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World of Warcraft: The Burning Crusade

 
Games: World of WarCraft: The Burning Crusade

Game Description

The World of WarCraft expands to resist the invasive corruption of the Burning Legion in the game's first retail add-on package. The Dark Portal is reopened, and it is left to the greatest heroes of the Horde and the Alliance to rise up and meet the soulless scourge in its otherworldly garrisons -- lest they face it once again in their troubled homelands of Azeroth.

Two new races arrive with The Burning Crusade expansion. The fair Blood Elves, doomed descendants of the High Elves who fought alongside Humans against Orcs generations earlier, join the Horde. The bulky Draenei, of a refugee people that managed to resist the Legion's demonic corruption, have fled their world and joined the Alliance of Azeroth. Blood Elves may become Paladins, and Draenei may become Shaman, opening these classes to their respective factions for the first time.

Seven surreal Outland regions are added by The Burning Crusade expansion. Only the most veteran heroes of the Horde and the Alliance will be powerful enough to confront the Eredar, Gronn, and other corrupt creatures that rule there. The new "Caverns of Time" battlegrounds allow players to fight in crucial conflicts from WarCraft real-time strategy lore.

The expansion adds dozens of monsters and hundreds of quests, raises the level cap to 70, and brings flying mounts for the mightiest of the mighty. An additional profession, jewelcrafting, is introduced. High-level spells and talents are added, and new equipment becomes available -- including socketed items to be enhanced with jewels.

A full installation of the main World of WarCraft game is required to play the add-on. While some of expansion's new content is available to all existing World of WarCraft players, those who wish to visit the Outland or create characters of the new races must install The Burning Crusade.
~ T.J. Deci, All Game Guide

Review: Overall

After two wildly successful years on the market, World of WarCraft receives its first expansion with The Burning Crusade, which raises the level cap to 70, offers a new continent to explore, and introduces two races: the mystical Draenai and the evil Blood Elves. Of course, there are also hundreds of new quests to undertake, a new profession, flying mounts to acquire, and an assortment of new instanced dungeons, but the true question is whether the extra content is enough to lure back those who have canceled their account out of disappointment, frustration, or boredom. The short answer? Absolutely.

With eight million players (worldwide) at the time of this expansion pack's release, World of WarCraft is certainly not hurting for fans, but the game at level 60 was almost entirely different than it was from 1-59. After the quests were finished, players were left with repetitive instance runs and the monotony of weekly 40-man raids for a slight chance to win a piece of epic gear. Those who weren't interested in joining high-end guilds and signing away four to six hours of their time to Molten Core or Blackwing Lair, the "world" in WarCraft suddenly became much smaller, more catered to "Those Who Hath No Lives" than the casual gamer who wanted to work toward something meaningful in shorter, more manageable doses.

Fortunately, Blizzard recognized this sudden paradigm shift, and Burning Crusade is a return to what made World of WarCraft so alluring to new visitors: the huge number of quests, mysterious lands to explore, humorous characters, fast-paced progression, and the chance to earn powerful loot. It is also clear, from the moment you enter the Dark Portal and into this strange and often surreal continent, that the lands are locked in a fierce struggle for control, to the point where player vs. player battles are now built into quests. The player vs. player honor system, which originally rewarded those who could fight hours and hours each day, finally makes sense: let players accumulate honor points to spend on rewards instead of forcing them to start from scratch each week.

In short, everything has seemingly been tweaked, polished, and hammered out to encourage players to keep having fun instead of forcing them to grind, farm, or run instances if they don't want to. Earning reputation among the many new factions is easier and less tedious, the "green" drops from the new areas are nearly as powerful as some of the Azeroth epics, and gold accumulates more quickly in Outland than it did in Azeroth. Blizzard even borrowed an idea from its Diablo series by giving players the chance to revisit instanced dungeons on a harder difficulty setting, but only after earning the keys to unlock them. If nothing else, The Burning Crusade is a strong affirmation that Blizzard hasn't forgotten about what made World of WarCraft so addictive, so popular in the first place: that to be successful, you have to embrace both hardcore and casual gamers alike.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

