Showing posts with label Hearthstone. Show all posts
Showing posts with label Hearthstone. Show all posts

Thursday, October 22, 2020

Madness at the Darkmoon Faire - New Hearthstone Expansion Announced

 The cinematics team for Hearthstone freaking kills it every time.


I love the use of the Darkmoon Faire carousel theme, which already struck that eerie chord of "hey, am I going insane here?" Ever since the Darkmoon Faire was revamped way back in 4.3, I've loved the whole dark aesthetic, and in this Hearthstone expansion, the sinister nature of the faire is made explicit, as this links the place with the Old Gods.

Giving us something of a sequel to Whispers of the Old Gods, this expansion will give Azeroth's four Old Gods new legendary creature cards to build a deck around.

There's also a new mechanic called Corrupt, which upgrades spells if you cast a higher-cost card while it's in your hand.

In addition, a new game mode called Duels is being added, which is being pitched as a sort of PvP version of the deck-building solo content like Dungeon Run. This has its own trailer.



Tuesday, July 14, 2020

Hearthstone: Scholomance Academy

The latest Hearthstone expansion has been announced: Scholomance Academy

Reimagining the evil school of necromancy founded by the Cult of the Damned (and based on an existing real-world legend) as a more classic American college, just with, you know, a secretly evil necromancer as the headmaster (which I'm pretty sure conflicts with the lore, but it's Hearthstone, which is canonically non-canon) the new expansion looks to be adding some exciting new mechanics.

Probably the most interesting of these is dual-class cards - I suspect these work like the three gangs from Mean Streets of Gadgetzan, but there's an emphasis on giving classes access to mechanics of the other class - for example, there's a creature with a Combo effect that grants you a random Mage card.

I don't think we're going to see anything as revolutionary as a whole new class like we got in Ashes of Outland, but as usual, the aesthetic and vibe looks fun (and also as usual, the Hearthstone team did a great job of showing the expansion off in a new video, even when they have to do so via video chat.)


Friday, November 1, 2019

Blizzcon Announcements: Diablo IV, Overwatch 2, WoW Shadowlands, Hearthstone Descent of Dragons

We got four major announcements this morning in the opening ceremonies that just closed.

In brief:

Diablo:

Diablo IV is coming, and looks to be super Grimdark, with the release of Lilith, the demoness who, with the Angel Inarius, birthed the first Nephalem and is thus the mother of humanity. Three classes are known: the Barbarian, Sorceress, and Druid. Other than just being another Diablo game, I don't know if we know much about the gameplay.

Overwatch:

Overwatch 2 is coming, and with it, there will be more single-player and PvE content to tell the game's story. In a bit of welcome news, players who are still playing Overwatch 1 will be able to play with players in 2 on the same maps, and any cosmetic rewards you've earned in the first game carry over to the second - this is a pretty great way not to divide the playerbase and to make people feel more excited for the new game.

Hearthstone:

Descent of Dragons is going to be the finale to the E.V.I.L. vs Adventurer's League story they've been doing, with a major dragon theme as well as a new multiplayer mode called Battlegrounds.

Warcraft:

The next WoW expansion is Shadowlands, and while details are still filtering in from various angles, there will apparently be a level squish (players currently at 120 will go to 50, with a new cap of 60) and there will be a roguelike-style thing called the Tower of the Damned where players can progress through a shifting dungeon. Additionally, there will apparently be four different Covenants that players can choose between to get new campaigns and even abilities, based on the different factions within the Shadowlands.

Tuesday, October 8, 2019

Capitalism, Authoritarianism, and the Games we Love

Blizzard recently banned a competitive Hearthstone player after they spoke out against the violent crackdown on protests in Hong Kong by the Chinese government.

I would not claim to have a deep understanding of all the issues at play, but the initial spark of these protests appears to be the that China wants to institute an extradition law that would allow Hong Kong residents to be tried for acts that are considered criminal on the mainland even if they are not in Hong Kong - which would essentially gut the autonomy of the city that has existed since the "One Country Two Systems" policy was adopted after the UK returned Hong Kong to Chinese control.

The history of Hong Kong is something I feel even less qualified to exposit on than the protests, but while its position as a U.K. territory is very obviously the result of an imperialist system that has generally fallen out of favor in most of the world, the U.K.'s values of liberalism (small-l liberalism, to specify) and democracy took root there. Meanwhile, China has never had a liberal democracy, and instead, since the mid-20th Century has been under an authoritarian Communist regime.

In the past, the U.S. has defined itself as a promoter of democratic ideals, valuing freedom and civil liberties. But it has also, particularly starting with the Cold War, defined itself as a promoter of capitalism.

Capitalism is one of those words that now means very different things to different people. It could mean just the right to choose your own job and build your own business, allowing ideas to succeed or fail based on their own merits (as opposed to having a planned economy,) but there's also a version of capitalism that is preached in the West (and throughout much of the world) that considers the pursuit of profit to be the most important goal for any business person.

Through much of the Cold War, the American theory was that capitalism was intrinsically linked to liberal democracy, and so we championed it in opposition to Communism, which was both authoritarian and socialist.

Now, the irony is that Communism in China today is very good at this hard-line capitalism. There is a massive amount of money to be found in China, and it's on track to become a larger economy than the United States.

