much of a unique flavor. That is somewhat inevitable, since Outlands is not an unfamiliar world.

The world will loosely resemble Outlands, and like most WoW continents, it will form an image when viewed as a whole:

GARRISONS

Garrisons were described at BlizzCon as “the [Valley of the Four Winds] farm times one thousand“. A garrison is a full town which you can build inside any zone within Draenor, and which you can move from one location to the next. Like the farm, a garrison will involve setting actions into motion which will occur over night (anywhere from a few hours to a full week), but the payout will be much higher. You’ll gain NPC followers who quest and raid for you to bring home epic gear, you’ll be able to tap into other professions beyond your main ones, you can pick and choose what buildings are constructed (armory, stables, etc), and you’ll be able to customize the garrison’s appearance any way you like as it grows. You can even hang a boss’s head from your front gates!

Sounds pretty cool, right? I think it’s riddled with problems. First of all, Blizzard reps claim: “This isn’t a cottage in a far away instance corner that doesn’t actually exist in the world. This is your ability to actually build a base almost as you do in the RTS games, in the actual world, that you’ll be able to see as you fly through the zones. You’ll be able to see it as you go by it. You’ll be able to invite your friends to come and see it if you want to.”

That is horribly misleading. Under the current developmental scheme, your garrison will exist for you and you alone. It’s true, like they said, that it will be smack in the middle of any map you care to put it in, and that it will be visible from afar, but it will be entirely isolated from all other players. It is a solitary bastion in an MMO world. No one will be able to see it (unless you invite them, presumably to role play); no one will be able to attack it; no one will ever know it exists. As such, it’s not much different from the average farming game on your cellphone. The only real reward is the production payout, whatever that may be. Let’s look at a few:

You can choose which buildings to include.

Ok, but what are buildings good for? An inn and stables aside, all buildings in WoW are used almost exclusively for profession and class trainers. But at level 100 you won’t need a class trainer, and Mists of Pandaria drastically nerfed the amount of time and energy necessary to max out a profession, so much so that grinds which once took a month or upwards of 100k gold can now be accomplished in an evening for petty change. (I think that was an awesome improvement in MoP. Don’t get me wrong.) Unless Blizzard invent new uses for these buildings, they will have none. Or if they add such features as transmog, upgrading, and reforging, then Karabor and Bladespire Citadel will be ghost towns. The screen shot Blizzard offered showed the blacksmith being used to learn new patterns. If that’s anything like the daily leatherworking and tailoring pattern rewards in MoP, it will be pretty useless.

It allows access to mats/It farms for you while you’re offline.

What does it farm? Blizzard have still yet to introduce any sort of access to solid gear outside of raiding or valor/conquest points. If this gear isn’t up to par, it will be a waste of time. Does it farm mats? If it’s anything like the Valley of the Four Winds farm in MoP, this will be a completely useless feature unless the mats are BoP. There is a reason you only farm Motes of Harmony in MoP: non-binding general profession mats always have and always will be the domain of bot farmers. You might not like them, but your auction house could not exist without them. They are what make ore and herbs affordable on your server, and the farm system alternative to gathering in MoP has never paid out in time spent to profit earned.

It gives you access to professions you don’t have.

MoP’s profession grind nerf still necessitates six toons at 85 to max everything out, so this could definitely come in handy, but at what cost? The more Blizzard takes away from the auction house, the more inflation will rise.

You can win trophies, and hang your enemies heads upon pikes at the castle wall! Yarrrgh!

The first note I jotted down while watching this BlizzCon session was “wtf is the point of building a castle in an mmo that is not mmo?” That pretty well sums it up. The whole purpose of a trophy case is to brag to other people about your accomplishments.

The bottom line is this: Blizzard couldn’t have given every player in the game a Garrison that existed out there in the real, massive multiplayer world, because it would have been a spam-ridden nightmare. But they could have given one to say, every level 25 guild with at least 20 exclusive active accounts, and they could have taken this in all sorts of promising directions, ranging from pvp sieges to player-made home cities instead of another Shattrath or Dalaran. But they didn’t. Instead, we all get a bigger farm.

GRAPHICS

This is actually pretty sweet. Blizzard is making a massive graphic overhaul to all races in the game, and will now offer visuals competitive with new MMOs on the market.

