Halo Fest 2020 – Infinite

By the time I began following Halo Infinite’s development, there were already indications of significant issues at 343 Industries that all but extinguished hopes that many of its more intriguing rumored features would ever materialize. That big, ugly delay didn’t exactly instill confidence either. However, three weeks before the game’s official launch date, its multiplayer was unexpectedly released early, and at its core was a game that somehow felt like Halo again. While the community’s frustrations have come to overshadow this, when the full game launched few weeks later, reviews of its campaign were overwhelmingly positive too. Although I dove right into its multiplayer, it’s been a real test of my willpower to wait this long to finally play the campaign.

There will be consequences...
“There will be consequences…”

Aesthetically, Halo Infinite feels like a bit of a throwback. While the game can look amazing at times, on a technical level, it’s not as ambitious as I think many fans expected. Coupled with 343’s return to the Bungie days of Halo stylistically, which, don’t get me wrong, I absolutely love, the whole thing looks just a little… stale? While there are countless articles and videos you can dig into to understand its technical issues, one of the game’s biggest visual shortcomings is simply its lack of diverse environments. While Halo campaigns have always featured a rich variety of distinct maps, apart from Banished and Forerunner areas, Infinite mostly takes place in a single biome. Hell, a dynamic weather system or even just a more aggressive day/night cycle could have helped. It’s a shame, as overall, I like the game’s look and I really like the vast majority of its new designs, but it falls short of the home run Halo deserved.

With no technical issues to wrestle with, Infinite’s similarly Bungie inspired soundtrack fares far better. Incorporating elements of and otherwise influenced by the series defining work of Marty O’donnell and Michael Salvatori, including some full remakes of classic tracks, I have zero complaints. Again, 343 played it fairly safe here, but after the more experimental soundtracks of Halo 4 and Halo 5, I think returning to its roots was a good move. Specific nitpicks aside, the rest of the audio work, from the way weapons sound to the voice acting, is similarly top-notch.

Hey, I can see my house from here!
“Hey, I can see my house from here!”

Not surprisingly, the majority of my notes are on gameplay, as that’s where 343 took the most risks. Borrowing heavily from the open-world genre, while Infinite’s campaign still consists of a series of linearly progressed levels, there’s now a huge map that you can explore between missions. Oftentimes these more classic-style missions are triggered by reaching specific locations on the map, while others actually take place in the open world itself. Combat-wise, these open world segments don’t feel dissimilar from the larger areas in previous Halo levels, but having such a vast map, so untethered from the campaign’s mission structure is a new concept for the series. Personally, I think it works, though it’s a bit rough around the edges.

First it has to be said, combat in Infinite really feels like Halo in a way that, while hard to describe, is damn satisfying. The weapon balance is just about perfect, and many favorites return in one form or another. There are some new additions, like the Commando, something of a peculiar blend of a DMR and a SAW, though I was particularly attached to Infinite’s take on the good old, versatile Battle Rifle. On the Banished side, the new shock weapons like the Disruptor pistol and the Dynamo grenades are surprisingly effective, as are the long-range Stalker Rifle and Skewer. The two new Forerunner weapons, the Heatwave and the Cindershot, seem practically designed to promote battlefield chaos with their multiple ricocheting projectiles and bouncing explosions, respectively. As for difficulty, playing on Heroic, I felt fairly challenged by fights, especially when I was overmatched yet too careless with my approach, though I admit, most of my deaths early on were probably from falling off of the edge of the map. Well, that, and bosses. There are a number of missions that include scripted boss battles. These don’t play out too differently from similar fights in previous Halo games, but some of these fights were really fun. Overall, big thumbs up!

Not a great time to run out of charges.
“Not a great time to run out of charges.”

This means that moving through the open world, encountering Banished patrols and camps, and tactically taking them out in any way you want, is fantastic too. Naturally, 343 also made some half-hearted attempts to pepper the map with other diversions. You can rescue captured marines, destroy Banished propaganda towers, and take down “high value target” mini-bosses, all of which are just minor spins on the typical fights you’ll have in the world. You can re-take overrun UNSC bases which function similarly to the “tower” mechanic popularized by Ubisoft open world games, revealing notable locations on your map, as well as serving as fast travel and resupply points. You can, of course, also hunt down various collectibles from skulls and audio logs to multiplayer cosmetics. Then there are the Banished outposts, which are open world missions involving taking over much larger Banished bases. Again, at their core, they’re just more opportunities for combat, but they verge on feeling like actual scripted campaign missions. Probably the biggest issue with all of these side activities is how much of a pace-destroying, repetitive slog the campaign can turn into if you’re prioritizing completing/collecting everything, as I did, but that’s not exactly a new problem for the genre.