While it's a shame no new classes were introduced, the new races have interesting starting areas filled with enough things to do to take characters to level 20. The Horde finally get a race that doesn't suffer from osteoporosis, and the Alliance get a race that can go hoof to hoof with a Tauren.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The Burning Crusade continues the same art style and look as World of WarCraft, so don't expect a significant visual upgrade with the expansion. That said, the use of lighting, animation, and color will still turn heads.
~ Scott Alan Marriott, All Game Guide

Review: Sound

Each region features its own orchestral score, which heightens the mood. The game doesn't have much in the way of new voices, and the sound effects are identical to the main game.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

The amount of things to do in Outland means that Azeroth will become quite lonely for low-level characters for months. Each profession now features more recipes, formulas, and plans, there are new factions to help out, and the player vs. player content now includes arena battles and even tournaments.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The brief black-and-white manual doesn't go into much detail about the new content, instead focusing on the background history of the Blood Elves and Draenei.
~ Scott Alan Marriott, All Game Guide

Production Credits

Game Design: Blizzard Entertainment; Executive Producer: Frank Pearce; Art Director: Justin Thavirat; Creative Director: Chris Metzen; Lead Game Programmer: John Cash; Lead Server Programmer: Joe Rumsey; Lead Designer: Tom Chilton, Jeffrey Kaplan, Rob Pardo; Lead Producer: Shane Dabiri; Lead Character Artist: Chris Robinson; Lead Exterior Artist: Gary Platner; Lead Interior Artist: Brian Morrisroe; Lead Level Designer: Cory Stockton; Lead Quest Designer: Alex Afrasiabi; Producer: J. Allen Brack, Robert Foote, Carlos Guerrero, Jason Hutchins, John Lagrave, Alex Mayberry, John Schwartz, Lee Sparks, Alex Tsang; Programming: Brian Birmingham, Wesley Bigelow, Jesse Blomberg, Patrick Dawson, Jason De Arte, Tony Garcia, Bryan Gibson-Winge, Omar Gonzalez, Scott Hartin, Sam Lantinga, Patrick Magruder, Collin Murray, Ron Nakada, Irena Perreira, David Ray, Derek Sakamoto, Jeremy Wood; Additional Programming: Russell Bernau, Jeremy Chernobieff, Mike Elliot, Bob Fitch, Monte Krol, John Lafleur, Chris MacDonald, Pat MacKellar, Nate Miller, Kyle Radue, Dan Reed, Tom Thompson; Macintosh Programming: Rob Barris, John Mikros, Daniel Pageau, John Stiles; Animator: Steve Aguilar, Carman Cheung, Bryan Gillingham, Mauricio Hoffman, Chris Luckenbach, Corey Pelton, Jason Zirpolo; Dungeon and City Artist: Jose Aello Jr., Jamie Chang, Jeff Chang, Wendy Davis, Rutherford Gong, Jeremy Graves, Kevin Griffith, Kevin K. Griffith, Jimmy Lo, Andrew Matthews, Tiffany Sirignano, Rhett Torgoley, Holly Wilson; Exterior Environment Artist: Dave Berggren, Terrie Denman, Justin Kunz, Dan Moore, Jason Morris, Dion Rogers, Jamin Shoulet; Character Artist: Roman Kenney, Hun Kevin Lee, Kevin Maginnis, Jon Polidora, Eddie Rainwater, Danny Saint-Hilaire, Robert Sevilla; Additional Art: Stephen Crow, Samwise Didier, Allen Dilling, Brett Dixon, Roger Eberhart, Sam Fung, Phill Gonzales, Jay Hathaway, Brian Hsu, Trevor