As a veteran player who’s been roaming Azeroth for well over a decade now, let me tell you, I’ve seen expansions come and go, some leaving a lasting impact, others fading into obscurity. But with The War Within, Blizzard has managed to rekindle that old flame of excitement that once made World of Warcraft the game we all know and love.
This year in November, it’s been 20 years since the launch of World of Warcraft (frequently abbreviated as WoW). That implies I’ve spent 20 years immersed in this game, and it seems both my gaming journey and its player community have matured alongside. Interestingly, Blizzard appears to acknowledge this maturity in a significant manner through World of Warcraft: The War Within.
Indeed, as mentioned, the latest expansion is called The War Within, and takes place within Azeroth itself, the planet over which all sorts of interdimensional horrors and outer gods seem obsessed with fighting for. The previous expansion Dragonflight was well received overall, with a big overhaul in playstyle-defining talent trees, heaps of added depth to profession systems, wrapped in a lower-stakes conflict that set the stage for the latest bout of nightmares eager to devour World of Warcraft players from beyond the great dark.
From the moment the game debuted, I’ve found myself immersed in almost continuous play. I’ve finished every primary and supplementary mission. I’ve customized two characters, acquired seldom-seen mounts that I originally thought would take me a long time to get, and defeated all the bosses the game features during its preliminary season. In anticipation of Season 1’s start, I felt it was fitting to jot down my initial impressions, with plans to revise this review as each content update rolls out, allowing me to track how The War Within develops over time.
This review is both for veteran players as well as interested potential newcomers, but also Blizzard itself. This review is as much for you as it is framed for (hopefully) constructive feedback for one of the most successful and intriguing video game projects in history, and what is undoubtedly one of the best PC games of all time. It’s also the first World of Warcraft launch expansion since Microsoft purchased Activision-Blizzard last year, which is of particular interest, given that Activision meddling was often blamed for World of Warcraft’s more recent declines.
Either way and make no mistake, The War Within proves that Blizzard has absolutely no intention of slowing down. My issues with WoW: The War Within do little to dent the overall experience right now. Honestly, I haven’t been this invested in a World of Warcraft experience since vanilla itself, and for me, that’s a huge achievement in of itself.
The War Within signifies a significant advancement in immersive storytelling, offering enhanced opportunities for solo play and multiple character interactions, and setting up a thrilling grand narrative that may shape the next ten years of World of Warcraft.
World of Warcraft: The War Within Review — Story delivery
In my opinion, the main attraction lies in the narrative presentation. While World of Warcraft’s core mechanics have largely remained the same (with a few exceptions such as solo play, which we’ll discuss shortly), I believe that The War Within signifies a significant transformation in Blizzard’s approach to storytelling within their primary title. In comparison to previous expansions like Legion, The War Within might offer the most compelling narrative delivery the game has ever had.
In this scenario, there are essentially two well-liked MMORPGs with subscription models that continue to thrive – Final Fantasy 14 and World of Warcraft. A few years back, I penned an editorial expressing the belief that FF14 was poised to outshine WoW, due in part to its more nuanced narrative and character development. This sentiment wasn’t unique to me. Following the less-than-stellar reception of Shadowlands expansion and the questionable writing that affected some of Warcraft’s legendary characters, it seemed Blizzard needed to reevaluate their storytelling methods. The War Within appears to expand upon the enhancements made in WoW: Dragonflight, offering a more deliberate approach to character development along with increased investment in cinematic technology.
In the universe of Warcraft, a new storyline called “The Worldsoul Saga” by Blizzard begins, named after the planet Azeroth itself. It’s revealed that planets have potent souls, which powerful beings known as Titans have utilized to create new Titans. However, even Titans are not perfect, as shown by Sargeras, a Titan who became corrupted and led the apocalyptic Burning Legion. In this context, The War Within unfolds, where a mysterious entity from the void, Xal’atath, appears to be trying to seize Azeroth’s Worldsoul for nefarious purposes. Many of her plans remain hidden in mystery.
Characters such as Alleria Windrunner, Anduin Wrynn, and Magni Bronzebeard are summoned by the planet itself to explore the continent of Khaz Algar, a place constructed on a massive Titan facility. This is the homeland of the Earthen, a faction of proto-dwarves who are formed from rock and stone, brought to life by the Titans. In this land, we uncover their rich culture, disputes among various civilizations, and eventually assist them in resolving internal power struggles so they can unite against a greater enemy — Xal’atath and her agents.
Exploring the intricate depths of Khaz Algar in World of Warcraft has been one of the most impactful character development experiences yet, as every character grapples with their past in unique ways. A long-standing subplot between Magni Bronzebeard and his family reached its poignant conclusion, causing me to shed tears for the first time after nearly 20,000 hours immersed in this game world. This was a testament to Blizzard’s writing team at their finest, demonstrating a keen awareness of past pitfalls while tactfully addressing those earlier, potentially divisive narrative choices.