Adding more types of enemies, weapons, and vehicles could have gone a long way in keeping the open world exciting. Again, 343 were a bit conservative here. The lack of vehicles is particularly egregious with such an expansive open world available for the first time. There are vehicles, certainly, but they show up in the world surprisingly infrequently. Worse yet, when they do show up, the enemy AI’s use of them is bizarrely restrained, while friendly AI doesn’t even bother using vehicles at all. I can imagine patrols of marine Warthogs flying over the hills out of nowhere, massive tank battles in the distance, and air to air skirmishes unfolding overhead as Banshees chase down Pelicans. Come to think of it, we got far more of that kind of stuff in the older games. A real missed opportunity.

Taking the boys out on a Sunday drive.
“Taking the boys out on a Sunday drive.”

That doesn’t stop you from using vehicles, of course. Along with the staples of the series and some returning favorites from Halo 5, we have access to the new UNSC Razorback troop transport. That might sound boring, but loading a Razorback up with marines armed to the teeth is far more effective than the developers probably intended, even if the wonky physics of the Warthog-like vehicles sometimes conspire to ruin the fun. Seriously, who doesn’t love spending several minutes equipping and loading up your marines only to flip over 10 seconds after leaving your FOB?! The Banished’s selection of vehicles is a bit worse, especially since we know they have a lot more in their arsenal from their appearance in Halo Wars 2. More vehicles are added to the sandbox as you upgrade your FOBs from completing activities and unlock more of the map by progressing the campaign, and by the time you’ve made it to the last major section of the map, you’ll probably be spending much of your time exploiting the Wasp to simply fly everywhere. It’s a game changer for sure, and despite the sudden appearance of Banshees and Banished troops armed with Shock Rifles in hopes of countering you, almost the funnest way to travel.

Yes, by far the most unique new addition to the Chief’s tool belt is the Grappleshot, a launchable and retractable grappling hook. We’ve never seen anything like this in Halo before, and oh man, is it satisfying. I’d go as far as to say that the addition of the Grappleshot single-handedly saves Infinite’s new open world from mediocrity. How fun would exploring be without being able to easily scale huge structures and even mountains, and save yourself from the inevitable deadly falls that follow? Oh, and zipping directly onto an enemy, perfectly timing meeting their face with the butt of your rifle (or better yet, an Energy Sword or a Gravity Hammer) is just… *chef’s kiss*

The upgraded Grappleshot also electrocutes your enemies! *grin*
“The upgraded Grappleshot also electrocutes your enemies! *grin*”

Finally, we have the story. As this is the last game of this series, and I’ll want to talk about it a bit, let’s go ahead and summarize the plot right here. As usual I’ll keep it reasonably vague, but this, as well as the two paragraphs after it, contain spoilers. Skip the next three paragraphs if you’ve not played Infinite yet and care about the sort of thing!

The Story: Having spent a year evading the Created, the UNSC flagship Infinity is dispatched to Installation 07 to execute a plan to defeat Cortana. Mere moments after their arrival, the Infinity and her escorts are ambushed by a massive Banished force. The Infinity is abandoned, with its surviving crew scattering to the ring’s surface. During the chaos, the Master Chief comes face to face with Atriox, the leader of the Banished. In the ensuing melee, the Chief is thrown from the Infinity and left for dead. Six months later, he is discovered amongst the debris and revived by a lone UNSC Pelican pilot. Together they discover an encoded message being sent from the Halo and head to its surface to investigate. The Chief finds the Weapon, a copy of the Cortana AI that was the linchpin in UNSC’s now evidently successful plan. The Chief and the Weapon unite and attempt to rally the scant surviving UNSC forces against the ring’s Banished occupiers, now led by Atriox’s lieutenant Escharum after Atriox’s apparent death. During their mission, they encounter the installation’s monitor, 117649 Despondent Pyre, who hysterically warns them of the Harbinger, a dangerous entity that the Banished have released. Later the pair encounter the Harbinger herself, who divulges her plan to repair the ring and free the rest of the Endless, an ancient race imprisoned there by the Forerunners. After being taunted by a hologram of Escharum, who imparts that the Banished and the Harbinger share the same goal, Master Chief and the Weapon hatch a plan to disrupt the Harbinger’s attempts to accelerate the ring’s repair systems. In the process, they discover that these repair efforts are being focused on a specific mysterious part of the ring known as the Silent Auditorium. Escharum again taunts the Chief, baiting him with the coordinates to where he is holding the Pilot captive. Soundly defeating the Banished warlord, the Chief and the Weapon continue on to the Silent Auditorium. While searching the facility, they encounter numerous corrupted fragments of Cortana’s memories. Ultimately, these visions reveal that Cortana sacrificed herself to stop Atriox from releasing the Endless and ensure that the Weapon remained active to guide the Chief. The Chief locates and defeats the Harbinger, but too late as Atriox, in an unknown location, is already freeing the Endless himself.