And companies stand to leave a massive amount of money on the table if they don't court China's market. But unlike in the US, where we have the first amendment, in China there is no enshrined freedom of speech. And thus, nothing bars the Chinese government legally from terminating a business' right to do business in China if someone who in some way represents that company (such as a professional e-Sports player) says something critical of the Chinese government.

So you could make the argument that Blizzard had no choice - that they stood to damage or potentially lose their business relationship with China if they did not ban this guy.

But you could also make the argument that an American company should honor American values, and that the loss of profit - even a substantial amount of profit - should be worth it if means standing up for freedom and democracy.

Perhaps Blizzard was well within their rights to do this. But we, as players, are also well within our rights to register our disappointment with our wallets. I cannot tell anyone what to do in response to Blizzard's actions. I don't even know what my own actions will be. Given the vast number of massive corporations that we now deal with on a daily basis, could we even keep track of all the ethical misdeeds that they've all committed? But also, is looking at the tangled mess that is our corporate complicity and just throwing your hands up, saying "well, what are you going to do?" just lazy? Ironically, it's harder to make a choice like this when it's not something like your grocery store or your gas station - when it's something you've opted into as opposed to a staple of modern life.

Because while Blizzard is a company that makes games in order to make money, games are a medium, like any art form, that can bring people together. I have people I've played WoW with for ten years, and I've also got characters I've lived in for over a decade (13 years at this point) that mean something to me.

It can be an embarrassing thing to feel such emotional resonance with something that was created for profit, but such is the nature of art in a capitalist society.

I would much rather simply be speculating about WoW's next expansion or whether we'll get a Diablo 4 announcement at Blizzcon than weighing the ethics of paying a company that buckled to authoritarianism in order to enjoy my video games. But I guess that's the world we live in.

Thursday, April 25, 2019

Blizzcon 2019: November 1st and 2nd

Blizzard has just announced the dates of this year's Blizzcon, and it'll be the first two days of November.

So, what do we expect, announcement-wise? Let's go franchise by franchise. Obviously, they could start a new one - Overwatch was a big expansion of their brand (and weirdly inspired a whole genre of animated porn, which... congrats? Maybe?) But Blizzard is fairly conservative with its IPs, and so I'm going to assume we'll see updates by existing franchises.

Warcraft:

This will be the main event - it's an odd-numbered year, meaning that we're due to get the announcement of a new WoW expansion to be released about a year later. By then 8.2 will have been out for a while, and we'll either be in the middle of 8.3 or it'll be coming soon. I think it's hard to judge BFA given how overwhelmingly popular (and in this player's opinion, superlative) Legion was, but it's pretty clear that WoW is holding to its pattern of kind of alternating between really good expansions and not so good ones. If that pattern holds, the next expansion will join the ranks of Wrath, Mists, and Legion. Where it stands among those (and again, if it does fit that pattern) remains to be seen, and its announcement is not going to tell us that. Legion was announced at Gamescom to a stereotypically dispassionate German crowd, and enthusiasm was probably tempered by the real disappointment of Warlords of Draenor, but wound up being what I think a lot of people consider WoW's best expansion.

An expansion announcement is coming - the question is what we think it will be about - I'm crossing fingers for a Death/Shadowlands expansion, but we'll see. Could be anything from Dragon Isles to a risen Black Empire.

Outside of WoW, if WCIII Reforged isn't out yet, we'll probably get updates on that, and possibly hear about similar treatments to the earlier games.

Overwatch:

Overwatch is one of the games they have that has pretty regular updates, so I'd expect more heroes and maps and events, probably with a new animated short. We'll also probably get more of the eSports angle with Overwatch League (to be honest, I'm about as interested in eSports as I am in regular sports, which is not very much.)

Heroes of the Storm:

While it's slowed down, HotS will, like Overwatch, probably get some continuing updates. New heroes, new map, maybe.

Hearthstone:

Again, a game that gets regular updates, so I'd expect a new expansion announcement.

Starcraft:

Big shrug here. I think this franchise, despite being one of its most historically popular, is kind of in stasis. The story was finished pretty emphatically in Starcraft II, or at least seems that way. I really don't follow this one, so apologies if I've forgotten something.

Diablo:

Ok, here's the interesting one: I've never seen such a negative reaction to a game announcement as Diablo Immortal, the anger over it seeming to shock the developers who announced it. I get that it wasn't the game people wanted, but it's especially bizarre that, according to Kotaku, Blizzard has actually been working on a Diablo IV, yet did not announce it.

Announcing that it's in development - even if it's a super-early stage - would probably be a good move and give players something to look forward to. I think Blizzard underestimated how skeptical old-school gamers are of the microtransaction-fueled mobile gaming market. Anyway, if there is to be a new main-series Diablo game, giving players something to look forward to would probably be good. Hell, I'm still feeling the high of hearing Elder Scrolls VI announced and I don't think we've gotten a single detail about that game in over a year.

Friday, November 2, 2018

Blizzcon 2018 Opening Ceremony Roundup

Ok, let's get a quick and dirty list of announcements!

WoW: Classic is going to come with your normal WoW subscription and releases next summer! More 8.2 and beyond news coming this afternoon.

Warcraft: WCIII will be remastered in Warcraft III Reforged. Models and terrain are getting ground-up rebuilds, giving us pretty gorgeous looking units.

Starcraft II: Zeratul will be a new co-op commander.

Diablo: Diablo Immortal will be a new mobile game that they claim will be a full action-RPG set between Diablo II and III.

