World of Warcraft: Shadowlands Review: MMO Identity Crisis

World of Warcraft Shadowlands review presented wow

World of Warcraft: Shadowlands Review: Even in death, WoW cannot find itself

"World of Warcraft: Shadowlands gets lost in trying to give players more choice than ever before and ultimately forgets to replenish the rewards machine needed to keep customers invested."

  • Gorgeous graphics

  • Fast leveling

  • Rich storyline for fans old and new

  • Progress is difficult to identify

  • The fight has no effect

  • Little motivation to play beyond level 60

In 2008, World of Warcraft was at its peak. Over 11 million people were ready to face the recurring threat posed by the Lich King – the corrupt paladin Arthas Menethil who became the standout character of the franchise's RTS (real-time strategy) days. But once the dust settled, attendance numbers dropped to a point where Blizzard wouldn't say how many were left. After Classic's boom and record orders for an expansion that promises to further explore the history of the Lich King, nostalgia clearly reigns supreme over Blizzard's greatest title. Now that we can explore the veil between life and death in Shadowlands, how long will we stay?

For many, World of Warcraft: Shadowlands actually kicked off a month before its release when the long-running level grind was reworked into a far less demanding sprint. The changes provided a refreshingly quick way for returning veterans to catch up in time for the expansion. The 6- to 10-hour experience leveling Shadowlands ultimately highlighted an important change in direction that Blizzard may have gone a little too far. It's not that there's too much or too little to get into – it's just difficult to find a reason to do anything at all.

For years, players have dealt with World of Warcraft in a variety of ways. PvE, PvP, Pokemon-like mount and creature collecting, competitive hunting and the reputation of a grinding faction for cosmetic rewards were a given. Virtually none of that has changed in Shadowlands. Not that it really was necessary. Aside from the introduction of Torghast, a Rougelit dungeon experience introduced after the first level grind, there is surprisingly little else to separate the last week from World of Warcraft and the last eight years.

There is a heaven and a hell for everyone

At the top of every new MMO expansion is a multitude of new zones to level up in. After playing the protagonist card to break out of Warcraft's version of eternal damnation, the capital city of Oribos is transformed directly from a PS1 into a glorified level-select-hub-era platformer, which successively opens storylines of the alliances about Bastion, Maldraxxus, Ardenweald and Revendreth . The style and tone of each zone differ drastically to suit the tastes of nearly everyone, but stray too far from the boundaries of a zone's questline, and it's easy to lose motivation, the actual mandatory action leading up to theirs to hold out the current degree.

The presence of side quests in the first playthrough suggests that an element of freedom is burned into the level experience, just like it is on the way to level 50. It is designed so that players can focus on a zone that they enjoy. But the truth is that it's as linear as possible. The Shadowlands campaign closes all major endgame content behind the intertwined lore of its zones. Regardless of what it looks like at first, the leveling experience isn't fluid here, which is strange considering how much blind freedom is imposed on the player after reaching the cap.

WoW Shadowlands The Maw

The real lack of direction begins at the end of the campaign quest line. Once players have gone through the history of each zone, they will need to choose which alliances to stick with. Aside from the unique new skills or two each thrown on the hotbar, there is virtually no crucial context in which to set out why players need to pick just one or what real difference it makes in daily life for the next year or two will mean Shadowlands is there for.

After making an uninformed decision, players follow the story of their chosen covenant until they are introduced into a litany of new content. There's Torhgast's roguelite tower, world quests, various currencies, the commanding desk's returning (but mechanically optimized) idle missions, and about five different reputation shops. There's a little bit of work to do at once.

Every feature is quickly thrown at the players. It's not that there is a lack of content, but why you want to indulge in something is never really clear. Without the rewards clearly on the table, it is difficult to get the motivation to run one piece of content on top of another – or none at all. Instead of searching through menus and vendors for motivation, I was often forced to turn the game off completely and start one that clearly shows its rewards.

WoW Shadowlands Bastion

Torghast, which is home to dozens of floors that can be explored with random modifiers and buffs, was a major focus of pre-release marketing for the expansion. I still see ads for it now. But after going through a small part of it I'm still not sure why I'm doing it exactly. As with many recent content catalogs, the reasons for its existence are painfully unclear.

An unnecessary fork in the road

After finally clearing my log of campaign quests for my first character, I was completely lost as to what to do next. I'm used to MMOs going all-in on the PvE aspect. The idea that the real fun begins at the maximum level is still a staple of the genre for most. There was always a lot to do in World of Warcarft other than hunting equipment for dungeons and raids. Given the need to fight your way to the max to experience it, one would think the path to continue this adventure would be obvious. Virtually everything in Shadowlands seems to be categorized as optional content, and it's never really clear what to focus on, why, or even how.

With no focus, the entire trip feels like an afterthought.

