Revisiting: Gilneas

I’ve a weird relationship with this zone. When I first came back to WoW in early winter of 2017, having not played since spring of 2010 or so, my first character was a Worgen Rogue. Perhaps this new start deserved a really fresh take. I had played Alliance before but never to max level and while I did prefer the Horde, I was sure that King Varian character had taken them in a darker direction after starting that war in Northrend. Ignorance truly is bliss.

Unfortunately for the Worgen though, they fight the Forsaken pretty early on. And that felt like what I imagine it must feel like to see a picture of your wife moments before you commit to an affair. I couldn’t go through with it. The heart wants what it wants and truly those cackling cannibal war criminals are the apple of my eye and truest love. But I can see why I was seriously thinking of risking it all for the werewolves of London.

I simply adore the Gilnean architecture and aesthetic. The place is swimming in this foreboding gothic atmosphere and the stylized Victorian construction is absolutely breathtaking. In particular that cathedral you enter at the end of the first act is maybe my favorite building in this game. Plus even the outfits are on point. The well-to-do all wear colorful foppy finery with bright gold trims, whereas the commoners all have drab sensible outfits that look like they’ve had to exist in coal fog. Also I like the tiny hats the womenfolk wear, someone needs to bring those back into fashion.

Also just the layout of the city itself is splendid. I love the narrow winding alleys and different districts. You can see how an EBG was definitely planned here. As I’m familiar with WoW urban warfare I could’ve told them why that’d be a hectic, unplayable mess. Still though it’s a shame we can’t use this place at all*. I’m pretty sure the Alliance and Horde just outright can’t be in the same phase. It is the MMO equivalent of a national tragedy that Gilneas City was scrapped and abandoned. And it’s an ongoing war crime that Gilnean architecture is so sparse when that eyesore Playmobil plastic BS Stormwindian stuff is duck mothering everywhere.

Thing is though, I really remember remember hating this zone. In part I admit because it contradicted, and as of the Sylvanas novel outright canonically invalidates, the vastly superior Forsaken Silverpine storyline. But also because I remember it being just not particularly fun to play. And yeah as it turns out the Gilneas City EBG wasn’t the only thing Blizz got around to playtesting far too late.

First off I’ll start with the positives;

That early quest “Evacuate the Merchant Square” has a neat trick. You knock on people’s doors and they open them and run out of a small room. It’s easy to see it’s an empty tiny square if you try, but gives the nice illusion there’s actual full buildings behind every door. For 2011 that’s pretty nifty.

I love that the Worgen bite is a debuff that steadily gets a worsening description. It starts out as being a minor wound and ends with “Your skin is black and blue around the wound. There also appears to be thick hair growing around the edge of it”. Yet at the same time in the beats of the story, there’s never a calm enough moment where you feel you could alert someone to this problem. The scale of the Worgen threat is well presented and actually reminds me fondly of the Bastion Lakeshire quest.

That’s where my compliments end. The rest is only remarkable for being WORSE THAN GARBAGE.

The actual Act One story is fine and as I said I really like how well the threat of the Worgen escalates into this totally hopeless situation. Even if the signature starting zone first non-hostile mobs being called Rampaging Worgen is funny to me. Some are attacking NPCs but most are just kinda walking around vibing. They probably could’ve come up with an in story explanation for this like Deathknell does for the non hostile zombies. But unfortunately;

They insist, for some stupid reason, to make it a twist that the Worgen are Werewolves. Even do a little flashback in the Act One ending cutscene to that time you got bit by a werewolf, in case you were confused as to why you turned into a werewolf. Crazy how they planned for the extremely niche case of people rolling Worgen just now being introduced to the concept of a wolfman, while NOT PLAYTESTING THESE QUESTS!".

