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by BradyGames
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World of Warcraft: The Burning Crusade Official Strategy Guide (World of Warcraft) by BradyGames |
Product FeaturesEdition: Full Standard
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Product Details
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| The game's beautifully rendered locations are filled with small details, such as flying birds and flowing water. |
| The makers boast 2,000 existing quests with more being added, many of them noncombat in nature. |
The game looks magnificent. There's plenty of detail and variety to the landscapes and interiors, and the artwork has a refreshingly playful style. There's not a lot of variety in the character creation process, but with all the skills and proficiencies to combine in the game, WoW focuses its customization not on the appearance of your character but rather on the character of your character. The game lets you adopt any two trade skills, regardless of character race or class, and combine those skills in useful ways. If you choose skinning and leatherworking, for example, you can fashion bags from the carcasses of monsters you defeat, which will allow you to carry even more inventory items.
Expanded Commerce
You can sell the items you make, find, and loot through a variety of outlets. Like any role-playing game, WoW has merchants who will buy your cast-off items for fixed prices, but you can also sell to other players at your own price through in-game chat or by leaving it with one of the auction houses located across the map. This virtual free market is a game within the game, like Monopoly somehow inserted into the middle of Chess. Heck, you can even send items C.O.D. to other players via the game's mail system.
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| The game's Quest Log keeps track of up to 20 quests at a time. |
A Level Playing Field
There's also a built-in handicap for casual players where your character enters a rest state when you log off from the game. The longer you're logged off (up to a week), the bigger the experience bonus you'll get when you return to battle. An enemy tagging feature--the player who lands the first attack on an enemy claims the loot for himself or his party--prevents onlookers from swooping in and pilfering items from a monster that you brought down. That resolves a common complaint of other titles.
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| Icons and pop-ups help put complex controls easily within reach. |
All of this makes for a very complicated game, but the well-designed interface puts all the game's elements into icons either visible framing the action or within a simple keystroke. The enemy's artificial intelligence is quite strong too: Monsters will join nearby fights to aid their comrades, switch targets strategically midbattle, and ambush players. The map system fills in details on places you've visited, so you always know where you are and where you've been.
Overall, World of Warcraft is a game that's easy to learn, challenging to master, beautiful to watch, and tons of fun to play. --Porter B. Hall
| Minimum | Recommended | |
| Operating System | PC: Microsoft Windows XP or Windows Vista (with latest Service Packs) Mac: Mac OS X 10.4.11 or newer | |
| CPU | PC: Intel Pentium 4 1.3 GHz or AMD Athlong XP 1500+ Mac: PowerPC G5 1.6 GHz or Intel Core Duo processor | PC: Dual-core processor, such as Intel Pentium D or AmD Athlong 64 X2 Mac: Intel 1.8 GHz processor or better |
| Graphics Hardware | PC: 3D graphics processor with Hardware Transfor and Lighting with 32 MB VRAM, such as an ATI Radeon 7200 or NVIDIA GeForce2 class card or better Mac: 3D graphics processor with Hardware Transform and Lighting with 64 MB VRAM, such as ATI Radeon 9600 or NVIDIA GeForce Ti 4600 class card or better | PC: 3D Graphics processor with Vertex and Pixel Shader capabilities with 128 MB VRAM, such as an ATI Radeon X1600 or NVIDIA GeForce 7600 GT class card or better Mac: 3D graphics processor with Vertex and Pixel Shader capability with 128 MB VRAM, such as ATI Radeon X1600 or NVIDIA 7600 class card or better. |
| Memory | PC: 512 MB (1 GB for Vista) Mac: 1 GB | PC: 1 GB (2 GB for Vista) Mac: 2 GB |
| Hard Drive Space | 15 GB of free space | |
| All Platform Requirements | Keyboard and mouse, required for controls. Other input devices not supported. Active broadband Internet connection required to play. | |
By 1UP Staff -- 03/12/2004
To date, there hasn't been a single Massively Multiplayer Online RPG that could honestly live up that reversal, but by far the closest yet to hit this mark is Blizzard's newly-released World of Warcraft. For discerning MMO-ers and MMO novices alike, World of Warcraft is one for the ages.
Keep in mind, it's hard to describe and compile every fact and facet of a massively multiplayer online RPG. To even begin to explore everything about this game could take months. By then, new elements will be implemented and the community will have changed; this is a world constantly changing, twisting, and growing.
World of Warcraft begins from a plate full of familiar RPG and MMO elements. If you've played the Warcraft series before, you should be familiar with the game's lore and visual style. Beginning with these games as a foundation, World of Warcraft transports you to the ground level of a fantasy world once only seen distantly from above.
The same visual style that struck a careful balance between fantasy art, cartoons, and realism in Warcraft III has been revived and greatly improved to create a strikingly warm and inviting atmosphere. The environments of Warcraft's Azeroth, from snowy mountaintops to grassy plains, feel natural and earthy. Everything from the lay of the land to the bustling towns and cities has a sense of actualization instead of copy and paste repetition. The use of colors in these environments is vibrant and bold; the night elves' home world is filled with organic purple and green hues and a glow that simply shines off the screen.
Instead of trying to make everything as realistic as possible, the emphasis on style creates beauty without the perception of backwards graphics that most online RPG's entail. Plus, there are very, very few loading screens; as a result, this world feels seamless and natural.