Jacobs, Dana Jan, Aaron Keller, Michael McInerney, Matt Milizia, Ted Park, Bill Petras, Robb Shoberg, Brian Silva; Concept Artist: Trent Kaniuga; Technical Artist: Thomas Blue, Jon Jelinek, Rob McNaughton; Level Designer: Sarah Boulian, James Chadwick, Victor Chong, Matt Gotcher, Ed Hanes, Jesse McCree, Julian Morris, Matt Morris, John Staats; Game Designer: Luis Barriga, Alexander Brazie, Shawn Carnes, Paul Cazarez, Travis Day, Kristen DeMeza, Eric Dodds, Geoff Goodman, Kevin Jordan, Jonathan LeCraft, Eric Maloof, Scott Mercer, Pat Nagle, Steven Pierce, Brianna Schneider, Joe Shely, Kris Zierhut; Additional Design: Dave Adams, Justin Bartlett, Dustin Browder, Ely Cannon, Michael Chu, Dave Hale, Michael Heiberg, Dave Maldonado, Matt Sanders, Dean Shipley, Wyatt Cheng; Localization Producer: Andrew Vestal; Install/Patch/Distribution Lead Programmer: Brian Fitzgerald; Install/Patch/Distribution Programming: Jay Baxter, Travis Chen, Huong Grey, Nate Gross, Randall Hyde, Robert Lin, JC Park, Tony Tribelli, Casey Yelland; Install/Patch/Distribution Producer: Melissa Meyer; Director of Global Online Technologies: Robert Bridenbecker; Online Technologies Producer: Jason Leu, Kim Phan; Online Technologies Software Engineer: Neil Chopra, Chulwoong Choi, David Nguyen, Teddy Pao; Web Team Lead: Mike Hein, Ali Vatani; Web Team: Qi Ming Chen, Randal Dumoret, Geoff Fraizer, Victor Gonzalez Jr., Martin Leidenfrost, Jeff Liu, Steve McGarrity, Alex Sun, Blaine Whittle; Battle.net Lead: Matthew Versluys; Battle.net Programming: Bryan Cleveland, Jeff Mears, Brian Morin, Hanlong Wang; Battle.net Research: Micah Caldwell, Norman Harms; Cinematic Intro Director: Jeff Chamberlain; Cinematics Executive Producer: Matt Samia; Cinematics Creative Director: Nick Carpenter; Cinematics Producer: Scott Abeyta, Taka Yasuda, Angela Young; Cinematics Writer: Jeff Chamberlain, Chris Metzen, Matt Samia; Cinematic Editor: Matthew Mead; Lead Cinematic Animator: James McCoy; Lead Cinematic Finisher: Jeff Chamberlain; Lead Cinematic Modeler: Fausto De Martini; Lead Cinematic Technical Artist: Jared Keller; Cinematic Artist: Jonathan Berube, Aaron Chan, Ben Dai, Joe Frayne, Hunter Grant, Jason Hill, Brian Huang, Tyler Hunter, Sheng Jin, Jeremiah Johnson, Chung Kan, Bernie Kang, Ronny Kim, Yonghyun Kim, Mark Lai, Jon Lanz, Ting Lo, Matthew Mead, Tuan Ngo, Reo Andrew Prendergast, Dennis Price, Jarett Riva, Chris Rock, Seth Thompson, Chris Thunig, Graven Tung, Xin Wang, Kenson Yu; Cinematic Technical Artist: Scott Goffman, Steeg Haskell, Sean Laverty, Hung Le, Wei Qiao, Eric A. Soulvie, Nelson Wang; Cinematic Studio Technical Engineer: Mike Kramer, Sean Laverty; Additional Matte Painting: Alp Altiner, Dylan Cole; Additional Cinematic Artist: John Burnett, Harley Huggins, Peter Lee, Joe Peterson; Audio Director: Russell Brower; Lead Sound Designer: Brian Farr; Audio Producer: Keith Landes; Sound Design: Jonas Laster, Joseph Lawrence; Music: Russell Brower, Derek Duke, Matt Uelmen; Additional Music: Brian Farr, David Arkenstone; Voice Casting: Bill Blakc; Voice Direction: Micky Neilson; Field SFX Recording: Bill Black, Joseph Lawrence, John Fasal; Creative Development Production: Ben Brode, Joanna Cleland, Gloria Soto; Creative Development Historian: Evelyn Fredericksen; Creative Development Illustrator: Peter