Before playing it, I was under the impression that Halo Infinite more or less ignored the plot of Halo 5. It doesn’t. In fact, despite leaving out a lot of those details above, it’s actually quite important to Infinite’s plot. Regardless, this was still an incredibly unsatisfying way of following up the semi-cliffhanger ending of Halo 5, skipping ahead and barely even referencing much of the preceding drama outside of audio logs. Playing these games back to back, one moment the fate of the entire galaxy hangs in peril thanks to Cortana’s Created and their Guardian enforcers, the next you’re just facing off against the newest batch of wanna-be Covenant goons, and you completely miss most of that action to boot! Like a good Noir story, there can be something compelling about putting the pieces together after the fact, but I’d argue that Infinite doesn’t lean far enough into it to make it interesting. Instead, it just feels like a flimsy excuse to go a different direction with the story without having to worry too much about the details.

Sign up now for Escharum's officer morale improvement seminar!
“Sign up now for Escharum’s officer morale improvement seminar!”

That wanna-be Covenant comment aside, I do really like the way the Banished are portrayed here, being my favorite depiction of the Brutes by far, and they’re about as fun of an enemy as I could imagine facing while rehashing the Covenant yet again. I also enjoyed the dynamic between Master Chief and his naive new AI companion “the Weapon”, and running around solo with just her at your side (err, in your head) feels like a welcome return to form after Halo 5. I also kind of appreciate Infinite’s attempt to deliver a more grounded, less epic “hero saves the entire universe” kind of story this time around, even though, if we ever get it, I expect the DLC (or standalone sequel) that has us dealing with the Endless to be more along those lines.

That uncertainty is the saddest thing about Infinite. I’d imagine that most of my complaints were due to that aforementioned rocky development, resulting from compromises to get the game shipped, but Infinite was supposedly going to live up to its name by being something of a “live service” game. Yet, it’s obvious that 343 has utterly failed to make that happen, even struggling to put out fixes and new maps for multiplayer with any sort of expediency. With recent news of more departures and layoffs, this could even end up being the last 343 Industries developed Halo game. It’s a shame because the core gameplay and a lot of the ideas here are great, and if fully realized, I think Infinite could have finally been the game to prove that 343 was worthy of carrying the torch. In the end, it is definitely worth playing, but it’s definitely not that.

Well, after that gut punch, I’ll cover the live-action stuff quickly. A pair of teasers, Forever We Fight and Carry On are kind of neat, with the latter showing the Chief squaring off against a Banished Brute. Less neat, the UNSC Archive trailers Unspoken, Project Magnes, and Lightbringers may also be of some interest too. Much more on this subject next!

Halo Fest 2020 – Halo Wars 2

I was both surprised and more than a little pessimistic when I heard that Halo Wars 2 was in development for the Xbox One. It seems that neither my observations about the first game’s questionable intended audience or its odd, semi-forgotten place in the Halo series necessarily correlated with low sales numbers. Still, I’m curious about what inspired them to make Halo Wars 2 beyond 343 Industries’ continued efforts to grow and diversify the franchise, particularly with Ensemble out of the picture. Speaking of, Halo Wars 2 would be developed by another studio with some serious strategy game credentials, Creative Assembly, best known for their Total War series. Likely pretty exciting for fans of the first game, though, like I mentioned in my Halo 5 post, I was out of the loop on all things Xbox for much of that generation.

Capt. Cutter and Jerome-092 are back, along with a new friend.
“Capt. Cutter and Jerome-092 are back, along with a new friend.”

Immediately upon loading the game up I was struck by its presentation, as extremely close-up shots of units in combat cycle in the background showcasing a change in both art direction and graphical fidelity; the further you zoom in the more the individual units start to look cartoonishly stylized, almost appearing like figurines from a tabletop wargame. Then we have the pre-rendered cutscenes. Oh my! Blur is back and their work here is top-tier, even more impressive than in the original Halo Wars.

