Hooligan Archives

January 17, 2008:
Robbie Burns Night

January 10, 2008:
Brain Gain

January 03, 2008:
'Imagination gone wild'

December 27, 2007:
'Smile When You're Lying'

December 20, 2007:
Juneau's holiday wish list

December 13, 2007:
Reindeer mind games

December 06, 2007:
The Final Countdown

November 29, 2007:
Evolving culture

November 22, 2007:
Songs for the Deaf

November 15, 2007:
Hold the juice

November 08, 2007:
The birth of karaoke

November 01, 2007:
Where the going gets tough

October 25, 2007:
Halloween Do's and Don'ts

October 18, 2007:
Light up your life

October 11, 2007:
Mixed signals

October 04, 2007:
The rise of the yeast

September 27, 2007:
Captivated by 'Guitar Hero 2'

September 20, 2007:
To Post, or Not to Post?

September 13, 2007:
Riding the concrete Wave

September 06, 2007:
Ready to be a Legend?

August 30, 2007:
From the Bay to the Channel

August 23, 2007:
Organic apprehension

August 16, 2007:
Buskers: Modern minstrels

August 09, 2007:
Slow Ride, take it easy

August 02, 2007:
All's Fair

July 26, 2007:
Letting it all Hang out

July 19, 2007:
Kiss your quarters goodbye

July 12, 2007:
Taking the Plunge

July 05, 2007:
Nowhere to go but up

June 28, 2007:
To Boldly Go

June 21, 2007:
Riding the White Limousine

June 14, 2007:
From China, with love

June 07, 2007:
Our own slice of the World Wide Web

Complete Hooligan archives

 
Web posted October 4, 2007

'World of Warcraft' lays out expansion plans


Game Informer Magazine

At its BlizzCon gathering, "World of Warcraft" developer Blizzard announced the next expansion for its massively popular MMORPG, but no release date. We fans are now left salivating over the first bits of info regarding the trip between levels 70 and 80, but no way to know when to respec our characters for the grind. Ah, well - anticipation flavors the most delicious of meals, and "Wrath of the Lich King" looks to be a feast beyond imagining.

"WoW's" second expansion will guide players through the final arc of Prince Arthas' storyline on the frozen continent of Northrend. As told in "Warcraft III," this fallen human lord of Lordaeron lost his soul to the runeblade Frostmourne, and ultimately fused with the Lich King to become something more. He even beat the hell out of Illidan - the final boss of "The Burning Crusade" - without anywhere near his full power. It will be interesting to see where this takes the "Warcraft" narrative, and what new directions Blizzard takes the world in. Unless our guess is off, the end of the expansion should mark the end of all the plot threads we've been following since "Warcraft III."

The themes of frost and undeath pervade "Wrath of the Lich King." "WoW's" first hero class, Death Knights, will become available to players who complete an involved questline. This won't involve changing one of your existing characters' class; instead, you'll unlock the ability to create a new Death Knight on your account that will start at a high level.

Naxxramas, the floating necropolis that was the highest reach of pre-expansion "WoW's" raid content, will be retooled as a 25-man raid for level 80 players. Only a tiny fraction of players were able to experience Naxxramas at level 60, and the designers at Blizzard have publicly opined that it is possibly their best work to date, so this seems like a natural fit.

A new profession, Inscription, will allow players to customize their spells (and sell scrolls to allow others to partake in the goodness) with additional effects. For instance, you could have a Fireball that incorporates a knockback component, or a Prayer of Healing with a reduced mana cost.

Player-vs-player combat isn't being neglected, of course. A new battleground that Blizzard hasn't said anything about yet will be included, and siege weapons and destructible buildings will be incorporated into the world for non-instanced PvP combat.

Sell your soul

Death Knights in "World of Warcraft" will be similar to the fallen champions that led the Scourge in "Warcraft III." Broken shells of their previous selves that have been re-molded into terrifying wielders of the powers of darkness, Death Knights will be available to both Alliance and Horde. The official lore kludge is that they are feared and mistrusted by all, but grudgingly accepted as weapons in the fight against the Scourge because of the powers they bring.

Game mechanic-wise, Death Knights will fill both tanking and damage-dealing roles. Rather than having a mana bar, they will socket runes into their runeblades in various combinations of Frost, Unholy, and Blood. Using skills will cause one or more runes to darken and be unavailable to power further attacks for a certain amount of time. However, the balance of runes that fills your blade is up to you, opening another avenue of character customization.