Few places in Azeroth aren’t covered in the boot prints of World of Warcraft players. We’ve been to every major continent, alternate magical dimensions and through dark portals to sundered worlds. Hell, we’ve even been to space. But this summer, Blizzard is taking us to a realm no living soul has been before: the afterlife.
Called the Shadowlands, these kingdoms of death are a typically well-oiled machine where dead souls are sorted and sent to different realms based upon their deeds in life – or it would be if some nefarious villain hadn’t broken the cycle, forcing every new soul to be dumped straight into a hellish abyss. “The Shadowlands pose a threat to our existence, to life, and what life means,” game director Ion Hazzikostas tells me. “That will lead us to have to venture across this barrier into the Shadowlands, but this is not the familiar Warcraft ecology of orcs and trolls and humans and dwarves. This is a fantastical journey into a side of Azeroth we’ve never seen before.”
When Shadowlands releases later this summer, however, it won’t just be another expansion full of monsters to kill and gear to grind. It also brings some exciting new innovations to the 15-year-old MMO, like a roguelike dungeon that changes each time you enter, an enormous amount of customisation and player choice, and a reduced level cap that will make starting a new character a lot less daunting.
DEATH BECOMES US
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Denne historien er fra April 2020-utgaven av PC Gamer.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
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GODS AND MONSTERS
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THIEF GOLD
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FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
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Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios