Monday, July 28, 2014

Spires of Arak First Impressions

Before the unlocking of the final two leveling zones, Blizzard did a character wipe on the Beta, and while you can now create level 100 characters on a server that actually lets you go to Draenor, I decided that I wanted to see what the zones were like when questing through them at the right level.

Thankfully, leveling is a quicker process than it has been in the past. Some speculate that this is because it's Beta, but I actually think it's a fantastic change of pace. Now, you'll pretty much always have a few quest chains left over before you out level a zone, which means that you can either decide to stay there if you like the feel of the place, or you can move on. It should also make leveling up with many alts much more interesting. And I haven't even been running dungeons, which I imagine will also contribute a chunk of XP that should speed you through.

And given that there's still questing content at 100, I think this is really just a good thing. While I hate the mantra "the game begins at the level cap," I also think that it's fine to make this final climb quick. Every expansion, they nerf XP for the whole climb, but then things slow down tremendously once you're in the new continent. That's mostly ok because the questing there is newest, but I think it's best to leave people wanting more, and encouraging people to level up alts. There are going to be a hundred levels to climb (after people use their initial level 90 boost on one character,) so I think making that climb feel fast-paced and fun rather than an interminable grind is wise.

Ok, tangent complete. How's Spires of Arak?

So far, I'm really enjoying the zone. The opening moments, as you journey south from Talador and witness the haughty brutality of the Arrakoa ruling class against the outcasts, are pretty breathtaking. Really, the central through line of the zone fleshes out Arrakoa culture. We never really knew exactly what was motivating them and why they were the way they were in BC, but here we begin to piece things together.

SPOILERS FOR ARRAKOA BACKSTORY!

There are a few different Arrakoa factions, but the most basic divide is between the Outcasts and the Adherents of Rukhmar (Adherents for short.) The Adherents still rule the Spires, where there are massive cities up in the sky. The Adherents power their civilization through the technology of the long-lost Apexis civilization. We don't really get a sense of what the Apexis were. It's open to interpretation, but I think this is the strongest evidence of a potential Titan presence of Draenor.

The Arrakoa were once ruled by Talon King Terrok, but he was betrayed and thrown down into the blood of the god Sethe, who had been killed long ago. The blood had a corruptive influence on Arrakoa, twisting the minds of the weak-willed and ruining the body. Those who persevered found strength in the Raven God Anzu, and it's those guys that you're helping out, but some of the outcasts turned to worship Sethe, and basically went evil.

Meanwhile, the good Arrakoa use a kind of benign shadow magic, and you get to do a lot of interesting tricks with their power of illusion.

END SPOILERS

The Arrakoa are certainly center-stage here, but there are other threats at play. There is one Alliance-only quest chain (though there could be something mirrored there for the Horde) that brings the absolute most out-of-nowhere threat back into the picture, if I am interpreting what happened correctly.

SPOILER FOR ALLIANCE-SPECIFIC STUFF: After setting up your outpost, you find out that Admiral Taylor is leading his own forces, much as you are, and he set up his garrison in Spires of Arak. When you arrive at his garrison, however, you find out to your horror that everyone there is dead, their ghosts haunting the place. Some of the ghosts can be shaken from their trance, however, and reveal that there was a mutiny. You eventually discover that Admiral Taylor is dead, and after fighting off an undead creature made from his body, you kill the necromancer, who alludes to his "master." Admiral Taylor's ghost is recovered, however, and somehow he actually becomes a follower at your garrison. So... easy go, easy come? The main thing though: Does this mean the Scourge is coming back?

And I haven't done everything there either.

The atmosphere of the zone is quite cool, though I'll have to see what it looks like in the daytime. The rocky spires have a kind of mountainous or desert feel, but the forests are dark and shady. And the remnants of the Apexis are everywhere to be found, begging for more investigation.

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