WoW: Cataclysm brings sweeping changes to the world of Azeroth, with two new playable races, new levels of power, challenging quests, dungeons in all-new zones, and dramatic changes to familiar aspects of the game in the wake of seo a world-shattering disaster.
Blizzard Entertainment is the high lord of any genre it touches. No one can claim to have a better real-time roguelike than Diablo, StarCraft II has few challengers for quality or player base despite being in development for almost seven years, and World of Warcraft remains the juggernaut against which all MMOs and RPGs are compared. There are a lot of factors behind this, but perhaps one of titan gold the biggest is that Blizzard cannot, does not and will not leave good enough alone.
WoW has been starting to show its age. Its graphics, while still serviceable and even beautiful, don't hold up against some of the latest entries on market. Nowhere has this been felt more than in the areas that the game has had since day one: the four continents of Azeroth, Kalimdor, Khaz Modan and Lordaeron. Aside from a few minor changes, these areas have been in near stasis for close to four years. Some quest chains were incomplete for the past two years, and many more have been impractical to complete due to raid guilds moving on to the newest content, leaving two-thirds of wow gold the game abandoned. The old lands weren't even fully fleshed out or accessible; numerous incomplete areas, sealed off from view, have existed in the game since it launched.
No more, seems to be Blizzard's line with the latest expansion, World of Warcraft: Cataclysm. Rather than open up a new, 10-zone continent, Blizzard decided to focus on revising everything in the old world and building up the earliest levels. Every lesson it's learned since the development of these old zones has been applied, with the goal of adding excitement to the slog from level one wow gold to 60.
The plotlines that make up Cataclysm ultimately center on one character. Just as the previous expansion, Wrath of the Lich King, was ultimately about the fallen paladin, Prince Arthas Menethil, Cataclysm centers on the fallen dragon, Neltharion, who was corrupted by the Old Gods into Deathwing the Destroyer, the greatest threat Azeroth had ever seen.
Awakening from a long sleep after his schemes against the first version of the Alliance in Warcraft II failed pathetically, Deathwing decided that before he destroyed everything, he needed to devastate his enemies. A huge rush of wow gold tidal waves, earthquakes, lava streams, volcanoes and general mayhem later, Deathwing succeeded in causing ruin across the entirety of the old world. Then he gathered the highly splintered but generally villainous Twilight Cult and got them to unify in worshipping him, and he set schemes in motion in four key locations to finish what he'd started.
Fortunately, his schemes have not gone unopposed. Unfortunately, the right hand is still incapable of speaking to the left. Varian Wrynn, king of Stormwind, has taken up the reins of military leader of the entire alliance, and buy wow gold he's not good at putting the greater good above his hatred of the Horde. Meanwhile, Thrall, the peace-seeking messiah who successfully unified opposed races, has abdicated leadership of Orgrimmar — and thus the Horde — to Garrosh Hellscream, son of Grom Hellscream. Just like his father, Garrosh is extremely warlike and brash, and has alienated the other Horde races. The result leaves several neutral factions trying to get people to unify against Deathwing as the war between the Alliance and Horde grows deeper.
It is in this environment that the Cataclysm's side effects bring new allies to the two beleaguered factions. The Alliance is now justin bieber associated with the old kingdom of Gilneas, based on their mutual hatred of the Undead. Unfortunately, the human kingdom of Gilneas is now the werewolf (Worgen) kingdom of Gilneas, thanks to the experiments of the mad Archmage Arugal. They seem sane enough, and King Gann Greymane is far more sensible than the Alliance leader. Meanwhile, a large Goblin association, the Bilgewater Cartel, driven from its home island of Kezan by Deathwing, has decided to renew old ties with the Orcs in the name of protecting itself — and its lines of profit.
The two new races fit into WoW quite nicely. There's no major, messy spy cell phone retconning of existing series lore. Both get eight classes (the new max), two unique abilities — Goblins get rocket packs, while the Worgen get a simple dash attack — and two unique starting zones apiece.
The Worgen zone starts several years before the game, with the player experiencing the first invasion of Worgen in Gilneas. You aid the nation's king in attempts to save the people — only to be bitten by a man who turns into a Worgen before your eyes. You end up pinned in the cathedral and transform off-screen. A trapper captures you, explaining that you have turned into a feral beast. After an unknown length of time, you are saved from madness, but then the Forsaken invade, a tidal wave swallows up the battleground on which you were standing, some quests, haven in a safe town in Gilneas … and then the Forsaken attack again. Your character's flights result in meeting Night Elves (Worgen who have regained sanity with Elven help), and you join King Greymane to face the Forsaken and retake Gilneas City.
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