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    Cataclysm hits World of Warcraft

    Narnia Island

    Cataclysm: new races

    Normal practice, when releasing an expansion for an online role-playing game, is to target it at veteran players, giving them new lands to explore, harder enemies to defeat, and new challenges to face -- and to steer
    clear of messing too much with established world traditions.

    But World of Warcraft isn't exactly a normal online role-playing game. And
    its third expansion pack, Cataclysm, isn't a run-of-the-mill set of new
    content, like prior expansions Wrath of the Lich King and Burning
    Crusade
    . Instead, it unleashes an ancient evil upon the game's familiar
    world -- largely unchanged for the six years since its launch --
    shattering it beyond recognition.

    Talk about a bold move. Boasting over 12 million players, World of Warcraft
    is far and away the most successful online role-playing game ever made,
    and has been since shortly after its 2004 launch. Developer Blizzard can
    rely on each of those players pouring regular subscription fees
    (currently about $15 per month for US customers) into its coffers -- an
    estimated billion dollars in revenue, every year.

    So why risk alienating such a solid, established audience? It's all about
    attracting new players -- and convincing retired WoW warriors to come
    back for another hit. Although the game's older lands hold plenty of
    nostalgia value, they were starting to show their age next to newer
    content. Overhauling them gives Blizzard's designers the chance to hone
    the game's experience for new players, introducing extra cinematics,
    tighter, more directed gameplay, and better visuals. And for the old
    hands, there's nothing like a makeover -- supplied courtesy of
    Deathwing, a vast, flaming dragon from Warcraft's ancient lore -- to put
    a new face on old regions.

    Of course, there's more than just a new look to excite the Warcraft
    faithful. The game's level cap, which puts a ceiling on a player's
    possible advancement, goes from 80 to 85, and while it's possible to
    make that jump in just a few hours, it's still a major boon for those
    with existing, high level characters. Two new playable races, the
    green-skinned Goblins and werewolf-like Worgen, also debut. And new
    dungeons, bosses, and extra-hard "heroic" versions of familiar
    encounters will give the hardcore plenty to keep them busy.

    The approach seems to be a hit with both critics and players. Venturebeat's Matthew Lynley calls the new content's writing "sharp" and the revamped world "an incredible testament to the ability of Blizzard's developers." Gameculture's
    John Keefer called its dungeons "challenging" and its story "involved
    and interesting." Players, armed with the new expansion, are crowding
    servers -- in some cases, bringing them to "a screeching halt" under their weight.

    In other words, it's selling. In fact, it's nigh guaranteed to be the
    top-selling PC game of the year, and should easily surpass the
    impressive totals of July's Starcraft II -- also a Blizzard release.
    Warcraft's last expansion, 2008's Wrath of the Lich King, sold 2.8
    million copies in its first 24 hours of availability, and Cataclysm is
    expected to do as well...or better.

    Has Cataclysm enticed you back into Azeroth? What do you think of the changes? Let us know in the comments.

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