Monday, October 22, 2012

World Of Warcraft: Mists Of Pandaria


But the developers appear to have learned a lot in the past eight years about keeping things entertaining, whether you’re shooting down gyrocopters with fireworks or leading an attack from the back of a dragon. Pandaria feels more like a single-player RPG than ever, driven by story and personal interactions. Scenarios designed for smaller parties and a revamped Raid Finder make it easier to play the wow gold game on your terms if you don’t feel like dealing with other people’s schedules.

Where Cataclysm redid the entire game world from level 1 to 60, Pandaria is decidedly focused on the endgame. Its new battlegrounds, most of its dungeons, and a host of daily quests open only when you reach level 90. It makes the game a harder sell for new players or even people who just want their own Pandaren monk. The dumbed-down talent system makes this feel like even more of a slog, replacing the bit of incremental progress you got each level with much sparser new abilities where the choice largely boils down to whether you prefer killing monsters or other wow gold players.

The Pandaren starting area isn’t much of a selling point. It’s lovely to look at and has some fun quests—like one in which you’re turned into a frog and have to avoid being eaten by cranes—but it lacks the creativity of the goblin starting zone introduced in Cataclysm. And the finale is moronic. The biggest treat here is the opportunity to play as a monk. The new class is highly enjoyable, whether you’re pounding people with flurries of punches or getting your enemies so drunk that they hit themselves.

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