Overwatch: New McCree-focused cinematic introducing Ashe, the leader of the Deadlock gang as a new hero for the game (plus a new Omnic character who is likely to come later.)

Hearthstone: Rastakhan' Rumble will be the next expansion, based around Trolls, Loa, and fighting at the Gurubashi Arena.

Heroes of the Storm: The first HOTS-original character is getting added: Orphea, the daughter of the Raven Lord, will use a bunch of spooky gooey shadow magic (with teeth!) and walks around with a massive coffin on her back.

I'll go into more details as we get them.

Saturday, October 20, 2018

Blizzcon Expectations

Blizzcon 2018 is coming in less than a month. What might we expect to see?

I'll put this caveat here that I'm less of a Blizzard omnivore than I used to be - I haven't played much Diablo or Heroes of the Storm in a while. But I can speculate!

Overwatch: While perhaps not as steady a stream as it had when the game was newer, Overwatch does tend to get new characters over time. I suspect that we'll get some new reveal, probably another one of their gorgeous story cinematics, and likely updates on how the Overwatch League is going. They might also announce a new character.

Heroes of the Storm: HotS gets a pretty steady stream of characters, so I'd expect two or three to be announced at Blizzcon. New events and maps would also be welcome. Given their experiments in Nexus-specific stories, we might see that expanded with perhaps fully original characters, though that's pretty broad speculation.

Hearthstone: A new expansion's announcement would be pretty well-timed, given that the Dr. Boom cards have been out for a while.

Starcraft: I don't really know what the plans for the future of the Starcraft franchise are. I suspect that they'll focus primarily on new multiplayer options, but this franchise has shuffled its way to the back a bit.

Warcraft: With 8.1 likely coming either right before or right after Blizzcon, it's time for us to find out more about where the expansion is going. Two years ago, we got a big preview of the Broken Shore and Tomb of Sargeras, with a last-second cliffhanger-offhand-comment being that in the patch to follow, we'd go to Argus. I suspect we'll get a big preview for 8.2 and possibly a similar hint to 8.3, which I'd assume is BFA's capstone patch. The Blizzcon to follow will presumably be to announce the next expansion, so this is when we can expect a big focus on BFA.

Diablo: A week ago I might have said that there's something massive, like Diablo 4 or a second Diablo 3 expansion. But Blizzard has attempted to calm the hype after building it up, so what I suspect is that we're going to get more of a promise than a preview - I would bet that they don't really have the project in a state that's ready to show off, but that we might get a title or basic announcement and then a promise that we'll get a big preview to follow. We might also get word on a rumored Diablo Netflix show, which would be a pretty big deal.

Monday, March 19, 2018

Witches of Azeroth

I grew up in Massachusetts. While I lived in a suburb of Boston, relatively far (for someone from a state as geographically small as Massachusetts) from Salem, New England is an area with a kind of quintessential Halloween climate, and even though my town didn't really push witches as a tourism thing (kind of in poor taste when you think about the fact that the actual trials were basically a bunch of totally innocent people being hanged or crushed to death by angry mobs,) the swampy woods that are leafless for much of the year, generally starting around October, really fit with the spooky vibe. It didn't hurt that my mom would organize the neighborhood Halloween party at the community center up the street.

I'm saying I've always been into Halloween and kind of spooky aesthetics, is what I'm saying, which if you've read this blog you probably gathered from my preference for Worgen (despite not really playing my poor wolf-man that much) and Death Knights, and obsession over the Scourge.

Hearthstone's new expansion (which I just impulse pre-purchased) is the Witchwood, which is set in Gilneas - a place with a sort of extreme version of that New England spooky climate (Boston actually gets gorgeous in late spring and summer.) It looks to have a classic haunted woods aesthetic.

Likewise, in Battle for Azeroth, we'll be getting the zone of Drustvar, where a group of evil witches apparently employ death magic to assault the locals, and use creepy wicker-man constructs as minions. We've also discovered that Kul Tiran humans are going to be a playable allied race, with similar wicker-style beast forms (I can feel my Night Elf gradually slipping downward in terms of priority as "main druid.")

Witchcraft has had representation in Warcraft lore, but there's actually very little consistency behind it. This is actually a common theme in fantasy RPGs - one rarely finds Witch as a playable class, despite it being one of the first fantasy archetypes that people tend to learn about (if you want to talk about a fantasy property basically every American has known since at least 1939 - if not from the novels the Wizard of Oz was based on - you've got the Wicked Witch of the West as one of the most iconic film villains of all time.)

I wonder why this is, though I have some theories. For one thing, Witch often comes with a gendered connotation. Witches are typically seen as female. I don't want to get too deep in this, but there is a tendency in our patriarchal culture to find it more culturally acceptable for women to use a "male" designation than vice versa. "Warlock" is often used as a masculine version of Witch, and few seem to bat an eye at a female character being a Warlock, which some might find a male character as a Witch to be embarrassing. There's a ton to unpack there, and I'm not getting into it in this post, and while I'd also point out that historically, Witch didn't have such a gendered connotation (plenty of men in Salem were executed as witches,) I could imagine that this hesitance to use the term for a playable class as being a relic of a time when RPGs and gaming in general were a less welcoming and open place for all people (including, you know, roughly half of all people.)

But beside this issue, I also think that Witches have struggled with a too-broad, or perhaps multifaceted definition.