Had it not been for the updated items I received for later completing the campaign quests, I would not have had the equipment needed to immerse myself in the plethora of dungeons that were unceremoniously unlocked after reaching the cap. At no point did the game acknowledge that she existed, let alone that I have a compelling reason to queue for her. It's equipment. Players want to run them for equipment. The story is apparently irrelevant.

WoW Shadowlands Torghast

Almost all content currently available feels like it was on an assumed list of "optional content" that betrays a lack of orientation that Shadowlands has tried to disguise as freedom. If Blizzard really wanted the game to feel more open-minded, it could have been an important consideration to hide the distraction of side quests on a first pass and focus the campaign on properly introducing the expansion's activities in the late game. After all, they are already behind the plot. With no focus, the entire trip feels like an afterthought.

Our opinion

As it stands, Shadowlands feels a little lost in translation. Blizzard spent most of last year saying how it wanted its juggernaut MMO to feel more like an RPG again – where decisions are important and rewarding and plentiful. Oddly enough, Shadowlands feels more deprived of this than ever and becomes a kind of jumbled experience that sits awkwardly between an open-world "sandbox" MMO and a more linear "theme park".

It's not that there's too much to do, but there's a worrying lack of reason to really get into it. Players who fail to figure out what to do or how to do it run the risk of being left behind very quickly. Without the motivation to push the fans forward, in retrospect it won't be easy to get back on the track that they find. Torghast feels like the only piece of innovation this time around, but those who don't care will feel incomplete.

Is there a better alternative out there?

Breaking out is difficult for fans who have already invested in World of Warcraft. But for those who aren't, I strongly believe Final Fantasy XIV is the better overall MMO experience.

How long it will take?

About two years. This is the average lifespan of a World of Warcraft expansion. Fans have to pay a pretty expensive monthly fee that doesn't always equate to brand new content.

Should you buy it?

No. Even for expired World of Warcraft players looking for a reason to be drafted again, I don't recommend this as a reason to try. There's not enough meat on the bone to make fans ponder why they left in the first place.

Editor's recommendations




Warcraft 3 Reforged Review: The RTS Classic Gets A Stale Update

Warcraft 3 reforged

Warcraft III Reforged Review: A mediocre remaster

"Warcraft III: Reforged is a much-needed remaster that is not entirely complete."

  • Preserve the best parts of the original game

  • Accessibility added in campaign

  • Custom cards are still glowing

  • Detailed new pictures

  • Missing key features

  • Frustrating mistakes

  • Outdated interface

Imagine a world without Warcraft III for a moment. In this reality, nobody uses the game's World Editor tool to create Defense of the Ancients. In return, Valve never acquired the rights to the mod and developed DOTA 2, a game that created the conditions for the modern esport boom. Similarly, the commercial success of Warcraft III World of Warcraft would not have given it an early dynamic. Without a leg up, will the latter become a massive mainstream success that will forever change the industry’s approach to games-as-a-service?

It's impossible to guess the storyline when it comes to hypotheses, but we rarely think about how very old favorites shaped the future of the gaming industry. With this in mind, Warcraft III: Reforged, Blizzard's new remaster of the 18-year-old strategy classic, comes at a fascinating time. Reforged lands in the modern landscape that accidentally shaped the original, giving us a rare moment to think about the legacy of Warcraft III.

While Warcraft III: Reforged isn't the full remake that some fans had hoped for, it's an effective, unfinished remaster that highlights the strengths of the original game with welcome graphical updates.

Relive a classic

Reforged doesn't change anything fundamentally about Warcraft III, and that's its greatest strength. If anything, the new version only reinforces what is so sustainable about the classic strategy. It's a fast paced game in which players have to beat their opponents in an arms race that rewards efficient multitasking and careful planning.

In the game, players collect resources to build structures, win new troops, and receive upgrades to help them fight. It's simple on the surface, but slowly getting more complex as players dive deeper into its hybrid strategy RPG systems.

Reforged doesn't change anything fundamentally about Warcraft III, and that's its greatest strength.

Mastering the game is a tripartite approach. It starts with the game's massive campaign, in which each mission is collected by both Reign of Chaos and the Frozen Throne expansion. The story still serves as an excellent fantasy adventure, but is also a useful tutorial in retrospect. The missions guide players through a number of different scenarios, from wave defense to targeted exploration, and introduce every playable race along the way.

Here you can slowly gather skills and see how the game can be played. Blizzard has skilfully strengthened this idea by making it more accessible in Reforged. Adding a story difficulty level helps shorten the game's learning curve and make it friendlier for new players.

Warcraft 3 reforged

Versus multiplayer remains the core of the game for seasoned fans, and Blizzard is careful not to rock the boat. While the mode offers a number of balance optimizations, the overall flow remains unchanged. It's easy to understand why people still play the game 18 years later. This is a well-matched competitive experience that can take a lifetime to master.

Finally, there's the custom element of the game that allows players to create their own maps and modes through an extremely powerful (and complicated) level editor tool. After almost two decades, custom content still remains the heart and soul of the game. The players pump out wildly different creations that are a joy. At some point, I opened a Star Wars mode and had to laugh when a huge Death Star swept across a chaotic battle scene.

