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    12-22-2010 Cataclysm Review: The New Changes
    - 12/22/2010 8:16:11 PM -
    It might not have been the first game on the block, but it's hard to deny that World of Warcraft has defined the MMORPG genre and had an impact on every MMO since its release. With World of Warcraft: Cataclysm the time has finally come and Azeroth will never be the same.

    Here are some of the many changes Cataclysm has brought to WoW.

    The entire reworking of the original world of Azeroth.

    The Outland and Northrend areas are still intact, but when Deathwing burst through the earth and began his plan of destruction, he greatly changed the landscape of what everyone knew as Azeroth. For example, Stormwind and Orgimmar were both attacked, and are now in various states of rebuilding. Orgimmar has especially been changed, as new races have moved in, thrones of power are now elsewhere, and familiar buildings and styles are no longer what they once were. Other changes include a giant valley carved across the Barrens, the complete destruction of Auberdine, and areas once under one faction's control have now been shifted to the other. While one complaint used to be that alt leveling could be relatively boring since players were just covering the same quests again and again, players starting new characters based on old races will find it almost as if they're playing an entirely new game from the beginning. Though some quests have just been slightly altered to fit the new world, there are many new ones that were created specifically for Cataclysm, and won't even be slightly similar to those once experienced. Furthermore, players rolling Gnomes or Trolls will find that they no longer have to share the same starting areas with other races, but now have beginnings specifically tailored for their race. Also, many races have been given extra classes, which they at one time were never able to access. So, now players can be everything from a Blood Elf Warrior to Dwarf Shaman to Tauren Paladin.

    Two new races - Goblin and Worgen

    The players who have played the game before maybe familiar with these two races. On the Horde side, players can now choose to roll a Goblin, while on the Alliance side players can roll a Worgen (a race that was once merely an enemy type that players fought). For those who may not know, the Worgen are akin to werewolves in that they're human, but through bites or infections, have become tainted and now take on the aspects of wolves (though they're more humanoid based in regards to how they stand and fight like a human instead of looking and behaving strictly like a wolf). While players can eventually transform into their human-looking counterpart, whenever they're in battle they will turn into their Worgen forms. The Worgen certainly win out over the Goblins in terms of aesthetics, but the Goblins are just a fun race to play as and get some pretty nice racial abilities as well.

    A new profession - Archaeology

    Archaeology is thankfully a secondary profession, so players can grab it like they would First Aid, Cooking, or Fishing and not have to worry about it replacing one of their primary trade professions. I usually only dabble with crafting, because despite the game it's still always just something I'll do whenever I've got a little free time or stumble across a resource. I wasn't expecting much from Archaeology, but I was surprised when I found it quite soothing, fun, and enjoyable. The basic premise is that when you look on your map you'll find areas with dig shovels (these areas indicate an area where you can dig for artifacts). Once you've made your way to the map where the dig site is located, simply head to the highlighted area to begin your searching. Archaeology is a process that feels like the children games of Battleship and Hot or Cold. By issuing the dig command, you'll have one of two results occur: 1) the artifact you're looking for will pop-up, or 2) a telescope and beacon will appear (this being the bulk of the experience and what you'll get more often than option one). Players will then be able to deduce two bits of information from the appearance of the telescope to help them narrow down their search. First up, the telescope will point in the direction that you should head to find the artifact. Secondly, the beacon will change colors (red = far away, yellow = getting closer, green = nearby) and start to flash once you're near. Once you've found the area you'll dig up the artifact and add it to your collection. Depending on the area you're exploring, the artifact could be a dwarven artifact, troll artifact, regular fossil, etc. Once you have enough pieces specifically for that artifact (only fossil artifacts contribute to fossil objects, for example), you put it together and earn whatever is found. Early objects are nothing more than gray trash items you can ditch at a vendor, but by searching and leveling, you can eventually find such items as Queen Azshara's Dressing Gown to a fossilized raptor mount you can ride. I also enjoyed the fact that Archaeology artifacts are exclusive to your character, so though someone may be in your same area, you won't be searching for the same item, and you won't have to share them like you do other resources like mining or herb gathering nodes.