BOOST TO 90

In an attempt to lure back old players, Blizzard if giving every account a free boost to level 90 for one toon at any level. This is a pretty nice deal, but it could have some unintended consequences. I for one will be employing it as that long-awaited character transfer I was always unwilling to pay money for. By-by dying low population server, hello Sargeras, Kil’jaeden, or Kel’Thuzad. Expect this feature to increase urban migration and server balance polarization.

CROSS-SERVER ITEMS

Blizzard is increasing the types of items that will be available cross-server. In addition to mounts and battle pets, you will now be able to access BoA leveling gear heirlooms on any toon, anywhere. It’s about damn time, I think. They are also making tabards and toys account wide, which is just silly.

DUNGEONS & RAIDS

Warlords of Draenor will launch with 7 dungeons and 2 raids containing a total of 16 raid bosses. Only 4 of the 7 dungeons will be available below level 100, for maximum alt leveling boredom. Upper Blackrock Spire (UBRS) is getting a remake, and the level 100-only dungeons will have non-heroic versions in order to “help players prepare for heroic mode”. … Since no one would voluntarily run non-heroic dungeons at level cap, I interpret this to mean “expect more tedious grinding before you are eligible for real gear.” The reason behind this move is incomprehensible, as no one who is unready for heroic dungeons for reasons other than gear is any less unready for regular dungeons. They are called “noobs”, or “nubs” in some dialects, they are typically too disinterested in the finer details of the game to ever figure it out, and they will be carried by my epic hunter deeps. NEED that agi ring my DK friend! It will definitely help boost you over 10k dps!

Raids are getting a fourth tier. There will now be LFR, Normal, Heroic, and Mythic. LFR through Heroic will all be available under the relatively new and quite successful flex raiding system, and Mythic will be 20-man only. While this all sounds like a fine idea to me, the Blizzard reps did show once again how out of tune they were with the game they developed when they explained flex’s utility: We’ve all been in that annoying situation where a few dps or a healer bail in LFR right before a boss pull and we have to reenter queue and wait, they said. Flex will scale the LFR boss down so we can pull anyway!

Well, no, we haven’t. In fact, that never, ever, ever happens. DPS and healers are replaced in LFR in a matter of seconds. There is a 60 minute long queue line of them ffs. Long waits before boss pulls happen because TANKS leave, and you can’t rescale for that.

PVP

Blizzard is bringing back a world pvp zone, and it’s going to be a 24/7 battle rather than a timed instance. They compared it to classic Alterac Valley, and I’m pretty stoked about that. Unfortunately but necessarily, this is going to be a cross-server zone. That means that you’ll never form a collaborative relationship with your team mates, probably, but with a ton of servers reaching 90:10 faction polarization these days, I for one see no viable alternative.

In the world of arena, Blizzard is creating a separate ladder system called Trial of Gladiators. These ladder fights will only be available at certain dates and times, and they, rather than regular arena queues, will determine season champions. This was supposedly developed to eliminate late-night pairing exploitation, which I wholly intended to get in on to knock out some of my arena achievements, but I’m all for it. One really cool thing is that they’re eliminating gear for the event. You will be given the same premade gear set when you roll in, regardless of your ilevel or resilience, so victory will depend entirely on skill and class balance.

ODDS AND ENDS

Blizzard focused on a number of additional changes that Warlords of Draenor will offer, and most of them are complete rubbish that ought to just be quietly implemented on the next routine patch update.

* Battleground progression information — Blizzard are basically integrating PVP DBM into the game proper. But I’ve got an addon for that.

* Random favorite mount summoning — This will be an option. But I’ve got an addon for that.

* Enhanced bag sorting options — You will now be able to control which bags particular types of loot fall into. But I’ve got an addon for that.

* Battleground scores — You will now be able to see a conglomerate score of your performance in a battleground, incorporating traditional stats such as hks and damage done along with your involvement in objection completions. I am not very confident about Blizzard’s capacity to rate my performance, especially considering there are multiple strategies for winning just about any bg. This is also potentially really dangerous, because they suggested that there might be rewards for high scores. Does this mean that, even if you already have the Cap Five X achievement in a bg, you’re still encouraged to spam the hell out of the flag instead of fighting around it for a shot at the prize?

* Quest items will no longer be stored in bags — Yay!

* You can craft with items in your bank, not just your bag — Yay!

* Item stack caps raised from 20 to 100 — Yay!