In the time of the Salem trials, a Witch was almost exactly what we see with Warlocks in WoW. The source of a Witch's power was entirely infernal in nature. The people in Salem of course had a dichotomy-structured worldview. There was holiness, which didn't involve any sort of magic wielded by individuals; instead, a virtuous person would trust in God to do what was right and hope for salvation after death (I realize that talking about this in the past tense is kind of odd, given that tons of people believe more or less what I just described.) The flipside of this, of course, means that magic can only be derived through pacts with the enemy of God, namely, the Devil.

However, in contemporary terms, people who refer to themselves as Witches are generally more aligned with neo-paganism, typically with a focus on connecting with nature and a divinity more in tune with natural fertility (and, I think largely as a response to the aforementioned misogyny surrounding the witch myth, generally associated with femininity.) These witches, in WoW class terms are almost certainly more closely aligned with Druids. We even see this term used in-game to refer to a kind of half-practice of Druidism - Gilnean Harvest-Witches employ druidic magic, though it's only after their transformation into Worgen that these figures were able to become full-fledged Druids.

Another candidate for Witches in Warcraft are Mages. This largely follows the Harry Potter use of the term, where Witch is simply a female term for Wizard (see "Hogwarts School of Witchcraft and Wizardry.") This suggests the more intellectual style of magical practice, but without the fiendish associations and wickedness associated with Warlocks. Mages, which could potentially be broken down into Wizards and Witches, are simply intellectuals - kind of the fantasy equivalent of physicists.

Finally, we have Shamans. In Troll culture, which is largely inspired by a mishmash of Mesoamerican and Afro-Caribbean culture, Shamans are often referred to as Witch-Doctors. Indeed, a lot of these real-world cultures helped to inspire the modern image of Witches as well. Warcraft Shamans always kind of straddle these two identities - one is very focused on the alchemical elements as their primary theme, but the other identity is perhaps more akin to real-world shamanism - namely the belief in invisible spirits that surround us all the time. Beyond Trolls, we don't often see Warcraft Shamans referred to as Witches, though I'd point out that the tier ten set is called "Frost Witch."

While never referred to as witches, the Arrokoa outcasts have a rather witch-like aesthetic in the Spires of Arak. These people employ Shadow Magic, many of them effectively Shadow Priests. One could argue that player characters who go Shadow could potentially qualify as Witches, though I'd argue this is stretching it a bit.

So that's five player classes that might fit the term.

In BFA, we'll be interacting with witches in Drustvar. Unlike these classes, however, these figures seem more like a type of creature than merely people who chose a certain type of magic. In this way, they're more akin to D&D's Hags, who play that classic fairy tale role of the evil witch (in D&D, most Hags are classified as Fey, the same creature type as sprites and pixies, which helps them fit that fairy tale feeling. WoW doesn't really have a corresponding type.)

Long, long ago, before I started this blog and would instead record ideas about WoW in a single Word document, before Wrath of the Lich King had even been announced, one of the first ideas I had for a new playable class was the Witch. At the time, a lot of classes were defined around a magic type or often a combination of two or three types - Mages were Fire, Frost, and Arcane. Warlocks were Fire and Shadow. Priests were Holy and Shadow, etc. My concept for Witches was that they'd combine Nature and Shadow (oddly, that's actually represented by Rogues now,) taking a sort of darker version of Druid magic.

I'm not entirely sure that such a class would really fit into the game as it stands now - as we've seen, Witches are kind of spread out over many classes.

Still, I think that, as both heroes and villains, this character archetype has a lot of potential in-game.

Thursday, December 7, 2017

Kobolds and Catacombs Live

First of all, you need to see this:


Ok, with that taken care of:

Kobolds and Catacombs is the new Hearthstone expansion, heavily inspired by tabletop RPGs, especially the quintessential member of the genre, Dungeons and Dragons (the name of the expansion is clearly a reference.)

While the expansion itself has plenty of fun new cards, the thing I really recommend checking out is the solo adventure that comes with it.

Unlike previous adventures, which have had set bosses that you'd have to build decks to beat, in this "dungeon run," you build a deck as you beat bosses, gaining higher max health and powerful abilities, but also encounter far tougher enemies.

It's hard to build your deck around these enemies, as you don't know what boss is around the corner. So far, I've managed to beat three bosses in a single run - but to beat the whole thing, you need to defeat 8. With new decks each time (and no, you don't need to provide your own cards, which makes this great for players with smaller collections) you're going to have to try different strategies on each attempt.

It's lots of fun and it's an entirely PVE-based, so even though it's very difficult, it should be a relatively low-stress way to play, and because it changes every time, it'll stay fresh.

Wednesday, August 16, 2017

Death Knights in Hearthstone: Control is King!

When Hearthstone was first released, one question I and I imagine a lot of others had was how classes that were added later to World of Warcraft: namely the Death Knight, Monk, and Demon Hunter (and potentially future classes in later expansions) would fit into the structure of the game.

Because the classes function much like the colors in Magic: The Gathering (though everyone is forced to play monocolored decks,) adding a new class would put them at an immediate disadvantage, as existing classes would have a whole library of cards to choose from while the hypothetical Death Knight would only have some starting in that expansion. Plus, it would mean accommodating a new class in all future expansions (and kind of committing to other classes in the future, which is an exponential problem.)

So the solution with Knights of the Frozen Throne is that we see Death Knight versions of each of the classic heroes. You can get a legendary card that replaces your hero, granting 5 armor off the bat along with some relatively powerful battlecry-like effect, and then changing your hero power into something more powerful that also fits with the theme of being a Death Knight.