C. Lee, Glenn Rane, Wang Wei; Video Production Manager: Joeyray Hall; Video Production Team: Terran Gregory, Tristan Pope, Brandan Vanderpool; Quality Assurance Manager: Michael Gilmartin; Quality Assurance Assistant Manager: Kelly Chun, John Herndon, Edward Kang, Jonathan Mankin, Mark Moser, Nicholas Pisani; QA Lead Tester (Expansion): Shawn Su; QA Lead Tester (Live): Michele Arko; QA Assistant Lead (Expansion): Timothy Ismay, Michael Schwan Jr., Clint Walls; QA Assistant Lead (Live): Paul Carver, Clayton Dubin, Sean Wang; QA Automation Lead: Shane S. Cargilo; QA Automated Test Engineer: Evan Calder, Patrick Elia, Marius Jivan, Justin Klinchuch, Michael Murphy, Craig Steele; QA Compatibility Tester: Jason Kwan, Ray Laubach, Hector Melendres, Brice Petibas, William Roseman, Elaine Fu Yang; QA Content Specialist: Daniel Bendt, Robert Boxeth, Jack Chen, James Cho, Ian Combs, Tim Daniels, Morgan Day, Foster M. Elmendorf, Edgar Flores, Mei Dean Francis, Daniel Dake Luo, Stuart Massie, RA Pearson, Daniel Percy Polcari, David Sanchez, Michael M. Sun, Don Vu, Tengying Yu; QA Localization Lead: Jin Kim; QA Localization Tester: Steven Chow, Mike Euiseung Kim, Dean Yang; QA Technologies Test Team: Michael C. Chen, Steve McClory, Ian S. Nelson, Anthony Suh, Anant Singh; Game Tester: Rie Arai, Scott Army, Michael Bedernik, Justin Boehm, Sean Copeland, Michael Corpora, Joel Gregory Clift, Matt Dabrowski, Christopher Davila, Meghan Dawson, Drew Dobernecker, Matt Dupree, Beni Elgueta, Victor Esquivias, Casey Fulton, Jon Graves, Josh Hilborn, Xing Jin, Kevin M. Kelly, Steve Ketterer, Alicia Kim, Daniel Kramer, Paul Kubit, Jared Lazaro, James R. Leaman, Brian Lee, Asher Yonah Litwin, Michael V. Liu, Nicholas A. Louie, Anthony Lowery, John Lynch, Joe Magdalena, Robert T. Martin Jr., Jonathon K. Mason, Lewis Mendez, Jason Messinger, Christopher J. Mountain, Mark Nelson, Arec Nevers, Anthony Notti, Serban Mihai Oprescu, Kurtis Paddock, Justin K. Parker, Bryan Pendleton, Art Peshkov, Albert Portillo, Mike Powell, Dustin Remmel, Anthony Reyes, Sean Reyes, Bob Richardson, Andreas Komma Rounds, Andrew Rowe, Joseph Ryan, Paul Sardis, Michael Sassone, William Edward Smith IV, Simon Thai, Enrico Tolentino, Rian Trost, Jimmy Truong, Rodney Tsing, Chuck Valek, Ryan Vance, Don Vu, James Walton, Taylor Westfall, Jason Weng, Dean Yang, Ronny Yoon; Community Management: Paul Della Bitta, Daniel Chin, Nathan Erickson, Andrew Hsu, Chad Jones, William Kielar, Emily Scherping, Danielle Vanderlip, Micah Whipple, Jerome Wu, Kenny Zigler; Director of Global Customer Service: Thor Biafore; Technical Support Manager: John Hsieh; Technical Support Assistant Manager: Kyle Williams; Technical Support Lead: Adam Slack; Technical Support Representative: Zach Bogatz, Nathan Brown, Joshua Burnett, David Chan, Evan Crawford, Jon Day, Jamal Davis, Kenneth DePalo, Travis Hall, Dat Ho, Anton Hsin, Justin Kato, Adam Koch, James Kompare, Michael Lim, Tommy Newcomer, Michael Nguyen, Peter Nott, Matt Panepinto, Chris Roberts, Chuck Salzman, John Shin, Ed Silveira, Matthew Simmons, Nick Solano, Fritz Stegmann, Eric Szymaszek, Marty Tande, Darian Vorlick, Mataio Wilson; Billing & Account Services Manager: Jason Stilwell; Assistant Billing & Account Services Manager: Charlie Areson; Lead Billing Representative: Mike R. Pierce, Alan