But I fear that the few positive changes here and there aren’t going to make a difference in the big picture. Blizzard announced WoW 6 this BlizzCon, as expected, but they had very little to show for it. Plot and characters aren’t what keep us playing this particular game, the Garrison system is a single player entity isolated within an MMO world, and almost every other new thing they emphasized was astoundingly petty. There will be modest improvements here and there–to bag space, to raiding opportunities, to free server migration–but in previous expansions these would be afterthoughts. A lot of interface changes amount to nothing more than addon incorporation, but the players who don’t use say, a battleground objective addon, are probably oblivious to battleground objectives in the first place. The most depressing announcement towards this end was the ADVENTURE GUIDE. This is a menu like the Dungeon Guide, but designed for inexperienced players who don’t have a clue what’s going on. It will tell you what zone you ought to be questing in, where you can go for better gear (a dungeon. a raid. mmhmm…), what battlegrounds are available at your level, and so on. Did it ever cross Blizzard’s mind that the people who can’t figure out the dungeon finder or pvp menus aren’t going to figure out the adventure guide either? Obviously not, because the emphasis once again seems to be “hand more fine details to the players who don’t care and won’t read them.” I’m not trying to insult anybody here. My wife’s been happily bouncing around Eastern Kingdoms leveling gnome locks to 40 for a year now. There are players who want to “win” to the capacity that WoW allows, and there are players who just enjoy a little pew pew before they go to bed and have zero interest in learning more. Last I visited Blasted Lands, there was not a sea of confused level 60s unable to figure out how to walk into the Outlands portal. So just who do Blizzard think they’re helping with these improvements?

Has Blizzard lost touch with their fan base? Mists of Pandaria does not lead me to believe so, but the showcase for Warlords of Draenor looks bleak. With little more than a dime-a-dozen farming mini-game and new zones, dungeons, and raids to offer, I don’t know what I’m supposed to be looking forward to here. I don’t need a new class or a new race to keep me entertained–I’ll be a dwarf hunter until the day I quit–but I need something. Whatever that thing will be, it wasn’t revealed at BlizzCon.

But enough being a Negative Nancy. I’m off to watch Jaedong whoop ass in the Starcraft II World Championship Series Finals. For the swarm!

Ten Years #49: Matt Uelmen


Decade of last.fm scrobbling countdown:
49. Matt Uelmen (623 plays)
Top track (597 plays): Tristram, from Diablo (1996)
(This sample is the extended–and improved–version appearing in Diablo II.)

The Diablo series managed to evade me in its first two installments, and not for lack of effort on my part. A combination of a panophobic mother in the first instance and an outdated PC in the second restrained my computer gaming experience to Starcraft and Age of Empires. But that didn’t stop me from acquiring the soundtrack. I might have downloaded Tristram in mp3 format as early as 1997, when MIDI replicas were still a viable alternative. (The first mp3 I ever downloaded was Harvey Danger’s Flagpole Sitta. I actually remember this!) At any rate, it is my indisputable favorite song ever. Sorry …And Then There Was Silence. You’ll have to settle for indisputable second. I probably listened to Tristram thousands of times as a teenager before last.fm existed, and even in the past ten years it has drastically exceeded all other songs on my charts. (Compared to 597, my third most listened song is at a measly 255.)

I am not a huge Matt Uelmen fan overall. The numbers attest to that. But this song reaches a level of ambient perfection that has never been achieved before or since. I don’t have much to say about it, save that if you don’t like it I question your humanity. This is the only artist that has climbed his way into my top 50 based on a small selection of songs, let alone based on one single track.

Review: Blizzard Entertainment – Mists of Pandaria


I had pretty mixed expectations for the soundtrack to Mists of Pandaria. One the one hand, Blizzard’s scores embarked on a downward spiral starting in 2010. Cataclysm was a poorly planned expansion, and its lack of a clear focus and theme had a serious impact on the music. Russell Brower, Derek Duke, and Glenn Stafford did an outstanding job on Wrath of the Lich King in 2008, but the Cataclysm sound team faced a weak, haphazard plot and (I would imagine) a great deal of frustration as Blizzard scrapped some of their major plans for the expansion mid-stride. Diablo 3 was equally disappointing, with the inexcusable failure to bring back Matt Uelmen taking its toll. I was beginning to think Blizzard had abandoned any serious commitment to ensuring high quality music in their games.