In the creation of The War Within, Blizzard ensured there were numerous extra dialogue scenes for those who appreciate them, deepening character development and providing insights into their motivations. Regrettably, during the Battle for Azeroth and Shadowlands expansions, there was a lack of focus on storytelling which led to confusing or inconsistent character actions and decisions. However, some hastily written dialogue remains evident in The War Within, suggesting Blizzard is making progress in this area.
As a researcher studying these intriguing game worlds, I find myself immersed in various interwoven subplots that often lead to pivotal dungeon events, where minor antagonists are vanquished. The Ringing Deeps presents me with the challenge of navigating dysfunctional Titan machinery and dealing with a seemingly tyrannical, corrupt steward. In Dornogal, I witness the frosty relations between two factions loyal and disloyal to the Titans. Hallowfall is where I uncover a lost human faction of Arathi, constantly at war with spiders empowered by the void. Lastly, in Azj-Kahet, I assist rebellious spiders in their fight against Xal’atath’s usurpation of the throne.
As a devoted player, I can’t help but notice some striking similarities in this game. Azj-Kahet seems to echo the atmosphere of Suramar in Legion, where we assist rebellious Nightborne in reclaiming their city from The Burning Legion. The tactics employed are reminiscent of espionage and subterfuge. Even the dungeon layout shares a striking resemblance, complete with a “find the spy” challenge.
In Hallowfall, the dungeon “The Dawnbreaker” offers enjoyable flying mechanics, but it also contains puzzling narrative elements. For instance, the entire city within the dungeon is overrun by Nerubians with minimal connection to the overall story. It seems that a more substantial link between the city’s takeover by Nerubians and the broader narrative should have been established, unless I overlooked some key details in the storyline.
Almost instantly upon the player’s arrival, ancient enemies among the Earth-bound factions seem to forget their centuries-long disputes. However, this rapid reconciliation strikes me as a case of “gameplay trumping story design,” which Blizzard has acknowledged prioritizing. Yet, it stands out more starkly when the narrative delivery is generally well-crafted elsewhere in the game.
What remains true is that this is the first time I’ve gone through and completed every quest in the game right from the first week of play. Besides a couple of minor gripes with certain aspects of pacing, the overall delivery has been fantastic. There’s tons of additional story beats, lore items, and optional dialogue scenes that add believability and weight to proceedings. The cinematic treatment has been top tier, with incredible music and big moments that are among some of Warcraft’s biggest beats. I’m intrigued by the villain, immersed in the mysteries, and once again feel like I’m playing an MMORPG and not just an cosy MMO from my nostalgic past purely out of habit.
World of Warcraft: The War Within Review — Art and Performance
One impressive aspect of World of Warcraft that continues to shine is its exceptional art department. The skill, determination, and technical prowess of Blizzard’s art and design team are evident as they continually find innovative ways to optimize the game, even with a decades-old engine. This demonstrates their remarkable talent and dedication.
I already mentioned the recent tech that improves World of Warcraft’s facial expressions and dialogue delivery, but even beyond that, Khaz Algar and its environs deliver in a way that I wouldn’t have expected from an expansion set almost entirely underground. Somehow Blizzard managed to perfectly balance the uniquely harrowing setting that is Tolkien-esque caverns and great deeps, while also delivering a subterranean world that feels vast in its expanse. Hallowfall is on the edge of a massive underground ocean, complete with its own “sun” crystal protruding through the ceiling. The flora all angles towards the crystal, known as Beledar, which shows great attention to detail and a willingness to build consistency rather than develop a fantastical backdrop for the sake of it. Indeed, everything in Khaz Algar feels like it has lived-in depth. When the Hallowfall crystal cycles between light and shadow, the citizenry all rush to get in doors before the shadowy void creatures emerge. Every three hours for half an hour, the entire zone cycles into a dark mode, offering unique gameplay opportunities but it also just looks incredible to witness. I’m really excited to see what else Blizzard does to marry its gameplay elements even deeper with its environmental treatment.
In The Ringing Deeps, you’ll immerse yourself in a dwarven cavern fantasy that boasts grand steampunk Titan facilities, towering fungal colonies, and quaint Kobold settlements coated in wax. This epic adventure reaches its peak with one of my preferred dungeons within the expansion, where players uncover the secret significance behind the well-known Kobold phrase “you no take candle.” The gameplay is eldritch in nature, focusing on keeping you securely within the light.
