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BlizzCon 09: World of WarCraft: Cataclysm Details
Post by AusGamers Admin @ 12:02pm 26/08/09 | Comments
AusGamers gets an in-depth look at what the next World of WarCraft expansion is going to offer...

As the dust settles post-BlizzCon, we've got a few more details on the next World of WarCraft expansion. After weeks of speculation, rumours, and "wild, unsubstantiated lore", Cataclysm was announced, complete with gorgeous cinematics, cheers from the 20,000-strong crowd, and even some on-stage pyrotechnics.

This time around, the level cap's only being bumped to 85, but the world of Azeroth as we know it is about to be changed forever, and I'm not just talking about the introduction of two new playable races. After the expansion hits, you will not be able to go back to old content or revisit old quests - every zone within the game is being redesigned, revamped and remodelled to reflect the massive changes that have impacted on the world.



The reason behind these changes is the arrival of Deathwing, formerly known as Neltharion the Earth-Warder, who you might remember from the WarCraft II expansion, Beyond the Dark Portal. He is one of the five dragon aspects empowered to protect the world - but in the time that's passed, he has heard the whispers of the Old Gods and has been driven slowly mad, torn apart by his malice and power. He has been lurking in the Elemental Plane of Earth, in Deepholm, spending years revitalising and healing, all while building up his hate for all things mortal. The time has come, and Deathwing has now torn a rift between the Elemental Plane and Azeroth, causing the Cataclysm. He has flown towards Grim Batol in the Twilight Highlands, leaving destruction in his wake and laying waste to the landscape of the world. To put it simply, he is the Cataclysm.

... which is all well and good, but what about the actual gameplay?
There are two new playable races, both of which promise to bring some interesting variety into the world. Firstly, the resourceful Goblins, for the Horde. There are plenty of neutral goblins running around Azeroth, well known for their technological and money-making skills, but these new ones are a force unto themselves. Labelled the Bilgewater Cartel, they're a little angrier than you'd expect, having been sold into slavery and then shipwrecked upon the Lost Isles and left to fend for themselves. The new starting zone is brightly coloured and tropical, full of amusing attention to detail (and tropical drinks), and we're told that during the first few levels we'll learn all about how come these formerly-neutral fellows came to side with the Horde.

On the other hand, there's the introduction of the lycanthropic Worgen. As Chris Metzen, vice president of creative development at Blizzard explained: "Many of us have loved the Worgen for many years", and the time was right to bring these half-human creatures into a starring role. Their starting zone - Gilneas - is on par with the one for the Death Knights. Getting a little creative, the zone isn't just located "somewhere else", with a little Blizzard birdy admitting it's actually "someWHEN else", with a gorgeously Victorian/Dickensian feel to it. It's exceptionally creepy (and gorgeous), something totally befitting the complex storyline behind the Worgen Curse, which unfolds during the early levels of the character.



There is so much new stuff being crammed into this expansion, and we were only given a very, very small taste of things to come. You'll be able to fly everywhere in Azeroth (no more pesky restrictions about no flying over Wintergrasp); there's a whole new bunch of race/class combinations available - including Gnome Priests, Blood Elf Warriors, Tauren Paladins and Human Hunters (... and by the way, Hunters will no longer rely upon mana); a new secondary profession in Archaeology, enabling you to unearth valuable artefacts and earn rewards; the introduction of Tol Barad Island, a new "Wintergrasp-like" zone where you can take on PvP objectives and daily quests; and finally you'll be able to progress your guild as a whole, rather than just as a collection of people, with the introductions of guild levels and guild achievements. There are seven new zones, including one underwater (rest assured, the in-game tech has been developed to make the gameplay feel the same as if you were on dry land even while in the sunken city), and one underground (which will feel like an interior, but you can fly).

Currently looking at a rumoured 2010 release, I'm sure we'll be hearing plenty more about World of WarCraft: Cataclysm, but as far as first impressions go - this one will be bringing a lot of people right back to Azeroth.

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