On the other hand, there was no doubt as to what Mists of Pandaria would be about. Just as Wrath of the Lich King had a clearly Nordic vibe from start to finish, Pandaria was thoroughly immersed in Eastern culture and tradition, with a wealth of pre-existing musical themes upon which to build a score. It also brought video game music legend Jeremy Soule into the mix; but considering Cataclysm fell flat in spite of involving David Arkenstone, I wasn’t going to get too excited about this one until I heard it.

As it turns out, Mists of Pandaria might be Blizzard’s best soundtrack to date. Russell Brower, Neal Acree, Sam Cardon, Edo Guidotti, and Jeremy Soule clearly did their research, and the expansion presents a delicious mix of authentic Chinese folk and big-ticket film/game scoring. I am ill-equipped to compare it to similar contemporary soundtracks–I don’t watch movies, and I really haven’t kept up with game soundtracks for the better part of a decade now–but as an avid World of Warcraft fan who plays with the sound on, I can safely say that the music this go around is a fundamental, essential element of the gameplay. This really hasn’t been the case since Wrath of the Lich King. Hour of Twilight (Dragon Soul) had one of the most unconvincing scores in Blizzard’s catalog, for a patch that felt rushed and entirely uninspired. It was a force-fed collection of dramatic stereotypes, and it’s hard to imagine what else it really could have been in the context of the raid. Mists of Pandaria, in contrast, is packed with lively anthems that bring the action to life on a level to par with the mechanical and visual appeal.

My favorite track so far is the music to the Shado-Pan Monastery dungeon. It’s a dungeon that, I think, would hedge on the side of tedious were it not for the score. The Master Snowdrift boss battle begins with a semi-choreographed fight against Pandarian monks who take turns jumping into a ring to engage you. I don’t know if the music is intentionally timed to cue with the fight or if it has just happened that way the two or three times I’ve played through it, but the heavy drumming that starts about 2 minutes into this clip seems to sync up with the start of combat. Playing the game in silence, you might find yourself impatiently waiting for the new challengers to engage you, yawning and tapping your foot to press through and collect 80 valor points. With the music on, it’s one of the most engaging experiences of the expansion: the sweeping anthem gives the fight a cinematic feel, and it’s easy to forget that you’re actively playing a game, not watching a movie. It was on my first play through Shado-Pan Monastery that what Russell Brower and co accomplished in this expansion really hit home. In Wrath of the Lich King, it was the slower-paced themes like Grizzly Hills and Dalaran that moved me the most, capturing the timeless, snow-covered landscapes and subduing the combat experience. In Mists of Pandaria they certainly still achieve top quality questing zone ambiance, but for the first time in a Blizzard game I am also hearing songs that suitably enhance the action.

That, at least, stands for the casual encounters. I have yet to really pay attention to the music while raiding. In a sense, the raids demand the best tunes Blizzard’s sound team have to offer, but they are also the part of gameplay in which you are most focused on what you’re doing and least inclined to sit back and take in the audiovisual experience. What I can certainly say is that for the first time in a while I feel inspired to at least make an effort to pay attention to that experience. For now, I’d like to call further attention to the more ambient, questing zone tracks. The degree to which they managed to incorporate traditional Chinese instrumentation into the score is admirable, and to the best of my knowledge none of the musicians accredited with the Mists of Pandaria soundtrack specialize in Chinese traditional music. The score is certainly of a western film style at heart, and you would never mistake their Eastern fusion for authentic Chinese folk, but such inclusions as a pipa at the outset of “The River” are delicious indulgences that enhance the gameplay experience far beyond what was necessary for the composers to earn their paychecks. Mists of Pandaria is just packed with little Easter eggs that show how much fun Blizzard must have had making this game. (I love how two early, relatively insignificant NPCs you encounter in Jade Forest are named Ren and Lina Whitepaw, as in Ren and Li–Humaneness and Ritual–two of the principles of Confucianism.) Mist of Pandaria’s music offers the same tip of the hat to those of us casually informed on Chinese tradition, and I get a constant thrill in recognizing moments that resemble my beloved eight-volume Chinese Ancient Music Series collection.

Bravo to Blizzard for doing this one right through and through. It’s no masterpiece independent of the video game for which it was composed–I wouldn’t sit around listening to it while not playing the game as I would for say, a Nobuo Uematsu score–but it is an essential component of Mists of Pandaria in a way that the music of Cataclysm never was. Mists of Pandaria is one of the most visually stunning games Blizzard has yet produced, and it’s got a soundtrack to match. I wouldn’t necessarily say I like it more than Wrath of the Lich King, but it achieves the same level of quality while set to a drastically different theme and landscape.