Hopping into my first mission I was struck by how much better the effects, animations, and particularly the environments looked than in the first game. As for the units, Halo Wars 2 sticks with designs much closer to those of the original Halo trilogy than 343’s later revisions. Whether this was an attempt to appease older fans or simply justified for the in-universe reason that the Spirit of Fire and her crew had been drifting since before Halo: CE (and without any fancy nanomachine upgrades) I don’t know, but I appreciate it in any case. About my only complaint is that, unlike in the original Halo Wars, your units are all colored with the multiplayer forest green color rather than the typical olive green we associate with the Master Chief. A total nitpick, I admit.

The Flood aren't the only ones who can field ridiculous numbers of the same unit.
“The Flood aren’t the only ones who can field ridiculous numbers of the same unit.”

The UI has been totally overhauled, and while many of the controller bindings and interface concepts are the same as in the first game, they’ve definitely been improved and expanded upon, particularly when it comes to unit selection. In the end, I still relied mostly on the basic controls of selecting every unit, all units on the screen, or units of a particular type rather than grouping them more strategically as I might in a PC RTS. As such, there were points at which I returned to the cheesy strategy of massing a single type of unit, most notably fully upgraded Banshees when playing the last few missions of the Awakening the Nightmare expansion.

As with the first game, I opted to lower my difficulty level down to “Normal” in the interest of keeping my playthrough from being too laborious, but while there were definitely still a few difficult spots where I found myself caught in a bit of a grind against unit attrition and/or base defense versus exploration or aggressively seeking out objectives, overall it felt a little less challenging, at least until I got to the DLC content. I still find the unit constraints and other limitations many campaign missions force on you to be pretty annoying, but this is typical of single player campaigns in RTS games, and I at least found some of these scenarios, particularly the mission “Hold the Line” (a straight-up tower defense ripoff) to be pretty fun.

A huge UNSC combined force claiming a Forerunner structure.
“A huge UNSC combined force claiming a Forerunner structure.”

Now let’s talk about the story. As this is a side story without too much relation to the main series, I’ll go ahead and recap the plot of Halo War 2’s campaign and its two DLC expansions. I try to be somewhat vague in these plot summaries but they absolutely do still contain spoilers, so skip the three paragraphs if you don’t want the plot to be spoiled!

The Story: After drifting for 28 years the Spirit of Fire’s crew awakens to find themselves orbiting an enormous Forerunner installation in uncharted space. Spartan Red Team and a small recon squad are soon dispatched to the surface to investigate the source of an encrypted UNSC transmission. There they find the battle-scarred ruins of a small UNSC science outpost and its still-active AI, Isabel. Isabel tells Captain Cutter and his officers about the installation they’re on, the Ark, and the Banished, a powerful mercenary army made up of Covenant remnants and led by the Brute warlord Atriox, who have occupied it. Determined to stay and fight, Cutter begins deploying forces planetside, successfully executing a series of strikes against Banished bases. Enraged by these losses, the Banished send their flagship, Enduring Conviction, to engage the Spirit of Fire directly. With the Spirit of Fire only temporarily able to fend off the Enduring Conviction, Isabel enacts a cunning plan to gain access to the flagship’s systems and attack the Ark, causing the installation’s Sentinel drones to attack the ship en masse, quickly crippling it. Meanwhile, Professor Anders comes up with her own cunning plan to regain contact with the UNSC. Launching a reserve Halo ring from the Ark’s Foundry, Anders plans to plant a beacon in its control room before it jumps to the site of the destroyed Installation 04, hopefully close enough to UNSC space to be detected. After repelling a Banished assault on the newly launched ring, Anders, while successful, is unable to escape the ring’s control room before it jumps. Sometime later while Cutter and Atriox plan their next moves in the war for control of the Ark, the ring drops out of slipspace. Investigating, Anders comes face to face with a Guardian.

Set one month later, Operation SPEARBREAKER follows a squad of ODST as they lead an operation to stop the now stranded Banished from activating a Forerunner fighter and using it to destroy the Spirit of Fire. Caught between UNSC forces and the Ark’s own considerable Sentinel defenses, the Banished plan is ultimately foiled.