First on my ish list is where you’ve to survive a worgen attack with Darrius Crowley for two whole minutes. Now that sounds daunting, and is framed as desperate because you’re the only one armed with more than knuckle sandwiches and a bit of wood. But the attacking NPCs all go down absurdly easy, and aggro Crowley who’s a skull level boss. So experimentally I just stood still and was fine.

Secondly is the horse riding quest. It does again help show off the scale of the worgen threat though. But if you’re familiar with me you know my loathing for bombing run quests, and they somehow managed to make them even worse because now you’re just throwing BS off a horse. Here I also experimently did nothing and found out the horse is actually invulnerable.

Which of course it’d have to be as I’m on it with Darrius Crowley. If I’m with a main character obviously I can’t lose as that’d kill them too, so this isn’t gameplay as there is no failstate. It’s a cutscene I’m encouraged to tokenly interact with. So basically just a crap version of Disney’s Buzz Lightyear ride.

All in all I do love the atmosphere and the story of Act One is pretty good as these go. But a lot of the quests are like poster children for the worst aspects of Cata’s design philosophy and ruin what otherwise could’ve been a fantastic experience.

To Be Continued

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Hey all Ben in a fursuit here. I intended to use the new character I rolled, Benedante, to post this. But the forums haven’t registered as him existing yet. If you know what the name Benedante references, then thanks for reading Baal, as I’m going to be shocked if anyone else knows obscure 16th century Catholic lore offhand.

Anywho we’re in what I’m going to call Act Two where you wake up imprisoned after blacking out, being chastised for horrific crimes you don’t remember committing. Who hasn’t had a morning like that? I also think this has some more evidence the Worgen were really meant to be an answer to the Forsaken. Seeing as your hangover is cured by a Chemist named Krennan. A Royal Chemist. Perhaps from some Royal Chemist Society. Also this is where the idea of needing to take medication, specifically mandrake essence, to stay non-feral is introduced.

Wow what a cool idea I’m sure that won’t end suddenly and anticlimactically.

Anyway the Forsaken attack is fun enough. Like that you have to catapult yourself onto their battleships and off abominations by getting their heads stuck in barrels full of black powder. I’d feel worse about murdering such loving, adorable creatures but worst case scenario you just stich them back up again so no worries.

What doesn’t work for me is the actual Cataclysm. Because I thought the Category 9 Dragon Tantrum is what caused the wall to crumble, and for the ‘reef’ to part. The reef’s parting is mentioned pretty offhand by Liam Greymane in quest text. It’s as good an explanation as any for why an amphibious assault on Gilneas wasn’t always viable. But I guess that was, a lesser tantrum effect? As after a screen shake effect while I was in a basement Liam is freaking out about how this huge tsnuami just swallowed the land and devastated the Gilnean defense and Forsaken invaders.

And genuinely I didn’t notice any change in the landscape, save for some sunken Forsaken ships in the distance now. And I’m likely not ever redoing this again save over the threat of death or promised reward of fantastic sex. So if it was some cool drastic alteration to the zone I’ll never know. It’s also again just confusing as I’m just very perplexed about the timeline of events now.

Can I say though the Gilneans are spectacularly lucky for the Worgen curse. Because beforehand their army consisted of standard swordman infantry with some calvary, riflemen and cannons. Oh and a ish ton of large dogs. You actually take out a Dark Ranger commander by throwing approximately 32 bulldogs at her. Which is, of course, completely hilarious. But while that’s not a bad army for like actual 15th century warfare, you are fighting unstoppable cartoon armies in this universe. Some even have spaceships. Gilneas would’ve gotten annihilated by the Forsaken if not for the army of werewolves they suddenly pulled out’ve nowhere. Liam Greymane is out here shirtless fighting dudes with a broken bottle, that’s how bad it was until Paw Patrol pulled up.

And then it still would’ve been annihilated by the Horde proper if the Kaldorei hadn’t pulled up. Who are only there because the whole werewolf thing, unsurprisingly, has something to do with the full moon worshipping tree freaks that already frequently turn into animals. They’ll come along to ruin the coolest idea this story had going for it in what I’ll call act 3. Which I’ll get to next time.