There are also a number of Death Knight spells, though these are only generated by other cards, such as the Lich King (who actually seems to always die the turn after I play him - I cashed in a huge amount of dust to make a gold Lich King because Arthas is just so damn cool.)

Anyway, through luck and... er... dropping some cash on the pre-order... I've managed to get five of the nine Death Knight cards (you get one for free playing the "prologue" of the Adventure that comes with the expansion - they're doing things differently this time.

So far I have Thrall, Valeera, Gul'dan, Uther, and just today, Jaina.

Because many of these guys cost 9 or 10 mana, decks need to be built to last that long. I've found that healing and taunt minions are pretty useful here, and the new Lifesteal keyword (which already existed in non-keyword form) are very important tools to keep you around long enough to drop your DK.

(Oh, and yes, even if you start with an alternate hero, you get the DK version of the original. There's no DK Khadgar.)

Thrall's DK is built all around the Shaman "evolve" mechanic. He's pretty cheap for a DK at only 5 Mana, and when he comes onto the board he'll transform all existing minions into random ones that cost two more. His hero power then does the same thing to an individual minion, only raising it by one mana cost. I'd say building a deck with a bunch minion-generating spells and minions would be good for filling up your board, though it's tricky to keep a lot of minions alive in a control-heavy expansion.

Valeera is interesting. At 9 mana, the battlecry effect causes you to gain stealth next turn, which will give you a breather if you're low on health. The hero ability is then a passive that gives you a special card each turn that will take on the form of whatever you just played. Obviously this plays well into the Rogue's combo abilities, so card-draw and cheap cards are going to help a bunch here.

Gul'dan is the most expensive one I have, costing 10 mana and summoning every demon you controlled that died that game. The hero power becomes a targeted attack that deals 3 damage and has lifesteal, so if you've been spending a lot of health on Life Tap and demons that damage you, this will help you dig out of that hole. Obviously, it's also helpful to summon these guys directly and not have punitive battlecries hurt you again. I don't quite have the perfect strategy here (or anywhere, of course,) but I think you want to focus a bit on beefier demons in order to maximize the battlecry.

Uther has some interesting effects. It costs 9 mana and gives you a 5/3 weapon with Lifesteal, meaning that with the armor, you effectively get 20 more health, with 10 in the first turn. Your hero power gives you the ability to summon one of the Four Horsemen, which are 2/2. While having 2/2s on demand each turn is not terrible by itself, the thing that will keep your opponent scared is that if you get all four horsemen (the new ones, so if you haven't done the 7.0 DK campaign in Legion, uh... spoilers) you automatically win the game. Paladins have a lot of good control options, and stacking up taunt/lifesteal minions will help keep you in the game while also providing cover if you want to try to get all of the horsemen (though I've never had more than 2 up.)

Jaina actually plays into one of the big themes of the Un'goro expansion, which is elementals. At 9 mana, you summon a Water Elemental. But in addition to this guy, all your elementals - new and old, water and otherwise - now have Lifesteal. Your hero power still deals 1 damage to any target, but now, if you kill a minion with it, you summon a Water Elemental (which again, has Lifesteal.) Having so much Lifesteal makes the Mage suddenly feel far more resilient than it usually is, and so I highly recommend using lots of elementals from Un'goro - taking advantage of existing strategies that become that much more dangerous when you become far harder to kill.

I'm hoping that I'll eventually get Rexxar, Garrosh, Anduin, and Malfurion, but I burned a lot of dust on The Lich King, Uther of the Ebon Blade, and a couple other epics for my Paladin deck, so I'll have to work on it or keep my fingers crossed.

Monday, February 27, 2017

Journey to Un'Goro is the New Hearthstone Expansion

Blizzard announced the new Hearthstone expansion, which will be Journey to Un'Goro. Apparently they'll be breaking the pattern a bit and having two expansions in a row (unless my card count is off and there are way more that come with an adventure than I thought.)

Un'goro Crater will have a couple major themes. One is that Elementals will now be a creature type, which will apply retroactively to other elementals.

There will also be plenty of dinosaur creatures, and many of these will have the "Adapt" keyword. Adapt gives your minion three options for an upgrade that will include gaining things like Taunt or Windfury or getting boosts to its stats. The three adaptations you get to choose from will be random, so these will be highly variable minions.

Finally, there will be a new card type called quests. These will always cost 1 mana and will create an effect (tracked similarly to secrets) that requires you to do things over the course of a game to potentially get a very powerful effect. For instance, there is one priest quests that requires you to summon seven deathrattle minions. If you succeed, you get an 8/8 minion that has a battlecry that sets your health to 40.

It seems like Mean Streets of Gadgetzan just came out, so it's pretty impressive to see this announcement so soon.

Friday, November 4, 2016

New Hearthstone Expansion: Mean Streets of Gadgetzan

Hearthstone's new expansion is going to be 1920s gangland themed.

It seems that after the Cataclysm, the goblin town became a real city and of course, being a Goblin city, naturally there are plenty of bootleggers and protection rackets. There are three major gangs represented in the expansion. Each gang will have tri-class cards that can be used in any of the three classes associated with the gang.

Grimy Goons are a big protection racket who use crazy inventions like piranha guns and walk around in the open.

Jade Lotus are secretive assassins who seem to be mostly Pandaren in flavor.