    The talent trees

    There are a few more things to talk about in regards to things that either every player or those of a certain level can partake in or experience. For one thing, the talent trees have been revamped to reflect some of the new skills that were introduced (not a biggie, but one worth mentioning). Also new is the fact that once players obtain the proper level and flight training, players can for the first time ever fly around Kalimdor and the Eastern Kingdoms (previously players could only fly in Outland and then Northrend once cold-flying was learned). The expansion has also included rated Battlegrounds, new Battlegrounds, and even an area that acts much like Northrend's Wintergrasp. One of the most intricate and new systems, however, is the Guild Advancement system. While there are some annoyances with the system for larger guilds or players who can put a large bulk of time in at one time, for the most part it's a pretty solid system and really goes a long ways towards bringing guilds together.

    Guilds in Cataclysm

    Guilds now act much like Reputation factions in a sense, as you obtain reputation by completing quests, doing rated Battlegrounds, qualifying for Guild Raid Boss Kills (8/10 or 20/25), or earning guild achievements. Once you have the reputation needed, you can then purchase the item. Besides needing the required reputation, your guild also needs to either be the proper level (guilds can level up to 25) and/or have completed a specific achievement. One of the most desired items for me personally is the Reins of the Dark Phoenix flying mount, but before I can even buy it, the guild must achieve the Guild Glory of the Cataclysm Raider achievement, which requires three new Cataclysm raids to be completed by one of the previously mentioned 8/10 or 20/25 guild groups. Players can also receive perks through the Guild Reputation system, which act as passive abilities the player has (I'm assuming) as long as they remain with the guild. The first perk you can receive, for instance, is a passive that allows you to gain extra experience per kill.

    Five New Zones in Cataclysm

    In total there are five new zones: Mount Hyjal, Vashj'ir, Deepholm, Uldum, and the Twilight Highlands. Unlike the areas introduced in the Burning Crusade and Lich King expansion where many zones shared similar motifs the new zones of Cataclysm are completely different from each other and unique in many different ways. Mount Hyjal is a great area for lore enthusiasts, as it's a very well known area, and people such as Cenarius and Malfurion make appearances too (I got a big kick out of this area and these people especially since I'm currently reading the War of the Ancients book). Whereas Mount Hyjal is mostly a forested and mountainous area, Vashj'ir is a realm, split into several sections, and which takes place completely underwater. Vashj'ir is unlike any other realm in all of World of Warcraft and Blizzard needs to be commended for not only transitioning the usual mechanics over to an underwater setting, but giving players a level where not everything feels as if it's on a set plane, but actually takes place in the space between areas. Deepholm is the Elemental Plane where Deathwing slumbered it's filled with rocky terrain and magma. Uldum is an Egyptian styled desert. Twilight Highlands is probably the most regular looking area of the bunch, but there's a lot of chaos happening. You'll be fighting all sorts of enemies in these areas too, ranging from Twilight Hammer cultists to dragons and even Deathwing's living blood. There are also a handful of new dungeons and raids tied into these areas, which also have heroic instances just like Blizzard previously did. The one thing some people might not like about the dungeons isn't the dungeons themselves, but rather the way players go about getting into them. You used to be able to use the Dungeon Finder to go into any dungeon of your level, but now there are stipulations before you can enter. Besides needing to be the required level, you also have to have an item level over a certain number, and you actually have to discover the location of the dungeon itself. I have no problem needing certain levels in order to guarantee you have a chance at survival, but needing to actually know where a dungeon is seems a little bit too much to ask, but overall it's not a major problem since many quests lead you into the direction of these dungeons.

    The other changes that will benefit us


    Cataclysm shows how Blizzard has changed and how they've learned to make WOW even that much more of a thrill ride. For instance, the game uses a few in-game cutscenes here and there to spice up the game and help drive home the story elements of the game. Beyond that there are just so many epic moments that the players will constantly found themselves taking screenshots. Riding a shark to hunt down Naga. Beating up a troll while riding on the back of a dragon. Fighting off a dragon while you hop between floating rocks way up in the air. Fighting off the efforts of Ragnaros by yourself as you help Cenarius and Malfurion bring him down. For those thinking that you're going to be doing nothing but killing "x number" of enemies or delivering "x item" over and over to gain those extra five levels think again.

    The game's also technically excellent, as there's some beautiful lighting effects, the beautiful waving motion of swimming in Vashj'ir, and just everything looks great. The game also sounds excellent, as there's some pretty good voice acting here and there, but where it really shines is in the game's soundtrack and sound effects.
         
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