A Glorious Fantasy: Hyper-Realism and Time Travel


Abbreviated boilerplate! Once again I return to this ongoing series, in which I attempt to play through every game in the Final Fantasy franchise that I can get my hands on, from FF1 through Lightning Returns, and a variety of the spinoffs and other titles not included in the ‘main series’. This list continues to undergo revision, and I seriously considered removing Final Fantasy 9 from it for personal reasons. In addition, no MMO titles will be played. Sorry, folks?

I think all of this is extremely important knowledge, and that the human race will be improved by my research. Let’s move on!

ff8-logo

Why not start with some music?

Version Played: Steam-client PC port, with largely unnoticed upscaled resolutions!

Final Fantasy VIII, notable for its awesome FMVs and its mixed reviews, received a lot of hype. A lot of hype. Coming off of the cultural sensation that was Final Fantasy VII, how could it not? Unfortunately, the truth is, Final Fantasy VIII was disappointing for a lot of people. More than enough people for it to be considered a disappointment overall. Even I, who have always loved FF8, have no choice but to admit its faults. We’ll get to those in a minute.

To my mind, that FF8 fell victim to its own hype machine is a shame. Because as a kid, there were very few games that I enjoyed as much or as completely as I enjoyed Final Fantasy VIII. And this is going to lead to my most controversial opinion about this game (well, maybe not, we’ll see). But it’s also an opinion that needs to just get out there. Let’s talk about it. Leave some feedback in the comments. Let’s talk about the protagonist, Squall Leonheart.

Squall is one hell of  a fighter. But what the hell is his problem?

Squall is one hell of a fighter. But what the hell is his problem?

Ultimately, Squall isn’t that likable. I recognize that now. But I’ve always identified with him on some level. It’s important to remember that the characters in this game are all intended to be teenagers. Teenagers with teenager problems. Squall is misunderstood in his own mind. In everyone else’s, he can’t communicate, so they can’t get to know him, so they misunderstand him. In a lot of ways, he’s a very realistic character. He’s devoted himself to his studies, but he’s awkward around everyone, because he never considered that he might need social or leadership skills, because his childhood taught him not to rely on other people for anything. His arc, over the course of the game, is coming to terms with the fact that people aren’t islands. Everyone needs help sometimes, and together, we can be greater than the sum of our parts. I believe his arc, so I like Squall.

Oh, and there’s a love story with Rinoa.

This is the first Final Fantasy game which has a focus upon a love story of any kind. We’ve seen the theme of love before; Cecil and Rosa create a love triangle of despair with Kain in Final Fantasy IV. Locke sees the love of his life come again in Celes in Final Fantasy VI. Cloud was totally oblivious to the various beautiful women hitting on him in Final Fantasy VII. It’s not until Final Fantasy VIII where we actually explore a love story as a central idea in the plot. Squall and Rinoa meet early in the game, get off to a great start, then fall apart when they get to know each other a little. Only to come all the way back around once they get to know each other a lot. The sequence I personally associate most with their relationship is best captured on video. It can (and probably should!) be argued that this is not only not the most important sequence, but doesn’t even make the top five. Among other highlights, Squall carries a comatose Rinoa on his back across like, literally, half the world, along some train tracks in a probably-futile effort to save her. Later, he attacks head-on a garrison of the most technologically sophisticated troops in the world with uhh… with his steel balls, mostly. Oh, and probably the 255 STR you’ll have Junctioned by then, as it’s very nearly the last bit of the game.

The rest of the characters are kind of incidental to this process. Quistis doesn’t become jilted when she realizes that Squall’s just not that into her. Zell, Selphie, and Irvine don’t grow up. None of them gets an especially deep treatment. Quistis and Zell get to have a little more fun since they’re around early in the game, but there’s just not much for us to know about most of these characters. They’re mercenaries. They’re time-travelers. They’re hyper-realistic.

The hyper-realistic style of FFVIII was another significant departure for the game when it first launched. Obviously, the later technology of the PS2, and the XBox 360 rendered this distinction irrelevant, but it was a big deal at the time, and the relatively lukewarm reception that the realistic character models got informed the design choices in FF9, which ultimately became all about going back to the ‘roots’ of the series. Squall and his friends have realistic proportions, and while on my HD monitor they looked pixelated and kinda crappy… they looked that way on the PSX too. The technology didn’t really exist to bring them to life. While some sequences show off the realistic motion of the characters (Quistis and Rinoa both speak in a lot of subtle gestures), the motions of Squall and Zell – particularly Zell – are often hugely exaggerated, and not really at home with the character models themselves. Luckily, the monsters and Guardian Forces don’t suffer from this same issue – they’re as grand as ever.

