Shadowlands, A Year in the Land of Death

World of Warcraft: Shadowlands released a year ago today. Can you believe we’ve been adventuring in the after life for a whole year? For only a year? What is time even?

We thought we’d mark the occasion by looking back at our experiences with the expansion so far and talking about what it’s been like to play in WoW‘s eighth expansion.

New systems

Eppu: The new mission table seems hardly to have changed from its previous iterations, but since my playing time has been very limited during this expansion, I can’t say I’ve really understood all of the mechanics of leveling and missions. I can say, however, that accumulating companions is surprisingly speedy. However, the animated-by-default battle at the conclusion annoys me—considering what a minuscule part of the game it is, that’s a waste of processing power and having to always bypass it with a click is a waste of time.

Soulbinds is a more interesting case. Essentially, they’re a version of the old talent trees, with the exception that you can have three separate ones and that switching between them is easy. Accumulating a good smattering of basic conduits via world quests is simple, too.

Anima, unfortunately, is where Blizzard over-corrected in this expansion. The system is clunky and complex and not intuitive. For example, gathering anima for X purpose is added to the quest tally when you complete a quest that grants anima rewards, as opposed to Y purpose it’s counted when you empty the anima rewards from your inventory into the reservoir.

Erik: Anima really seems like a step back. We’re getting a lot of clutter in our bags this expansion after Battle for Azeroth did a much better job of streamlining its power-accumulation systems. Conduits are another piece of bag clutter I could do without, but the overall soulbind system works pretty well. It allows a fair amount of flexibility in customizing your character’s play style with some interesting trade-offs to think about.

Blizzard keeps tweaking the mission table, but it’s never been particularly interesting. I do it because it’s a low-effort way of getting small amounts of anima and reputation, but it’s never been a compelling part of gameplay. After four expansions, I still don’t understand why I am sending other people off to have adventures instead of having them for myself.

I have to say that after a year of playing in this expansion, I still don’t feel like I really know what I’m doing with a lot of my covenant sanctum things. It’s at least partly because anima has been so hard to get that I haven’t activated or upgraded most of what’s offered. I supposed that fits the theme of the “anima drought,” but it also makes anima a really unwieldy game mechanic.

The one new system I like the best is renown. It feels much more accessible and rewarding to build renown levels with a covenant than to grind out reputation.

Eppu: Renown is a nice change from grinding rep, you’re quite right. For such a long time, everything used to be a grind; it’s nice to have some variety.

What do you think about the transport networks within covenant zones?

Erik: I like them, and I also like that they are thematic to the zones they’re in. It’s a good combination of artistic and practical designs. (And we get to hang out with a cheerful old mushroom guy.)

Torghast

Erik: One new system that stands out from the rest is Torghast, the randomized, size-flexible dungeon. I have to say that Torghast is one of the best things in Shadowlands for me. I really like that there is content that is so replayable, with so much flexibility for difficulty level and group size. I’ve done a lot of solo running through Torghast, and we’ve done plenty of it together. For such a long time I have wished that there was content in WoW of a comparable challenge level to running a dungeon but tuned for two players instead of five, so that we could do something challenging but doable together. Torghast is finally that. I hope this is a system they keep developing for future expansions.

I also love how adaptable Torghast is. If I just want to go squish monsters and get fun new powers, I can set it low and crash through; if I want something that pushes me to use my skills an abilities to their fullest, I can set it high and enjoy the tactical challenge.

The one thing I wish were different about Torghast is that I wish there were some reward to running it beyond gathering materials for the legendary system. As fun as Torghast can be, it doesn’t really feel worthwhile to play when I know I won’t get any gear or new transmog appearances at the end, or much else to reward me for my time and effort.

Eppu: You’re right; for me, too, just about the only major flaw in Torghast is the lack of any fun transmog gear. (Otherwise, I still stand by my previous opinion.)

New zones

Eppu: I quite like the design of three new zones: Ardenweald, Bastion, and Revendreth. The really fascinating feature about the Shadowlands landscapes is how aggressively height differences—ledges, ridges, ginormous trees, stupendously tall buildings, levitating platforms—are used to squeeze questing areas side by side in order to keep the whole zone from ballooning out to an uncontrollable size. Blizzard has used the same principle before; in Shadowlands it’s really matured, but I don’t think you could take it any further without land shapes turning ludicrous. (Then again, this is fantasy, perhaps they could do it and make it work!)

It’s an interesting choice to tweak each zone’s color scheme so far, though—it’s not unheard of to have a subtle overall color in zones (e.g. Icecrown, Suramar, or Drustvar)—but this time Blizzard really pushed it. There have been times when I’ve switched zones after a while, because I’ve wanted more variation in the colors around my toon.

Lastly, I’m irritated that moving between covenant zones only can take place via Oribos. (Forced hub-centered travel is one of my pet peeves in the real world, too.)

Erik: I agree about wishing for ways to get between zones that don’t rely on Oribos. I understand the idea of Oribos as a central point, but we’ve seen individuals travel directly between zones in the questing experience, and I see no reason we as players couldn’t have gotten some options for that, too.

The artistic design of the zones is really strong this expansion. Each zone feels very different not just in terms of color palette but landforms and buildings. There are some that I like (Bastion, Ardenweald) and some I don’t (Revendreth, Maldraxxus), but every zone feels like a deeply concentrated expression of an idea. I find that Bastion and Maldraxxus feel small, while Ardenweald and Revendreth feel big. I wonder if that’s intentional, or just an effect of how I experience the zones.

And then there’s the Maw. All I can say is that they did such a good job designing the zone to feel like a bad place to be that I spend as little time there as possible. If the Maw was supposed to be what kept our characters occupied once they got to max level, it missed the mark.

Although my favorite covenant is the Night Fae, I think my favorite zone to spend time in is Bastion. Do you have a favorite?

Eppu: Hm. Ardenweald or Bastion, for both have strong pros and some cons. Although I have to say none of the areas feel quite right for hanging out with my numerous female Dwarves.

WoW Shadowlands Bastion Near Heros Rest

Story

Erik: I’ve enjoyed the story of Shadowlands on the whole. It’s interesting to go to a new place we’ve never known about before and start figuring out just how it all works. We have met a lot of compelling characters and seen some great moments along the way. They’ve done a lot with the characters we interact with to help us understand the nature of the different realms of the Shadowlands, from the earnest soul-searching of the Kyrian aspirants to the gung-ho warmongering in Maldraxxus, the intertwining of despair and hope in Ardenweald, and the crumbling ancien regime in Revendreth.

The parts of the story that haven’t worked for me have been the overarching plot involving the Jailer and the Maw. I know some people really enjoy digging up secrets and spinning tin-foil-hat theories about the nefarious motives of cosmic powers, but I’m not among them. The Jailer is just one more generic villain to me. I am also utterly uninterested in Tyrande’s super-powered vengeance rampage or the emotional life of Sylvanas. As so often in expansions past, I find the little, ground-level stories in Shadowlands much more interesting than the big story of the overarching plot. Give me more Kyrian buddy cops and Night Fae drama nerds, not another giant villain vaguebooking about their plans to conquer reality.

Eppu: I’m trying to figure out just why I felt that playing through the zones differed from previous expansions. The basic progression through all of the covenant zones is surprisingly similar from area to area—until you hit Maldraxxus. There we get an item with runes periodically slapped on along with the story reveal, which felt more drastic to me than reveals elsewhere. The other areas felt more or less like the usual quest grind. Combined with the utterly unique landscape design ethos, Maldraxxus really stands out to me.

Have a take of your own? Do chime in!

Of Dice and Dragons is an occasional feature about games and gaming.

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