To be continued

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Covering the interlude here. You’re mostly helping children, animals and the elderly at this stage. Which is normally the sort of world building I appreciate but not when you’ve trapped me in a starter zone I can’t leave.

But there’s this bit that’s great for two reasons. You help out this old bat named Grandna Wahl and gotta do stuff like get her church clothes and find her cat because she’s oblivious to the seriousness of the situation. So you’re fighting Forsaken scouts this entire time. And then;

A Forsaken turns up named Lucius who proclaims;

I’ll be taking this cat! It seems to work as the perfect bait. Prepare to die now, fool!

And oh my God. That’s genius. Why didn’t the Forsaken just start dropping cats in trees? You know damn well some dudely doright blue boy is going to come stomping up to save it, and then that’s when we open fire. Then we eat the corpse together with the cat.

But also Granny Wahl comes running up in full worgen form to maul the Forsaken for trying to steal her cat.

And seems completely unaware she’s done this, questioning how she got so much dirt under her finger nails later. Despite to the best of my knowledge nobody ever giving her mandrake essence.

So many questions raised.

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When it first came out surviving that two minute fight was actually quite a challenge. I created another worgen years later to find that that fight had been massively detuned. But it wasn’t unknown for a player to die during that fight and have to res and finish it on the spot.

What I got was this. So your c haracter spent their pre paw time murdering Harvest Witches?

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Yeah I imagine some of it didn’t age well because of power scaling. I didn’t wear any heirlooms so, no special bonuses.

And about the only challenge was the Forsaken invasion. Mainly because it was shockingly easy to aggro about six of the bastards.

That’s to be fair a pretty common problem with Cata content. But a lot of it is just miserable design. Nothing is worse to me then the one in Darkshore where, on paper, you’re riding a dragon dueling other dragons in a tornado. As a quest in Dragonflight that’d probably be unforgettable. It also was in Cata but only because they somehow made that premise so tedious. You had 2 buttons; one instakilled the enemy and the other made you land. Consequently I accidentally landed before realizing no all I was supposed to do is click 1.

Agree with some of this, disagree with others. The questing in Gilneas is fine in my opinion, it has that same quirky WoW feel as a lot of places did back in the day.

My biggest issue is how they setup the worgen curse and make it seem dangerous with the first act, then build on it in the second once you get the potion from Krennan Aranas because you feel like you are racing against time never knowing when you will lose your mind and go back to being feral… Only for this sense of danger to all go away in Act 3…

I hate that the Night Elves showed up and just gave the Gilneans a “cure” (it is not a cure, and as we see in the comics and Wolfheart novel the ritual isn’t as perfect as the game makes it out to be), which just makes everything okay. The threat of being a feral monster is just gone. Lame.

I don’t mind the Night Elves coming to Gilneas to help out guilt for the worgen curse, but Blizzard should have stuck with the alchemy part of controlling the curse. Make it so that Night Elves help give tips to the Gilneans to make a potion that lasts longer than the original one, but it should be something where it will still run out eventually. So Gilneans afflicted with the curse have to constantly take a potion, say once a month, to help keep the feral nature of the curse at bay.

This adds that sense of danger to the worgen, and makes them much more interesting because why would the Alliance want these potentially feral beasts in their ranks? Well, because they are savage and if you can point them at the right enemy you can have a decent advantage.

But also it is a crime Gilneas is abandoned and never seen again, or any of it’s architecture outside of that small town Surwich. It’s without a doubt the best design in the game.

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They haven’t put that kind of effort into ANY race. Why should the Worgen be different?

The same argument can be made for Druids, there s hould be a risk in changing forms, but dollars to donuts most Worgen and Druid players would howl at the idea of these effects being put into game.