Funnily enough, in addition to the tool, Blizzard has released a new policy for acceptable use that this card is now technically violating. Stricter politics has stirred up the game's community, worried about how this could limit the creative freedom that led to DOTA. It's too early to say whether Reforged has lost the 2002 freewheeling feel, but according to the list of currently available wild maps, it seems that the Blizzard community is not going to let their creativity stand in the way.

Warcraft III is still exactly what you make of it, and that's proof of the robust content suite of the original game, all of which are well preserved here.

A fresh coat of paint

The real selling point of Reforged is its aesthetic updates that modernize the outdated graphics of the original game. Gone are the days of flat textures, which are becoming increasingly difficult to recognize over time. Instead, Reforged's visual style brings the game closer to World of Warcraft and makes it more familiar to new players.

The characters are more detailed and expressive than ever, and even subtle changes bring new life to the game. The Warcraft series is full of personality, and the updated art style only underlines this strength. Falling back on one of the game's classic meta-easter eggs, the little animal explodes in a blood and bone well, leaving a big crack in the ground where it once stood.

Warcraft 3: New Forged

The point of a remaster is not to turn a game completely upside down. It is a matter of healthy game conservation. A good remaster makes players feel like they did when they first played the game, and the recent high-resolution upgrade from Shadow of the Colossus is a prime example of this. The original game was absolutely impressive in 2005, but will feel comparatively boring in 2020. The newer version communicates its early visualization excellently, without indulging in revisionist history to update the core experience.

Reforged takes a similarly effective approach, and it's a change that didn't feel very convincing at first until I switched the game to Classic View and found out how much detail my brain had filled in then.

The Warcraft series is full of personality, and the updated art style only underlines this strength.

The visual upgrade is effective, but it leads to another problem. The user interface feels prehistoric when placed next to the more modern look. So there is a strange tension between modern looks and modern looks.

In addition, story points feel flat due to the lack of dynamic camera work during the cut scenes in the game. Blizzard had originally planned to update them in Reforged, but that was scrapped somewhere along the way.

Warcraft III is fun, but cannot cross the line between a successful remaster and a full remake. The graphics are pimped, but the game's general approach may be too valuable in some places, causing some of the game's less flattering elements to surface.

The almost final edition

While Reforged forms the basis for the ultimate edition of Warcraft III, the current version of the game still feels like beta at times. With most new games, this wouldn't be a big problem. It has become the standard for service-style games to start with a reduced functionality and build slowly over time. Players spend their first months with a new game that learns its systems and finds the loops as improvements occur.

But reforged is a more difficult situation. Not only is it a remaster of an 18 year old game, it is also one that is built right into the 2002 release. This means that the classic edition inherits changes such as balance optimizations to enable cross-play between games, similar to what Blizzard does with Overwatch 2. It's an ambitious strategy that has given Blizzard a shorter grace period than the players you expect from modern games.

Clans, automated tournaments, custom campaigns, ladder functions and more are missing from the current build.

Unfortunately, the release on the first day doesn't quite stand the landing. Reforged has a fair share of errors that vary in size. The successful connection to custom games is a game in itself at the moment. There was an issue on several occasions when I loaded a campaign mission and was directed straight to a defeat screen, forcing me to restart the game.

Warcraft 3 forged again

The stranger thing about Reforged is Blizzard's decision to launch the game without certain features, some of which were available on the very first day of 2002. Clans, automated tournaments, custom campaigns, managerial functions and more are missing in the current build. The release feels particularly premature.

Missing features aren't a deal-breaker for the game in the long run, but they take some of the air out of a triumphant return to the past. A remaster should be an exclamation mark; a ceremonial punctuation mark for the performance of a game. Reforged is more of an ellipse where players have to ask: "and …?"

Instead of having a moment to think about Warcraft III, fans are now focusing on Reforged's shortcomings, which are more distracting than outdated graphics.

Our opinion

The highest praise I can give Reforged is that it is still Warcraft III. The outstanding single player campaign and the strategic multiplayer action are well preserved here. The updated graphics are a welcome addition, replacing the outdated graphics of the original game with an expressive new look.

Unfortunately, the launch version of the game is far from complete, as bugs and important missing features prevent the current build from being the final version of Warcraft III. It'll probably get there sometime, but it's strange that a remaster feels like it starts over and doesn't present an end point.

Is there a better alternative?

I would say classic Warcraft III, but this game has now inherited many of the problems that plague Reforged. At the moment, Starcraft II: Remastered is scratching a similar itch while Blizzard smoothes things out.

How long it will take?

Overall, the campaign will take 30 to 40 hours, but the Versus multiplayer and custom maps make it a truly endless experience spanning 18 years.

Should you buy it

Yes, if you liked the original. It's still one of the best strategy games of all time, though it's still a long way to go before it's a final version of Warcraft III.

Editor's recommendations