I feel as though World of Warcraft’s music delivery has taken a leap forward too in this expansion. Some scenario events and zones look spectacular visually, but I found it was the music that added that thumping sense of urgency. The huge war between the Xal’atath Nerubians and Hallowfall Arathi is a particular high point of the expansion for me, with a large amount of detailing and inspired design feeding into it. The Nerubian species may look like 8-legged monsters, but they’re among Azeroth’s most advanced civilizations, and the ingenuity of Blizzard’s art direction really emphasizes that here. The vast array of spider silken technology is incredibly well realized, from floating silk mines to gigantic airship-destroying web traps, the Nerubians are a true force to be reckoned with.
Indeed, that sense of “RPG” has really returned to World of Warcraft in recent years. Blizzard has shown an proficiency in delivering on this premise throughout the game’s history, but I really felt as though The War Within represented more investment in this area than the game has seen in years, perhaps since Legion almost ten years ago. There’s a meticulousness in the art direction that adds layers of immersion and believability throughout Khaz Algar, and even after dozens of hours spent at level 80, I keep finding new delightful details that make me feel ever more connected to the Worldsoul Saga and its future.
World of Warcraft: The War Within Review — Gameplay
In simpler terms, World of Warcraft’s main gameplay has been incredibly addictive and gratifying, even during its less successful expansion periods. However, The War Within marks a shift in Blizzard’s approach to enhance the overall game systematically. This shift brings some of the best improvements the franchise has ever seen, potentially making the game more popular than ever before – at least theoretically.
Before I dive deeper into the core endgame loop, it’s important to note that this review is based on pre-season content. The pre-season is effectively up to “heroic” 5-man dungeon difficulty, and isn’t really representative of the full slate of progression players will have access to after this review ships. I plan to update this review over time as the expansion progresses, to record how the game ebbs and flows and provide feedback therein. I have to say, though, this pre-season cycle has been a breath of fresh air for various reasons.
As an analyst, I’ve noticed that Blizzard has significantly enhanced the solo player experience in World of Warcraft: The War Within, addressing a long-standing issue within the game for many years. While it’s too early to tell how these new gameplay systems will fare over time, initial impressions are extremely favorable.
The first big change here is what Blizzard is calling your “Warband,” which essentially refers to all of the characters on your account, regardless of server or faction. Now, many of the game’s more “grindier” systems like Renown / Reputation gains are now per account, rather than per character. This makes playing alt characters far more friendly, as that sense of “progression” you experience is now across your entire account, rather than any single character. You also have access to an account-wide Warband bank, and can even share account-bound gear between characters to speed up the gearing and progression process. This makes dipping into other specs, characters, and experiences far more easy than it has ever been. I’ve already managed to gear up my main and a secondary alt healer to raid-ready levels, without feeling like I had to invest choring amounts of time to do so.
In the opening, I pointed out that Blizzard appears focused on providing compact gameplay experiences when feasible. It’s widely recognized in the gaming community that players now have less leisure time due to work demands, shifting user habits, and rival entertainment options. In response, Blizzard has introduced a new solo-friendly dungeon tier called Delves, offering bite-sized adventures lasting 10-20 minutes for 1 to 5 players. These Delves seem enjoyable thus far, and in the initial season, they will offer top-tier gear for conquering tougher versions. Additionally, they will conclude with a challenging boss battle against the 13th Delve boss, which Blizzard hopes will let solo players demonstrate their class proficiency, much like the Brawler’s Guild or Mage Tower from previous expansions.
Time will tell if Delves can hold their ground over an extended period. Previously, Blizzard experimented with similar content, and should seasonal Delves come into play, it would significantly expand the solo gaming experience within World of Warcraft for the very first time on a large scale.
In World of Warcraft, a fresh feature introduced is called “Hero Talents.” However, this is the aspect I find myself most critical about Blizzard currently. The entire system appears to have been hastily released, with certain talent trees operating smoothly, boasting fantastic class fantasy, animations, and functionality — while others are lacking in animations or, in some cases, even logic.
As a Demonology Warlock, I’ve been fortunate to have two Hero Talent trees that are not just visually stunning but also engaging to use. I can summon a Pit Lord demon, a dream come true since the vanilla version, who emerges from a fiery radioactive haze to bombard my enemies with a potent laser beam reminiscent of a nuclear blast. On the other hand, my Dark Ranger hunter gets an ability that was previously part of their talent trees, with minimal shadowy effects as the only enhancement.
In many instances, the special abilities for certain character classes (often referred to as Hero Talents) don’t meet the quality standards set by others, lacking in creative design or unique effects that are essential for adding distinctiveness. In some cases, they can even diminish the overall flavor of a character. For example, many Druid Hero Talents are exclusively elven themed which might seem out of place if you’re playing as a troll druid or a Kul Tiran druid. Additionally, I am quite concerned about how these abilities will be balanced in future updates.