Marti; Billing Representative: Anne Marie Belland, Marcus Bishop, Erynn Caldwell, Jennifer Calzada, Nicole Campbell, Jason Crewse, Quy Diep, Stephen Gagnon, James Garner, Leah Garner, Iain Gill, Keith Hall, William Harber, Adam Hector, Michael Horning, Jason Justice, April Kelly, Liam Knapp, Christy Kondo, Owen Kuhn, Sang Kwon, Laura Lam, Luis C. Lucero, Geri Kate Macalino, Tim Maggio, Josh Olivo, Evan Peterson, Melissa Pinkard, Megan Puertas, Regina Ramirez, Ryan Reddick, Christian Reynolds, Jesse Romo, Mark Slater, Ann Vanderhelm, Matthew Vineyard, Ted Wang, Jason White, Rory Wood, Ian Wynne; In-Game Support Manager: Bill Galey; In-Game Support Assistant Manager: Richard Barham, Justin Guthrie; In-Game Support Lead: Greg Ashe, Michael Burghart, Josh Downs, James Drosche, Keith Duncan, Pat Feinauer, Matt Martin, Robert Perugini, Kyle Riseling, Brian Smith, Alyson Turner; International Support Lead: Pierre Braude, Peiji Guo, Joong Kim, Michael Pierce; In-Game Support: Mike Aversa, Al Baello, Amber Bittenbender, David Carey, Sam Carne, Stephen Chang, Angelo Conception, Peter Drummond, Richard Evans, Bejan Fozdar, Tim Garfin, Luis Gomez, Sean Greenroyd, Josh Hertz, Jacob Hofeldt, Adam Hughes, Peter Hsu, Jessica Johnson, Antonio Kontokanis, David LaVallee, Terence Lindsey, Jeff Luckman, Jeremy Masker, Ryan Mills, Julio Miranda, Mike Moneymaker, Josh Owyang, Alfredo Padron, Thomas Pieracci, Nick Ray, Trevor Rothman, Dean Sheldon, Nicole Susanto, Duane Than, Jason Throop, Miles Trumble, Peter Ty, Brian Udarbe, Aaron Uesugi, Matt Wheeler, Matt Worcester, Brian Wright; President of Blizzard Entertainment: Mike Morhaime; Chief Operating Officer: Paul Sams; VP of Global Business Development and International Operations: Itzik Ben Bassat; Management Team, Europe: Anne Berard, Julia Gastaldi, Delphine Le Corre, Fréderic Menou, Jean-Michel Courivaud, Benoit Dufour, Cédric Maréchal; Managing Director, Korea: Jungwon Hahn; Management Team, Korea: Richard Hoi, Yungjoo Ko, Jungho Kwon, Jinho Oh, Changuk Park, Youngmok Park, Yun Ho Rhee; Managing Director, Greater China: Michael Fong; Project Coordinator, Greater China: Stan Wang; Business Development & Licensing: Jon Dvorak, Brian Hsieh, Denise Lopez, Brianne Messina, Steven Price, BrisAnne Scheller, Sarah Tucker; Director of Global Information Technology: Isaac Matarasso; Global Information Technologies Manager: Robert Van Dusen; Global Network Operations Manager: Chris Glover; Network Operations Manager: Changkoo Lee, Julien Mariani, Hung Nguyen, Duffy Squier, Gary Yeh; Network Operations Engineering: Armando Abanilla, Andy Barcinski, Jeff Berube, Joseph Cochran, Alexander Daurskikh, Matt Eagleson, Dwight Harvey, Adrian Luff, Dat Nguyen, Stefan Ward, Albert Wong, Jaime Wood, Ryan Zapanta; Network Operations Administration: Gandalf Brahm, Nick Downs, Maciej Drobny, Ryan Gunst, Tom Hicks, Joseph Holley, Gichang Hong, Maurad Kaci, Erik Karlsson, Minhong Kim, Dustin Koupal, Jay Lee, Matt McEligot, Kai Noetzel, Gary Reeb, Mike Schaefer, Andrew Spiering, Thierry Sudan, Casey Suyeto, Stephen T. Wong, Hugh Todd, Anthony Williams, Ty Williams; Network Operations: Charlie Berman, Carl Brumm, Michael Chizewski, Corey Louie, Mycah Mason, Olam Ng, Dan Scauzillo, Matt Smiley, James T. Yen, Dave Wareham; Information Technologies Manager: Weonseok