Mage, Priest, Warrior: The Kabal are a secret society that uses illicit potions.

The Kabal leader legendary minion will allow you to create custom spells, choosing a cost and two effects (that are proportional to that cost.)

Thursday, October 13, 2016

Blizzcon 2016 Schedule Released

Blizzard's mostly annual proprietary convention is coming next month, and they have just released the schedule. Of course, these schedules can sometimes give you a good clue to where their various games are going and if there's something exciting to anticipate.

There are several "What's Next" panels, which frequently imply expansions, though I've learned to take that with a grain of salt after being very confident in a new Diablo III expansion for previous Blizzcons. Also, the World of Warcraft "What's Next" panel specifically refers to World of Warcraft: Legion, and given that the company has made it clear that they're going to focus on really ensuring that Legion has legs, I honestly think even hinting at the expansion to follow Legion would not be met by a good response - something that they're aware of.

So let's break it down by franchise.

Hearthstone:

Hearthstone gets updates at a pretty good rate and is a huge cash cow for Blizzard. We just got a new adventure, so I'd expect to hear about a new expansion this time around. No hints as to what that will be so far, as far as I know.

Heroes of the Storm:

Heroes just added new maps (which I haven't actually played yet) and new characters. Much like Hearthstone, though, additions to the game come at a pretty regular pace, rather than big bursts. So I'd expect them to announce a couple of new heroes and possibly a map, as well as new skins of course.

Diablo:

Diablo's 20th anniversary is coming up. Diablo III is also very much ready for a new expansion, or perhaps we're ready for Diablo IV. I don't see a ton of Diablo panels, though, so I'll remain skeptical.

Starcraft:

Starcraft has a "Foundations for the Future" panel. Obviously the grand Starcraft II trilogy has come to a conclusion (and frankly, the plot really seems tied up in a definitive way) so I am curious about what their plan for the future of the franchise is. Granted, the original Starcraft persisted as a popular multiplayer game basically until Starcraft II came out (and may even still be played) so I would bet that Blizzard's focus is going to be on tending to the multiplayer side of things.

Overwatch:

Like Heroes of the Storm and Hearthstone, Overwatch is a game that gets frequent updates, and so I wouldn't expect to see a huge thing like an expansion or sequel yet. Instead I'd expect to maybe hear about new game modes, maps, and characters that will filter in over time.

Warcraft:

Legion just came out a month and a half ago, and they're also making it clear that they're going to stick with this expansion for the long haul (fingers crossed they succeed at that) and so the idea of hearing about the next expansion is basically a 0% probability. In fact, I'm not even sure that we're going to hear about the second raid tier, as I imagine that the Nighthold raid won't even be open yet at that point, given that we'll be getting Trial of Valor in between Emerald Nightmare and Nighthold. 7.1 will probably come out some time before the end of the year, but not necessarily before Blizzcon. Still, if they wanted to reassure players, announcing content to follow the release of Nighthold would be very welcome.

Friday, July 29, 2016

New Hearthstone Adventure Announced: One Night in Karazhan

...makes a hard man humble?

Yes, there's a new Hearthstone Adventure on its way, and we all wish Exodar was a disco, it looks like Karazhan is getting the funky makeover for this adventure. Seriously, watch the trailer. Hearthstone's trailers have been amazing, and this one is just so delightfully silly (disco makes anything sillier) that I challenge you not to watch it with a massive grin on your face.


Karazhan remains one of WoW's two most popular raids ever (expect an Ulduar-themed adventure or at least a titan-themed expansion in Hearthstone's future) largely for its amazing atmosphere (not to mention the fact that it was the first really "accessible" raid in the game.)

So far we've seen the first boss fight, the Silverware Golem, who summons plates as its hero power and then summons other silverware to buff said plates.

Karazhan is a location that we're going to be at least briefly revisiting in WoW (there's a pre-expansion quest coming any day now and some of the artifact acquisition quests involve going there) and is of course a pretty important spot to the history of the game's world. So seeing Medivh cut loose and throw a crazy disco party there is a pretty great subversion of the location's importance.

Hearthstone of course tends to take a sillier look at the Warcraft setting that WoW does (not that WoW isn't silly) and so I am fully behind this discofication of the Guardian's Tower.

Tuesday, April 26, 2016

Whispers of the Old Gods Live in Hearthstone

The latest Hearthstone expansion is now live, and with it comes some very nice quests to help you get started into the expansion, a free copy of C'thun and two of his cultist buff cards, and also the new Standard/Wild format distinction.

Moving forward, we'll be getting a new season of cards each year that eliminates some of the older cards from being available. If you love your old decks, though, you can play in the Wild Format, but for those of you more interested in stepping into a new meta-game, Standard is the way to play.

This is a very similar thing to the way that Magic: The Gathering works - there Standard allows the latest Core Set and the last two expansion blocks. You'll still be able to play Wild if you want to have all of Hearthstone's history available for deck-building, but the idea here is to keep the game fresh by mixing up the meta-game, and allowing Blizzard to force out old overpowered strategies and cards without fully removing them from the game.

Notably, Hearthstone's Standard will always allow Classic and Basic cards, so the things that have been in-game since the game launched will always be available for play (though the recent patch nerfed and/or buffed a few of them to keep them in line.)

