PREVIEW World of Warcraft: The War Within, a future turning point in the history of the franchise?

In the world of MMORPGthe release of a new extension of World of Warcraft always has a slightly special flavor. A taste of hope and renewal that leaves us thinking that the new content could be the best of the saga, as well as some debates about which episode has been the most interesting so far. By general opinion, Dragonflight was a completely satisfying expansion. No luck for The War Within which therefore presents itself before us with a double pressure. Already, taking up the torch of an opus that worked, always a delicate task. But also above all its ambition to shake up the established order thanks to a new narrative arc known as theWorld-Soul. This is the very first part of what promises to be a trilogy. And it turns out, to top it all off, that its release scheduled for the end of 2024 coincides with the 20th anniversary of World of Warcraft. The stars have clearly aligned to make this episode an important moment in the history of the saga.

This first round on the alpha of The War Within obviously calls for others

Well, history with a capital H will tell. As far as we are concerned, we have not yet been able to get close to The War Within only through its alpha. And if we haven’t yet been able to take a look at everything it has to offer, we can nevertheless say without being too wrong that the best is yet to come. No little surprises or features significant during this first contact. The extension of World of Warcraft is revealed timidly through its main campaign. We must admit, it’s ideal for getting back on track and meeting Anduin, Thrall, Jaina and the other characters who have guided us in the game in recent years. But it’s not like the game has changed a lot at first glance. The progression remains similar to what we know, the introduction of dynamic flight on the new continent of Khaz Algar brings a well-felt continuity compared to Dragonflight and ultimately there are only the new heroic talent trees to shake up our habits with some pretty cool new mechanics. Of World of Warcraft so everything is spat out, which allows itself to be appreciated simply and whose immediate pleasure from combat and discovery is no longer to be called into question.

Speaking of discovery, the alpha of The War Within was above all an opportunity for us to maraud on theIsle of Dornthe very first of the expansion’s four regions. A beautiful adventure in a green space to say the least which seems to contrast with the underground journey that lies ahead. Moreover, despite the presence of Terrestrials almost everywhere (this is normal, this expansion is still dedicated to them), the place is relatively classic. No doubt the comparison with the other three zones does not necessarily work in favor of theIsle of Dorn. Without having set foot there yet, we were betting a lot on the magnificent Nerubian empire of Azj-Kahet and especially on the region of Sainte-Chute, an underground region sublimated by the gigantic luminous crystal suspended in its center. The War Within seems to be doing well artistically. Because the compliments that we can give to the four areas to discover also apply to the eight new dungeons and the first raid that were presented to us.


In the end the only big new thing that doesn’t require faith are the famous Chasms. We were able to try out these somewhat special instances which have the particularity of being able to be visited alone or with three other players. In all cases, you are accompanied in your exploration by an AI companion who can fulfill different roles. Note that several companions can be recruited to vary the pleasures and that they level up in order to learn, like our avatar, new abilities. It now remains to be seen what impact these AI will be able to have on the smooth running of the Gouffres, because the original experience aimed at all types of players has proven to be more than accessible. In itself, it is a good thing to include as many people as possible in this activity and it is also an opportunity to highlight the good ideas of game design of this new type of dungeon.

The War Within still capitalizes a lot on its promises.

For example, we appreciated the ambient darkness of the Kriegval Rest. Impossible to venture further into the lair without picking up the candles which are scattered everywhere. And of course, the duration of these is not unlimited. It was therefore a pseudo-race against time that we had to engage in with some dilemmas along the way when treasures, temporary buffs and rare creatures were within reach. There is, without a doubt, a little potential in these solo adventures (or not), and ultimately there remains the question of difficulty that we have touched on. Several challenge levels are already in place, and it is very likely that Blizzard will have to add more in the future because players keen on difficulty will probably not find what they are looking for in the current formula. Add to this the fact that Chasms are relatively short and you end up with a dungeon version fast food, quite good but leaves one wanting more. However, it is good to remember that this functionality was designed as content end game and that obtaining certain set pieces should take you to these caverns. There is therefore a real challenge for Blizzard so that this feature appeals to as many players as possible in the future.

Our first impressions: Good!

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This first round on the alpha of The War Within obviously calls for others. There is also a chance that the expansion will only reveal its full potential when we have been able to take advantage of the system of Battalion highlighting our secondary characters, that we will have unlocked the Terrestrial as a playable race or when we are finally inside the first raid. In short, The War Within still capitalizes a lot on its promises. The question of the Gouffres is pending, the ball is now in the court of Blizzard.

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