Set several months later still, Awakening the Nightmare shows the war from the perspective of the Banished. With the loss of the Enduring Conviction, Banished forces must scour the Ark for supplies and other resources to keep up their war against the Spirit of Fire. During such a mission, two of Atriox’s lieutenants, brothers Voridus and Pavium, violate direct orders and penetrate the crashed High Charity’s defenses, unwittingly unleashing the previously quarantined Flood. The Flood rapidly spread across the Ark, infecting Banished and UNSC troops alike, with every plan the brothers concoct to halt their advance being decisively defeated. Soon the existence of a Proto-Gravemind is discovered and, running out of options, the brothers make a concentrated effort to destroy it. Thanks to this massive coordinated strike, Voridus and Pavium succeed, and at Atriox’s order, turn to cleaning up the remaining Flood.

Atriox, Warmaster of the Banished, throwing off the Covenant's yoke.
“Atriox, Warmaster of the Banished, throwing off the Covenant’s yoke.”

First, I have to say that I liked Halo Wars 2’s story a hell of a lot more than some other recent entries in the franchise. It feels more original than that of the first Halo Wars while also being grounded enough to not require you to be a scholar of expanded lore to appreciate (looking at you, Halo 4.) To that end, you’re never left scratching your head about who the antagonists are either. In fact, Atriox and his Banished are introduced with a detailed backstory right up front, and the awesome cutscene in question should be required viewing for anyone playing Halo Infinite. I also love that the Spartans of Red Team now have a lot more personality so we can like them for more than just being ridiculously effective, and despite me just saying that, they don’t feel like invincible superheroes either, with one of them getting messed up bad during the very first encounter with the Banished. Between that and Isabel’s almost palpable fear of Atriox when you first meet her, I felt like I was set on my back foot from the start. My only real disappointment is the end of the campaign, which never fully resolves the conflict at the core of the story, even with the addition of two DLC campaigns that extend the timeline. To be continued, I suppose, and likely in a book or a comic rather than another game. *sigh*

Hellbringers roasting some garrisoned Brutes.
“Hellbringers roasting some garrisoned Brutes.”

To wrap up, Halo Wars 2 feels like a good sequel, retaining the feel of the first game with expected iterative refinements to gameplay, technology, and practically everything, really, along with the level of polished presentation you’d expect from a Halo game. It honestly blows my mind that the first Halo Wars managed to be good, but for Halo Wars 2 to come out 8 years later with a completely different dev team at the helm and also be good? Kind of amazing. So, it goes without saying that if you were a fan of Halo Wars, you shouldn’t hesitate to give Halo Wars 2 a spin. If you tried Halo Wars and didn’t like it, on the other hand, there’s probably nothing compelling for you here outside of a quick watch of the cutscenes.

Oh hey, it’s bonus live-action media time again! While Halo Wars 2 did have the usual barrage of promotional and marketing content from 343, the only real live-action content were these two ads which, while having very little to do with efforts to make a Halo movie or television series, did at least get a chuckle out of me. More of this, please!

Allied Races

With the recent reveal of World of Warcraft: Dragonflight I started thinking about how much I missed WoW. As many MMOs as I’ve played, I still love the high standard of polish that, until relatively recently, I associated with Blizzard games, I still love how buttery smooth the game feels, and most of all, I still love the core lore of the Warcraft franchise.

Raining hell with Gallywix's G.M.O.D.
“Raining hell with Gallywix’s G.M.O.D.”

Against my better judgment, I hopped back into “retail” restarting an unfortunate cycle that I’ve been stuck on for quite a few years now. That is, when a new expansion is announced I get hyped up for it, reactivate my account, and try to catch up on the previous expansion’s content until I get burnt out again, usually just before (or just after) the new expansion actually launches. Case in point, I logged in to discover my “main” still where I left him when I got burnt out at the end of the Battle for Azeroth Alliance campaign, and my new Horde “alt” that I created when Shadowlands was announced that I had created to familiarize myself with the changes to the game before diving back in with my main, left in the middle of a zone less than half way through the Battle for Azeroth Horde campaign. Doh.

This time would be different though. This time I had a goal: allied races. Allied races are a feature that was added to the game with the Battle for Azeroth expansion. Essentially, Blizzard added what would eventually become 5 new races per faction. Most of these new races were more or less reskins of existing races, but alas, as someone who likes to stand out in my online games, I was very interested. Unfortunately these races needed to be individually unlocked through achievements which almost all included lengthy quest lines and/or reputation grinds. Still, I figured I could focus on a few of the ones I was most interested in. That never happened.

With Shadowlands, the reputation grinds were removed and the option was added to simply skip quests that required dungeon content. Nice! I decided I would make it my goal with this return to Azeroth to not unlock one, but all of the allied races.