The design of Hero Talents seems reminiscent of the controversial Covenant system in Shadowlands, where players were forced to prioritize power over aesthetic preferences. Blizzard admitted their mistakes with the Covenant system, but it appears they might be repeating them with Hero Talents. My concern is that I may not want to choose between a woodland-themed or a shadowy Marksmanship Hunter, especially if I’m playing a goblin hunter who finds neither talent tree fitting for my class fantasy.
It’s clear Blizzard hasn’t thought some of this stuff through with Hero Talents, and we even have evidence as such. The Dark Ranger Hero Talent tree I mentioned has a full-bore complete revamp in the works right now, changing literally every aspect of it. I suspect other trees will see similar reworks as well down the line… but what if they don’t? What if you’re stuck with lameness forever? That’s a big question mark many people have over the system right now — even if I’m quite happy with the ones offered to my warlock main. Blizzard could solve some of this by expanding the Glyph system to give players more control over the aesthetics of some of these abilities. Sadly, Blizzard seems to hate the cosmetic Glyph system it previously designed, despite players’ desperation for it to return.
In this section, certain parts are slated for revision when the main storyline kicks off, which corresponds to Season 1. This is when challenging Delves will be unveiled, offering increased difficulty modes, including Mythic+ dungeoneering content that has been refined. Additionally, the first raid tier will debut within the palace of the traitorous Nerubian Queen. As we delve deeper into understanding how Delves will fit into the game’s new emphasis on solo player experiences and how Khaz Algar will resonate with veteran players planning to stay in Azeroth for an extended period, it’s safe to say that I’ve already had a blast with the core expansion experience.
In the enriched narrative journey within World of Warcraft, less stringent rules regarding secondary characters, exciting possibilities in Delves, and a captivating grand tale have me deeply engaged and hopeful about WoW’s future for quite some time. Blizzard is working to address issues with the Hero Talent system (fingers crossed), and they’ve announced plans for a World of Warcraft 20th anniversary celebration in November 2024 – though I’d advise against scrutinizing the new shaman ascendant form too closely.
There’s a lot more to discover in the depths of Khaz Algar, maybe new areas within its cavern system will be unveiled. We don’t know who the next raid tier villain will be yet. Could we see new playable races like the intriguing Harronir? Will Blizzard introduce player homes (fingers crossed)? The answers to these questions remain a mystery for now. Time will reveal all!
Regardless of the approach, The War Within has rekindled my enthusiasm for World of Warcraft, expanding upon the base laid by Dragonflight and avoiding the errors of Shadowlands. Here’s to a long life for Warcraft!
World of Warcraft: The War Within Review — Conclusion
I mentioned in the intro that this review was feedback oriented for Blizzard, but also to inform both veteran and returning players. It’s hard to cover every corner of such a huge game without writing a 10,000+ word thesis on the topic, but hopefully there’s some good overview in here about whether or not it’s worth giving a try.
The biggest downside of WoW remains its new player experience. World of Warcraft now puts new players into the Dragonflight expansion, which is still a far cry from the immersive experience of vanilla, where players can experience their full faction fantasy and grow in power and experience in a gradual, low-stakes way. Instead, Blizzard will throw you into an endgame experience essentially, with random characters acting like they knew you all along, while calling you “Champion” and referring to your past deeds that new players had no hand in. WoW is desperately crying out for another base game revamp, but The War Within ain’t it, at least this time around.
For longtime gamers, The War Within serves as an excellent opportunity to jump back into the action. It’s the commencement of a brand-new narrative that includes familiar faces, significant plot developments, and enhanced gameplay mechanics. The new areas are densely packed with historical details and diverse biomes, and the range of endgame tasks appears robust, even without the addition of seasonal content.
If you’re not overly concerned about the story, there are still tons of reasons to play. And frankly, if you’re a new player, not caring about the story might be a help rather than a hindrance, since it doesn’t do a great job of introducing and immersing new players into proceedings. The new Earthen race is a fun fresh face for creating alts, especially on Horde, who previously had no dwarves of their own. The profession systems are heavily involved and rewarding for those who enjoy that type of gameplay. Delves have massive long-term potential, and the tried-and-tested dungeon, Mythic+, and raid content will continue to be as infectious as ever.
Initially, Hero Talents might have benefited from a longer baking time, and there were several minor issues like bugs and glitches that cropped up in the beginning. Nevertheless, the initial experience of this World of Warcraft expansion is one of the finest I’ve encountered. I’m eager to see if Blizzard can maintain this level of quality moving forward.
You can purchase “World of Warcraft: The War Within” right now on Battle.net for an initial cost of $49.99, followed by a recurring monthly fee of $12.99.
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2024-09-09 20:40