World of Warcraft: Warlords of Draenor - Análisis

Author: José Manuel Bringas
Date: 2020-07-30 22:21:09
A couple of weeks in World of Warcraft: Warlords of Draenor go a long way ... and very little. There are still several days before the long-awaited gangs arrive, the high moments of all parts of the game, those moments in which 10 or 25 people gather to defeat the toughest opponents of the game, with the most complex mechanics and that lead to in the conclusions of the different plots that we have been seeing how they developed as we traveled through the new areas and fulfilled missions and accessed the dungeons. However, we haven't been idle since launch: Draenor is huge and there are plenty of things to do before you dare to enter the Blackrock Foundry.

It may be with Warlords of Draenor that Blizzard has struck the perfect balance in telling the story he wants and in the way he wants. Throughout these years we have enjoyed events within the game, small sequences that made the story advance with us as protagonists, and we cannot forget the spectacular step forward that was the "phasing" of Wrath of the Lich King, which made the world would change and adapt to our progress, giving us the feeling that we really had influence over what was happening. None of this compares to the thrill and epic that Warlords of Draenor exudes at all times.

It is also fair to say that what is seen in this expansion is nothing but the evolution of those ideas, in the natural development of all those narrative elements, of all that technology, to create now an incomparable experience . World of Warcraft is not an upstart game. Warlords of Draenor is the fifth expansion after an entire decade; two, if we count the Warcraft saga. During these twenty years, players have had more than enough time to learn the history of the world of Azeroth. They have walked through its forests, crossed its rivers, climbed its mountains, crossed its deserts and explored every corner. Nefarian, C'thun, Illidan Stormrage, Kil'jaeden, Malygos, the Aspect of Magic fell; the floating citadel of Naxxramas, Ulduar, the ancient citadel of the titans; Arthas and Deathwing.

Blizzard has created Warlords of Draenor with one very clear idea in mind: you've done (almost) all of this already. You are not new to World of Warcraft. You are someone who has played for a long time and not only know the mechanics. You are not inexperienced, but a hero . You are no longer that young adventurer who began his journey killing wolves (although the missions are still based on "grab me ten of this", "kill me fifteen of this other"), but a strong personality in Azeroth, the commander of the forces of the Alliance, fighting hand in hand with Khadgar, the archmage, or with Thrall, the former slave who has become one of the most important figures in the recent history of Azeroth and Draenor.

And this is where all Warlords of Draenor takes place, on this planet left by the hand of God, specifically in its past, before the Burning Crusade transformed it into the Outland that we all know from the first expansion. One of the greatest charms of this new expansion is traveling around Draenor and recognizing characters and places , visiting the germs of what would happen years later. We can walk through a forest and find a group of priests summoning a huge elemental ... who is none other than Murmur, the final boss of Shadow Labyrinth. We can finish him off at that moment, he is still a rare enemy who drops an exceptional treasure, but if we were one of those who farmed him in his dungeon in The Burning Crusde, this event certainly has added value.

And this is just one example of what we will be experiencing in Warlords of Draenor. We will see the fall of the Arakkoa empire and visit it in its full splendor, before this race of corvids became a mendicant, tree dweller and subject to shadow magic. We will also visit Shadowmoon Valley when it was an orchard, years before it became the home of Illidan and an infernal wasteland riddled with demons from the Burning Crusade. We will be able to visit Auchindoun in its draenei glory, and not being devastated rooms, some sad dark ruins full of penitent spirits. We will fight Ner'zhul and Gul'dan again and face the Iron Horde , led by Garrosh Hellscream, who continues to flee from the Horde and the Alliance after the Orgrimmar siege.

The old and the new merge as we move through the different areas, as we level up and become familiar with the news that Warlords of Draenor brings under the arm. The most important of them all is the citadel, our own fortress , a place where we can interact with the new areas in a more intimate way than in any previous expansion. We will have to choose which buildings we want to build, improve them, order the workshops to get resources for the professions, recruit followers to get us resources, money and special objects ...

The citadel integrates us into the world of Draenor and allows us to access very valuable advantages , such as special mounts, unique armor and weapons, teleports, access to advanced missions, suffering invasions, which end up forming a sort of scored feats that we can enjoy with Friends ... It is a complete success within the mechanics of World of Warcraft, since, in addition, it is a tremendous nod to the first years of the franchise, when it was an RTS, and it will make more than one smile with some phrases that we hear from its inhabitants and with the buildings that we can build. A tremendous success.