I’m not sure what you mean by effort. If you mean making players have to take a potion every month, then I meant that as more of a flavor text thing. And have quests that show what happens when they don’t take the potion, they go back to being mindless monsters. That way the players don’t have to keep track of a mechanic like that.

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Honestly most of the quests are fine to good. But the bad ones really stand out. Cata seemed like it really wanted to be cinematic. Which is a bad idea because these are video games not movies, IE: cinema.

I’ve a lot of really fun and cool memories of WoW and all of them involve something I did or witnessed other players doing. Gilneas is an unspeakably cool zone I never get to wander around and adventure through of my own volition. Which bugs the living ish out’ve me. You’re rail roaded from set piece to set piece with no time to familiarize yourself with anything.

So when Duskhaven gets swallowed by the sea off screen I didn’t even notice until it was pointed out via literal telescope. Because I saw the place approximately once before being shuttled off to the next Victorian cabin to see how more absurdly bad our day was going to get next.

There is not a single zone Cata didn’t turn into a Disney ride of scripted setpieces. Gilneas just happened to be one they designed from scratch.

I think my biggest thing isnt so much the Night Elves ‘curing’ the curse, but they just so happened to show up right then and there, just like the SI:7. Its a trope Blizzard relies on too much. ‘All hope is lost but look! There’s Jaina in a flying magic flagship to save the day!’

They don’t allow consequences to the characters. The day always needs to be saved, people can’t grow, it’s always the blandest heroic narrative. Its nice a time or two, but some really stick out bad.

I do like the alchemical solution though, at least initially. The Night Elves/Druids finding the more long term solution could have been a good heritage quest, or even like a lv 10-20 zone story line. You’re already established and introduced, you’re running through these problems, the Night Elves know you all exist, and then “oh, there was this one weirdo in the depths of Felwood looking into this, you could check him out.” Meanwhile they’re sitting there like, “If they go rabid, at least it wont be here. And if they take out the weirdo while they’re at it, its a win win.”

Just seems so unnecessarily perfect for such a dire situation.

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And tbf I think a few of those work.

Namely the caravan quest in The Barrens. As it’s quick, you can fail, and it shows how perilous transporting goods is in this region. You’re beset by everything from Quilboar to eventually wyvern riding Burning Blade cultists. It demonstrates really well what dangerous buisness it is moving supplies around this place.

The EPL one is good because you build up a fun party of characters who all flesh out the zone with their stories. You get the perspective of everyone from forest trolls to seasoned Argent veterans to a little girl’s ghost.

But also most importantly you get to explore and quest through these regions at your leisure as well. Being rushed through all these really cool looking areas only to abandon the zone, never to return, is just unforgivably stupid for me. It sure seems like someone put in a lot of effort for all these places with unique assets. I’d love if I could just wander around and take them in.

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I wasn’t a fan of the streamlining all around, but yeah, Gilneas was pretty unique in the depth of its shafting.

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So we start out what I’m calling Act 3 in what I thought was basically Gilneas’s Vatican, but turns out it’s just Greymane’s house. So. Yeah that Northgate Rebellion is really sounding more justified by the moment. Seriously why is this demonstrable failure of a geriatric still running things even now when we’ve the more capable Crowley still kicking around? Is it because Crowley is just a Br’ish name you can’t put a lil TM on the end of it like Greymane?

Anywho I do like that they give you some better perspective on the effects of the Cataclysm at the manor. But the fact you had to show me what got swallowed via literal telescope kinda shows how quickly we’re speeding by everything. From there we head out on a carriage ride and have to help Liam trick your Forsaken pursuers into enraging an ettin. Which is pretty good but I do find it weird the Forsaken would confuse an ogre territorial marker for Gilnean heraldry.

And then we get to the part I hate about this the most. The damn Luna Ex Machinia with the Kaldorei. The ticking clock element of needing to take more wolf xanax was pretty cool and gave a good reason for everyone to mistrust you. Also gave the Worgen this neat edge where they were always bordering on feral. But then the Nelves turn up and bring balance to the force via some ritual skylights and a potion made out of, sigh, moonleaf.