BlizzCon 2011: Opening Ceremony Overview


Better late than never, I just picked up my live feed of BlizzCon 2011. The event kicked off at 2pm my time, so I only have seven hours of catching up to do really, and they’ve improved their online feed tremendously this year: No lag whatsoever for the first time I can remember, and an easily accessible archive of past events. I’m hoping to make a number of posts today and tomorrow relaying some of the news. Just to give you an idea of what I’ll be focusing on, World of Warcraft is my primary interest, followed by Starcraft. Diablo I’ll be giving little if any attention to.

As usual, Blizzard threw out a few big surprises in the opening ceremony. Let me just start by detailing a few of the most important points in brief:

The first thing they announced, and really the thing I’m most excited about for the event proper, is a high-profile Starcraft 2 tournament. No more 30 second asides to show a few random segments of tournament between conference coverage–BlizzCon 2011 will feature a tournament broadcast in full. And while I am not as knowledgable in e-sports as I would like to be, it looks like they did a solid job of bringing in the pro commentators rather than using people inside the company. Day[9], whose Starcraft 2 strategies I talked about at length when the game first launched, will be involved in much of the commentary, along with a number of other names I recognized.

But that’s just what I’m looking forward to in the next two days. The long-term announcements are what you’re more likely to take interest in. Here’s a big one. I noted that Diablo 3 does not interest me much. As it turns out, I will be playing it anyway. Why? Because it is free.

Check this out. Blizzard CEO Michael Morhaime announced right off the bat that Diablo 3 will be free for World of Warcraft subscribers (and that the release date is still undetermined). A free trial? A demo version of the game? Not at all. The only catch is that you’ll have to pick up a one year subscription to WoW–not a heavy commitment if you’re interested in Warcraft to begin with. On top of a free digital download of the game in full, you’ll additionally get guaranteed access to the next World of Warcraft beta. Oh, and a flying horse mount that puts the celestial steed to shame: Tyrael’s Charger.

Not bad, eh? I’m still curious whether the one-year pass will be at the current discount rate you get for long-term subscriptions or if they will charge the single month rate for 12 months, but either way, count me in.

Following Michael Morhaime’s introductory announcement, the “slightly” more outspoken vice-president Chris Metzen took the stage in rock-star fasion, Dalaran theme blasting overhead. The upcoming game preview cuts came rolling in, starting with Diablo 3 and then preceding to “Blizzard Dota”, a game I have never heard of which looks awesome. Apparently they’re creating a cross-over fighting game which will pit Starcraft, Warcraft, and Diablo characters against each other and incorporate pvp elements of all three. The preview included Arthus fighting a siege engine and ended with “Coming Soon… Seriously.”

Starcraft 2: Heart of the Swarm got its trailer too, looking par for the course–that is, pretty awesome. The new units glimpsed in brief didn’t stand out to me much, though I’m sure they’ll be gone over in detail later in the convention. One that did catch my eye was a zerg unit that had… how should I describe it… a DK Death Grip.

But what I was really here for–what I really wanted to see–that came last. We all knew it was coming. It had to be coming. But until now I’d not heard a word about it: World of Warcraft 5.

The description Chris Metzen had to offer for the premise of WoW 5 excites me, as a major pvper, to no end. No super villians this time. No joint effort against a common foe. WoW 5 will focus on alliance against horde, straight up. The video certainly doesn’t reflect it though:

Remember the Pandaren pet Blizzard was selling a few months back? It is now a race, accompanied by some awesome Japanese-themed landscapes that will apparently comprise an entire continent: Pandaria. (Apparently Blizzard almost made Pandaren the alliance race in Burning Crusade in place of Draenei.) We can look forward to a new class I’d been expecting for a while now–monks–and the level 90 cap raise everyone expected. Is only the alliance getting a new race, will there be evil pandas too, or is there a new horde race yet to be revealed? That was my biggest question, and Metzen announced early in the post-ceremony interview that they would be more or less neutral–not only available to both factions, but as I understand it identical in racial abilities and appearance.

That’s it for the opening ceremonies. I’ll do my best to catch up and keep up from here on out.