I probably mentioned a couple times about the time-travel. I assume at this point everyone has played FF8, but a reminder is always helpful, yes? The basic plot of Final Fantasy VIII is this: In the world, there exists a succession of powerful, female, spellcasters. They are called, creatively enough, Sorceresses. This condition is not genetic, but it is inherited, with the Sorceress either voluntarily relinquishing her powers to another, or when that Sorceress is very near death, they pass on by default. Of the four Sorceresses we meet in Final Fantasy VIII, one is a power-hungry madwoman, one is a time-traveling psychopath, and the other two are possessed by a time-traveling psychopath. Fortunately, since this is a world that knows Sorceresses could go crazy at any time, a man named Cid Kramer established a military academy at Balamb. Balamb Garden, as it is called, trains SeeD, an elite force. To finance Balamb Garden, SeeD undertakes military operations all over the world. SeeD’s true purpose, however, are to be warriors ready to contend with these Sorceresses. That much all seems pretty grounded. Now let’s take a magic carpet ride. All of the party members but Rinoa – but including major Plot MacGuffin Ellone – were raised together in an orphanage. Only none of them remember that because the Guardian Forces (the game’s summons, and the beating heart of the Junction system) steal memories in order to function. The sacrifice for becoming powerful soldiers is a loss of memories, starting with early childhood. Only Irvine actually does remember, he just doesn’t tell anyone, until everyone figures it out. Huh.

Ellone, meanwhile, has the very special power to send people’s consciousnesses back in time. She uses this ability on Squall and his friends repeatedly, sending them back into the bodies of deuteragonist Laguna Loire and his friends Kiros and Ward, who had their own misadventures 20 years earlier. Because time travel, Laguna and his friends survived many battles with the super-powerful SeeDs from the future dumping rocket fuel into their minds. Ellone just wanted to change the past for her own selfish – if understandable – reasons. She failed. But her powers are also very much desired by the time-traveling psychopath Sorceress from the future – Ultimecia – who is trying to cast a spell from three different time periods called Time Compression that does… eh, let’s actually not worry about what it does. We don’t know what it does. “Time Compression” doesn’t sound good for us though. In fact, it’s only good for Ultimecia. That’s all we know. So in order to stop that, we hatch an elaborate plan to let it happen, only, before it finishes, Squall and the gang will go rough Ultimecia up. She has a spooky castle, it has a superboss in it, and Ultimecia herself has got roughly five forms. And some great battle music. She’s also actually pretty hard if you cut a lot of corners on the way to her, and get unlucky during the battle.

So that’s the story of FF8. Only, what may or may not be interesting is that the game isn’t really about most of that stuff at all. It would be disingenuous to say that Laguna Loire’s story doesn’t matter, because you spend a fair amount of time playing as him… but the rest? That’s just stuff that’s going on while Squall tries to grow as a person, he and Rinoa fall in love, and he eventually does a series of very brave and very stupid things in order to rescue her. Then, in the end, she saves him when he’s lost in the vagaries of time travel. Time travel!

Final Fantasy VIII’s take on the battle system is also controversial. What can I say? It’s a controversial game. The Junction system works like this: You have an “inventory” of Magic, up to 100 copies of each spell, rather than using MP or spells per day or whatever else. In general, these spells never get cast, because they are “Junctioned” to your stats, like strength and defense, or your defenses. 100 Firagas to your elemental defense, for example, will put you at about 25% “absorb” on all incoming fire damage. The better the magic, the stronger the effect. Ultima junctions well to just about everything, and if you’re patient enough to accumulate 100 of them, it will raise any stat as high as it can go. So, it’s very customizable, you can basically do whatever with the characters you like best. As with FF7, the specific differences between characters are primarily in Limit Break techniques, although in FF8, Squall’s is so powerful it’s virtually required to defeat the superboss Omega Weapon. So if you’re not familiar with the game, the question you should be asking right now is “how do you get this magic?” Well, the game has a sophisticated system for refining items into spells, said items both being won from battle and from playing the (incredibly addictive) card mini-game, Triple Triad. Oh, how do you get magic before you have the right item? Or if you can’t find the right item? Well… unfortunately… you ‘draw’ it from enemies. As a command in battle. Very slowly.

Oh.

Yep. This is why people hate the Junction system. The first few hours of FF8 – assuming you already know where the right monsters are to draw from – are spent largely of sucking enemies dry of their magic to power yourself up. This process is occasionally helpful through the rest of the game, as if you know where to look, you can get early access to very powerful spells. Bosses often have good spells as well, and there are also several Guardian Forces you must ‘draw’ from bosses throughout the game. Unfortunately, unless your – I think? – Magic stat is pretty good… you’ll draw spells at a rate of 0-5 with each use of the command. You really need 100 of your spells, as the quantity affects the power of the Junction. So drawing sucks. This is where one feature of the Steam version is quite handy; the magic booster! With this turned on, all your party members receive 100 of a bunch of core spells. None of the best stuff, mind you, but some solid spells so that there is NO time lost drawing early in the game. Since the later drawing is entirely optional – everything can be obtained from items, often more easily – the Junction system’s worst feature can just be switched off. All other versions will have to go through the grind.

But FF8 isn’t about the Junction system. Junction is just something you have to deal with. And if you can get past it, you might appreciate the game a little. It’s by no means a bad entry in the series. Its plot is full of holes. Most of its characters are pretty shallow. But there’s some really good stuff at the core of FF8, and it certainly has its place in the development of the franchise as well. I think it deserves a little bit of our love.

And now I shall leave you with another one of FF8’s beautiful cutscenes. Good day.

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!