So nuts to that idea. You’re now basically fine. The Scyhte of Elune also comes up again. And I’m wondering if that’s still canon as I don’t think it comes up as a motivating factor for Sylvanas in her tell all (to a bewildered Anduin) book of the same name.

Anyway Lord Godfrey is pretty upset about this though and kidnaps the king about it. At no point do I feel it was demonstrated that this Godfrey fellow is some sort of necromancer cowboy who can do gunslinger barrages with cursed bullets while summoning ghouls. Seriously where does any of this dudes bossfight abilities come from?

Anyway after Godfrey jumps off a cliff we go and free up another town. Where the best equipped Forsaken I’ve encountered have stuck random Gilneans in a gulag for no discernable reason. Sans any other explanation I’m just going to assume the abomination in charge of the operation was made up of quite a lot of Irishmen and just sorta snapped when he heard the Gilnean accents.

Then we get to the great battle for Gilneas City. Where Liam Greymane’s voice actor gives a pretty good rendition of Churchill’s “We Shall Fight” speech. And it’s a shame this quest just got ruined by power creep as it does seem like it would be a lot of fun if it had any challenge to it whatsoever. But I breezed through it without ever slightly being threatened, even by Sylvanas.

And boy does Liam’s sacrifice just not work well with in game effects. I’ve seen kindergarten Christmas plays with better sense of dramatic timing. Liam has to yell “Nooo” and run in from off screen. It genuinely feels like somebody forgot their lines.

Anyway we’ll wrap this up later as I finish the final chapter of Gilneas.

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To be fair this is explained in the Curse of the Worgen comics. Belysra, the Night Elf lady you meet in that house outside of Stormglen in the starting zone, was there in Gilneas for awhile. She was helping Genn keep his worgen side under control when it got out of control and she told him how worgen came to be. But yeah she was there because she heard of the worgen problem and went to investigate, so I assume the Night Elves knew about the situation and showed up to help. They didn’t just show up for no reason at all and it just happened to be at the perfect time.

Maybe it is because I have done this zone so many times, but this isn’t really the case. When you first wake up in Duskhaven the place is shaking because Deathwing is doing his thing. The Forsaken show up and you fight them. When you go down to the farmhouses and then do those quests the earth shakes again, and that’s when you realize oh crap the whole giant farm area I was just killing Forsaken in just collapsed into the sea.

Then you go back to Duskhaven and have to go tell citizens in the area to evacuate (Lorna, the Hayward Brothers, and Grandma Wahl). Once you do that everyone evacuates Duskhaven to Greymane Manor and then that’s when you see ALL of Duskhaven get destroyed and collapse into the water.

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This is the 2nd time I’ve done this. And genuinely only remembered what Duskhaven was because I set my hearthstone there. And I kinda wanted to experiment with what might happen if I used it. But best case scenario; a very long, very tedious swim back. So I decided against it.

I overall feel like I’m not really given enough time to get a sense of the places geography. Which was fine for Kezan as that place is so small it worked fine as just a dungeon later. But this is a fully fleshed out zone that I presume had plans for it at some point. And it really just remains baffling how quickly all of this flies by you, only for you to never return.

Just a tremendous waste of resources.

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I have a human warrior that I rped as an infected Gilnean. He has one of those Gilnean druids (idr their names, the cool not night elf ones) brother who makes elixirs to keep him from being turned into a worgen. Neither of them trust the night elves moon cure.

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Harvest Witches. You know the ones that got shafted by Blizzard when they could have been cool, only to have a lot of the cool Gilnean lore given to the Kul Tirans with the wickerman and their wicker forms. It’s actual BS.

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I’m still working on the idea for this toon but definitely doesn’t have it under control. Might make a pre existing worgen curse like that dude from Karazhan had. Earned the old fashion way; angering someone who knows a witch.