The current Standard excludes cards gained from the Naxxramas solo adventure and the Goblins and Gnomes expansion, but Classic/Basic card, Grand Tournament, Blackrock Mountain, League of Explorers, and of course the new Whispers of the Old Gods cards are all available.

To promote Standard, there will be a couple new quests that you'll get that reward several packs of Whispers of the Old Gods cards.

This expansion, I splurged and got the fifty-pack pre-order. It really shows you how rare Legendary cards are, as I only got two, and they were both Ragnaros the Lightlord - after opening all the packs, I managed to more than double the amount of crafting dust I had, which is considerable as I have crafted a grand total of two rare cards in all my time playing the game.

Given that C'thun is provided to all players, I naturally first created a C'thun-focused deck. While some C'thun cultists cards are class-specific, many are not, so I just dumped all the ones I had into the deck that fit with a Warlock and then picked out a few others that I liked.

One of my favorite new cards is Darkshire Councilor (maybe Councilmember or Councilman?) which is a Warlock card. It's 3 mana and is a 1/5 minion, but every time you summon a minion, he gets +1 attack. This is pretty great for any small-minion-heavy deck (it also triggers when minions are created by spells and effects,) and the 5-health body means he can actually fight a few times before he dies.

The C'thun cultists are often decent on their own, and I've won a few games without seeing C'thun at all. But there's something immensely satisfying about getting him out there after being pumped up to high health and blasting the crap out of the opponent's side of the table. If you have him, Brann Bronzebeard is a pretty fantastic complement to him, as many of the cultist cards buff C'thun with a Battlecry, and C'thun's burst of damage is also a Battlecry, meaning that with a 16/16 C'thun, you can wind up doing 32 points of damage when you drop him on the table. (And it's split damage, so Divine Shield minions are not going to have much of an advantage against him.)

Of course, the trick to any of the Old God-based decks is that getting up to 10 mana is going to require some finesse, not to mention drawing the card. There is a minion that will put a 10-cost minion from your deck into your hand if it survives a turn, which should help with this.

My strategy is largely using lots of taunt creatures and death rattle creatures that either buff fellow minions or generate additional minions to keep my board active. I can often survive long enough to cast C'thun if I get him into my hand.

While it feels like only yesterday that Goblins and Gnomes launched (or even was announced,) I'll say this: I am so happy not to have to deal with Doctor Boom or the freaking Healbot anymore. Priest decks are still a thing (and will probably continue to be,) but at least until people figure out the most annoying cards in this new expansion, I'm loving Standard as a format.

The new board is an Old-God corrupted version of the Stormwind board, which is sadly not terribly interactive (though I've been playing on my phone, so there might be more interesting stuff int he upper left and lower right that I'm missing.) I love the aesthetic of the expansion - the even-more-cartoony look of Hearthstone (as compared to WoW) helps transform the Lovecraftian horror of the Old Gods into something more Halloweeny and fun.

UPDATE:

It shouldn't come as a surprise that the Old God cards themselves sort of demand to have a deck built around them. My own Warlock deck, "Cult of C'thun," feels awesome when it goes off well, but if I cast C'thun and either through bad luck or just not enough buffing by Cultists the match is not over (or over on the next turn,) the deck deflates really fast.

I haven't seen anyone play the other Old Gods, but it does look like there are a few "cultist" equivalents. N'zoth summons back dead Deathrattle cards, so obviously you'd want to have a bunch of those in your deck (sadly Baron Rivendare is no longer in Standard, as he'd be a pretty obvious piece for such a deck.) Yogg-Saron casts spells, and given the random nature of his spell fire-off, he's a bit of a gamble. Y'Shaarj summons your big minions, so I really see him working best in a Druid deck with lots of mana-gain and big, expensive minions.

The trick, of course, will be building decks that also work on an effective theme. My deck could use some work, as I think it does a decent job of building up to C'thun's summoning, but once I've pulled that trigger, there aren't really any rounds left in the gun.

I haven't seen or thought much about other themes to build around using Whispers of the Old Gods cards that don't include the OGs themselves, but I'm sure those will surface over time.

Thursday, March 31, 2016

Y'Shaarj Mechanics Revealed

Well, after we got a tease at his artwork, we now know what Y'Shaarj does.

Like all Old God cards, Y'Shaarj, Rage Unbound costs 10 mana. For that, you get a huge 10/10 body and a rather powerful effect: At the end of your turn, put a minion from your deck onto the Battlefield.

My guess is that Y'Shaarj will work best in Druid decks that ramp up mana production quickly to get out massive creatures. Given all the free creatures you will get from this Old God (you'll get at least one even if the enemy manages to kill him before the next turn,) you'll want it to be something beefy. But you'll need to survive long enough to get 10 mana and you'll also hope you can actually fish the guy up.

Another card that was previewed with Y'Shaarj is Ancient Harbinger, which is a 6-mana 4/6 minion who, at the start of your turn, puts a 10-cost minion from your deck into your hand. This guy will clearly be useful in any Old God-based deck, as it'll help you fish up your legendary guy.

Still no word on Yogg-Saron's mechanics, but I'm sure we'll get it relatively soon.

Tuesday, March 29, 2016

And Here's Y'Shaarj!

Hearthstone's Whispers of the Old Gods is bringing with it four legendary minions who are those famous eldritch abominations.