It also sounds natural with surround sound effects and music contributing equally to the immersion. There's plenty of personality among the sound effects and voice bites, and the fantasy-style music that comes in and out at distinct points is well-composed and punctuates the game.
From the beginning, World of Warcraft starts you off with character creation, selecting from 8 different species. These species are split down the middle between The Alliance and The Horde. The Alliance is comprised of humans, dwarves, night elves, and gnomes. The Horde is made up of orcs, trolls, undead, and tauren (bipedal, husky cow like creatures). Within these species, there are several different classes. The selection among all the species combined includes: warriors, rogues, hunters, mages, paladin, priest, warlocks, druids, and shaman. Each character class is unique and rewarding in itself; you won't feel a constant sense of envy for other classes, because there's something worthwhile about whatever you choose.
Character customization does have some visual limitations. You cannot alter a character's proportions. Every character is locked to their specific height and dimensions. Yet, since the characters already embody personality in their designs and there is a great number of possible details and accessories, it's excusable that I can't make an extra big Tauren or a super-midget Gnome.
The early game starts off like most massively multiplayer online role playing games. You are introduced to the world and given several basic fetch and kill quests. Leveling up within these first few levels is speedy. A few hours in, you begin to break the surface and dive into a wealth of compounding depth. To keep you from drowning in details, you will always receive Quests within your capabilities, and the constantly changing variety keeps the game involving and rewarding.
Once you've plowed through the break-in, you can choose a trade talent for your character. These trades work off a branching model and add spice by enabling your character to create and enhance items, and sell them. Unlike other MMO's, this ability works well with the other elements of the game. There is PVP in the game, but it's currently consensual; future updates will add free-kill areas. Normally, dying in a massively multiplayer online game carries a strict penalty. In World of Warcraft, you are given a choice. One option is that you can return to life in exchange for penalties on your armor and equipment. This works better compared to money since if you keep dying, you might not necessarily have the money to spend on resurrection. The smart alternative option when you die is to wander as a ghost, find your corpse, and revive it. This system makes the normal system death a less painful and aggravating experience. Instead of losing progress and ability, you just lose that little bit of time it takes to find your body. This tweak goes a long way towards keeping the game consistently enjoyable.
Notably, the World of Warcraft launch hasn't been perfectly smooth, though it has been much smoother than many past MMO launches. Based on the internet buzz, it seems like the problems were more prevalent on East coast servers. This point is moot at this point since Blizzard has credited free days to all players who joined during that time. Personally, I have not run into any server problems. I ran into an isolated glitch where my corpse was seemingly irrecoverable, but I worked around it by just paying the reaper. Otherwise, my days and days of playing have been pristinely smooth and I find no fault in this area; no lag even when playing with people on the other side of the world.
Even in the midst of so many huge games being released this winter, the fact that World of Warcraft can pull off the incredible numbers that it has is downright impressive. In any other game, sales numbers don't really figure in, but each of these purchases means more characters and enthusiasm within the community. Blizzard and their many games have a certain appeal that extends beyond normal "gamer" dividing lines. I knew a guy from my high school who played StarCraft so obsessively, he failed out of college his Freshman term; he didn't do anything but play StarCraft. I can rattle off a handful of high school and college friends who only play Blizzard games, shirking off everything else just to play the Defense of the Ancients mod for Warcraft III.
A beef that's always nagged at the back of my mind with any of the MMO's I've played is this: strangers. Growing up, we have all learned never to talk to strangers. Yes, MMO's are built completely around the idea of interacting with new and different people, but if you could play a MMO that everyone was playing, including your friends from real life, wouldn't you choose them over strangers?
These friends of mine who would never think of any other games -- let alone other MMO -- have been dying to jump into this game on the Warcraft factor alone. For me, and this is a subjective opinion, that makes the game more inviting -- chilling with old friends who I wouldn't normally get the chance to spend time with.
Yet if World of Warcraft only banked on Warcraft's fading glory, then that wouldn't be enough for these friends or myself to stay in the game. Thankfully, the game has the solidity to back itself up. Apart from my personal and subjective experiences, objectively, World of Warcraft is indeed one of the best Massively Multiplayer game out there.
That statement carries certain stigmas. While as a unique and refined MMO, World of Warcraft has the power to convert many non-MMO players, there are elements and problems that are simply inherent to the genre. There are just as many jerks in the virtual world as in the real world and finding a good bunch of players to play with isn't necessarily a given. Though, I must say, everyone I've run into has been notably friendlier than in past MMO's.
Like most other MMO's, World of Warcraft also carries monthly fees. While 15 dollars is fairly standard with this genre, I wish Blizzard could have taken a few more dollars off the price. Considering the price to value ratio for gaming hours to money, World of Warcraft is still cheaper than buying new games; arguably, that's not a completely fair argument. Even with new content, you will essentially be doing similar actions. That's just the nature of a MMO. All things considered, while monthly costs do strengthen servers and community management, I think Blizzard could have afforded to set a precedent and still come out strong, considering how many more players Worlds of Warcraft is expected to retain than the typical MMORPG.
All in all, affixing a numeric grade to this game carries a lot of difficulty. Like Warcraft III before it, World of Warcraft is less about cataclysmic evolution and more about refinement. If you are reading this review, you probably haven't bought World of Warcraft. If you need that final push or word of assurance, go for it. Now! See you in Azeroth.
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