I wish I had kept a more detailed journal of my progress, as it occurs to me now that this could actually be pretty helpful to a lot of people. I can at least recount the journey in general. First, one small tip. The addon BtWQuests can be extremely useful for keeping track of the multiple questlines required to unlock each races. Even using it, things still got a little confusing for certain quest lines and achievements, so I can’t recommend it enough. You’ll need both the Battle for Azeroth and Legion versions. Anyway, here’s how it went…

All allied races unlocked! A Mag’har Shaman on display.
“All allied races unlocked! A Mag’har Shaman on display.”

First I returned to my main Horde alt. I picked a Hunter for this class specifically because of how easy yet capable they are to play, so this character was the logical selection for getting re-reacquainted with the game without rolling yet another new character. First, I realized that I was already eligible to unlock the Highmountain Tauren due to questing in that zone in Legion with my main. Next I finished off my questing in Nazmir and then headed to Vuldun and more or less finished off the base Horde campaign. The Vulpera were unlocked from that alone. Then I finished the base Horde war campaign plus some of the later war campaigns to complete Tides of Vengeance, and then completed the final Zuldazar quests, unlocking the Zandalari Trolls. I’d already completed Ready for War on my main, and finishing it off for my Horde character meant I also unlocked the Mag’har Orcs.

Finally, the most grueling part of this was heading back to the Broken Isles from Legion to unlock the Nightborne. I had never played through Suramar back when Legion was current, nor had this character ever set foot in the Broken Isles, so I had to essentially start from the beginning and go through innumerable quests with sometimes little to no “breadcrumbing” to follow. I did encounter one reputation gate, which was with the quest “Uniting the Isles” which requires you to get to friendly with all of the major factions of the Legion campaign. Luckily with flying unlocked, it was quite quick to head to each zone and grind quests for just long enough to hit friendly, with only Stormheim giving me any issues. Despite how much effort the “Insurrection” achievement took, I actually really enjoyed the lore behind the Suramar questlines, never mind the unique city itself.

Victorious, I headed back to my old main and went with a similar strategy. I’d go ahead and finish off the base Alliance campaign by completing the last little bits of Stormsong Valley. I’d already earned Ready for War on this character, so the Dark Iron Dwarves were available without any real work. I then finished off the war campaign and portions of the later war campaigns for Tides of Vengeance, then completed the final Tiragarde Sound quest lines to at last unlock the Kul Tiran Humans. Next I learned I needed to play through a good part of Nazjatar in order to unlock the quest to get me to Mechagon Island. I’d never seen either of these zones when originally playing Battle for Azeroth so this was an interesting diversion and I’m tempted to return to finish both zone’s quests, but it didn’t take too long before I had Mechagnomes unlocked.

The Kul Tiran druid forms are some of the coolest.
“The Kul Tiran druid forms are some of the coolest.”

As with the Nightborne, I now had to head back to Dalaran to start the Legion Argus quest lines. At least this time between having played much of Legion previously on this character and having just completed some related quests on my Horde alt, I was able to head to Argus without too much effort. I hadn’t been to Argus before now, and always being intrigued by the Draenei, the Naaru, and the Light in general, I was looking forward to this, but found myself rushing to grind through these quests without too much investment in the story, unfortunately. Finally, completing most of this story granted the You Are Now Prepared! Achievement, unlocking both the Lightforged Draenei and the Void Elves.

Once you meet the requirements to unlock an allied race, you still need to do a questline associated with each one kicked off in the embassy in the capital cities of each faction. In some cases these are quite quick, while in some others they’re fairly involved, but none are difficult. Some, like the Vulpera’s for example, were quite fun, while others will be essential for lore nerds. Once completed you’ll unlock the race, their associated achievement, and be given their race specific mount. With that…

Success! So, what will I actually do with my new found power? Well, more alts of course! I actually had vague plans to play through some old campaigns a second time with some variety of Mag’har Orc, and a Lightforged or Dark Iron Paladin could be fun, but my immediate plans were for a Kul Tiran Druid and a Mechagnome Monk. In fact, I already started my Kul Tiran Druid and headed into the Legion campaign so I could jump right into the Druid class hall, which I’ve been enjoying immensely so far. When it comes to my Monk, I’ll likely bring him through the classic Catalyst zones since that particular ridiculous race and class combination seems hilariously incongruous there.

One thing is for sure, over a year and a half later and I still haven’t even stepped foot into Shadowlands yet. Maybe I’ll keep up with tradition and wait until just before Dragonflight is released. *shrug*