While we've encountered C'thun and Yogg-Saron in WoW, and N'Zoth is presumably going to face our wrath at some point later down the line, Y'Shaarj never got a chance. Slain by the Titans way back in the day, it was Y'Shaarj's death and the catastrophic damage to the planet that followed that convinced them to leave the other Old Gods alive, but hopefully contained. Y'Shaarj was arguably the main driving force behind Mists of Pandaria, as he released the Sha upon the land in his death throes.

So what did this guy look like? The beast with seven heads, most powerful of the Old Gods?

See beyond the cut!


Thursday, March 24, 2016

N'Zoth Mechanics Unveiled

Well, the preview for a second Old God card in Hearthstone has been released, and it's the most mysterious of the four known Old Gods, N'Zoth.

There's a link to the post that unveils it, where you'll get to see the gold, animated version of N'zoth, but here's the rundown:

10 Mana, 5 attack, 7 health. Battlecry: Summon all your Deathrattle minions that died this game.

Like all the Old God cards, N'zoth costs 10 mana, and like C'thun, he has a battlecry that seems more effective late in the game. The 5/7 body is not terribly impressive for the price, but I suspect that the mechanics of the various Old Gods are going to be based more on their powerful battlecries than their function as actual minions (though C'thun will probably be good for both if he's significantly buffed.)

Of course, even though lore-wise these characters should be more powerful than anything else we've seen in Hearthstone, they do have to be balanced as cards. You'll obviously need to play a lot of Deathrattle cards for N'zoth to be effective. I'm actually not sure how this fits flavorfully with N'zoth (wouldn't Yogg-Saron, the Old God of Death, be more of a Deathrattle-focused guy?) But you also need those minions to have died already to have their effect. Granted, minions don't often last too long in Hearthstone, but unlike C'thun, N'zoth isn't going to have a super-immediate effect.

That said, mass resurrection itself can be pretty powerful, and filling the board with minions is not going to hurt you. I do wonder what happens if you have more than six qualified minions that have died that game, how the game decides which ones get rezzed.

Tuesday, March 22, 2016

N'Zoth Appearance Confirmed

With the upcoming Hearthstone expansion: Whispers of the Old Gods, the OGs themselves are each getting representation as a Legendary Minion. Everyone who plays will automatically get C'thun and a pair of associated cultist cards (because C'thun relies on building a deck around him, they don't want you getting a bunch of useless C'thun cards without the guy himself.)

Of course, the exciting news is that this means that we're finally getting a good look at the two Old Gods we haven't seen in-game before, N'Zoth and Y'Shaarj. And much as I suspected during an earlier post, the image of N'Zoth has already been revealed (though we don't know what its card will be like mechanically, other than that it will cost 10 mana.)

UPDATE: The full art is below the rest of the post.

Spoilers Ahead:

Blizzcon Announcement Leak - Nov. 4th and 5th

Blizzard briefly put up an announcement of this year's Blizzcon, but quickly took the announcement down. However, it's no shock that the company would have it this year. So what kind of predictions should we expect?

World of Warcraft:

Legion is going to launch some time in the middle of the year - my guess is mid-to-late June, so at that point we will have been on the Broken Isles for a few months. At most I think we might be getting ready for whatever Legion's second raiding tier will be. Assuming that they're continuing with the Warlords model (as disastrous as that might be, it's possible they started planning Legion before they realized what a bad idea a two-tier expansion is) that's probably going to be the Tomb of Sargeras, but I'm hoping that it will be a middle-tier - though given what we've seen of the Legion alpha, I don't know what that middle tier would entail.

Anyway, it's extremely unlikely we'll start hearing about the expansion that comes after Legion until 2017.

Starcraft:

Starcraft just completed its Starcraft II trilogy. I honestly don't know what's in store for the series. The ending of Legacy of the Void really closed off the vast majority of the storyline. There's still room for conflict, certainly, and new characters might arise to carry forward, but I think after the long rollout of Starcraft II, we're probably going to see the series take a breather at the very least.

Diablo:

There was apparently some hiring call for people to work on a new Diablo game. The question then is whether it's a new expansion or Diablo IV. I'd wager more on the former, as Diablo III has gotten fairly popular, especially with the console version. A new class and a new act would work pretty well, and perhaps a bunch of new ideas brought into the seasonal system or the bounties/exploration mode. There's also a few story hooks that would carry directly from what's happened in DIII so far. I just hope they don't turn the Nephalem evil or something.

Hearthstone:

Hearthstone has been getting pretty regular periodic updates, so I don't expect to see anything terribly radical. Probably a new solo adventure and maybe a new expansion announced (by then, Whispers of the Old Gods will have been out for several months.)

Heroes of the Storm:

Like Hearthstone, Heroes is built for periodic small updates - throwing in a hero or map every now and then, and of course skins and mounts. I'm hoping we see more unusual maps like Towers of Doom (both the unique tile set and objectives.) Still, major shifts are probably going to be rare, so I'd simply look for these periodic update announcements.

Overwatch:

Overwatch will have officially been out for a while by then. Given that it's a general-admission type game, we won't see individual new characters introduced. We might see a big chunk brought in as DLC, though. It'll be way too early to announced a full sequel though.

Something New:

Blizzard has been expanding its franchises recently, so I wouldn't be shocked to hear them coming up with another major project to work on. Personally I hope we get something a little more solo/story-driven. As enjoyable as I'm finding Heroes of the Storm, I tend to prefer games with a solid solo campaign, and finding that "Project Titan" was scrapped in favor of making Overwatch a multiplayer-only shooter was pretty disappointing.