Choi, Chris Fajardo, Yong Yoon; Information Technologies: Forrest Bowling, Edward Bui, Robert Bustamante, Hyungsuk Choi, Ryan Dean, John Dos Santos, Chris Eckert, Stanley Fu, Justin Goad, Don Grey, Scott Harrison, Brian Hill, Matthew Jordan, Yan Kahlé, Rick Kennedy, JungHoon Kim, Jaemin Ko, Mike Kramer, Randy Lovin, Bryan Ludwig, Zak Meekins, Danny Nguyen, François Noel, Mike Pearce, John Robertson, Taylor Russ, Bill Tubbs; Information Technologies Purchasing: Greg Faltersack; Director of Global Human Resources: Denise Dunlap; Human Resources: Erika Neuhauser, Michelle Secrest, Daniela Shani, Lisa Pearce; Global Finance: David Gee; Financial Research Analyst: Andrew Amadi, Shien Chang; Office Administration: Jamie Crooks, Heather Foreman, Janet Garcia, KC Ross, Calvin Williams; Facilities Management: Samuel Schrimsher, Brandon Shephard, Henry Szekely; Director of Global Public Relations: Lisa Jensen; Global Public Relations and Events Team: Elisha Factor Cabrera, Bob Colayco, Shon Damron, Kacy Dishon, Gil Shif, Christy Um; Legal Counsel: Kevin Crook, Terri Durham, Satoru Hamada, Eddy Meng, Rod Rigole, Eric Roeder, James Shaw; VP of Global Marketing: Neal Hubbard; Global Marketing: John Heinecke, Tomas Melian; Regional Marketing: Qimin Ding, Ellen Hsu, Marc Hutcheson, Matt Kassan, Donghyun Kim, Richard Kwon, Patrick Lee, Amanda Wang, Maggie Xiao; Marketing Creative Services: Kathy Carter, Michael Freeth, Zachary Hubert, Henry Pan, Steve Parker, Pete Tran, Caroline Wu; Recruiting: Choua Her, Adam Mutchler, Sunshine Saint Onge, Jack Sterling, Asheesh Thukral; SVP Global Operations, VG: Robert Wharton; Manufacturing: Simon Berriochoa, Donna Damrow, Gary Rogers, Rodger Shaw, Ralph Speicher, Soui Ho, Steve Voorma, Bob Wilson; Live Sessions and Orchestrations Produced By: Edo Guidotti; Duduk, Bansuri, Tunisian Midjwiz, Shakuhachi and Flutes Performed By: Pedro Eustache; Hand Drums Performed By: John Bergamo; Cinematic Intro Sound Designer: David Farmer, Paul Menichini; Cinematic Intro Music: Neal Acree; Cinematic Intro Music Recorded By: Northwest Sinfonia And Chorus; Cinematic Intro Music Contracted By: Simon James, David Sabee; Cinematic Intro Audio Mixer: Tom Brewer; Manual Project Management: Jason Hutchins, Gloria Soto; Manual Writing: Micky Neilson; Manual Design and Layout: Anomaly Creative, Raul Ramirez, Bill Watt; Co-Lead Dunsel Manager: Keith Lee, Chris Sigaty
~ Keith Adams, All Game Guide
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Wikipedia: World of Warcraft: The Burning Crusade
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World of Warcraft: The Burning Crusade
"World of Warcraft: The Burning Crusade" cover art
Developer(s) Blizzard Entertainment
Publisher(s) Blizzard Entertainment[1]
Designer(s) Rob Pardo, Jeff Kaplan, Tom Chilton
Series Warcraft
Platform(s) Mac OS X, Windows
Release date(s) EU / NA January 16, 2007[2]
AUS January 17, 2007[2]
Genre(s) Fantasy/Science Fiction MMORPG
Mode(s) Online
Rating(s) ESRB: T (Teen)[3]
OFLC: E (Exempt)
PEGI: 12+
Media 4 CDs, 1 DVD, download
System requirements Windows

Macintosh

Input methods Keyboard, mouse

World of Warcraft: The Burning Crusade is the first expansion pack for the MMORPG World of Warcraft. It was released on January 16, 2007 at midnight (12:00 AM) in Europe and North America, and sold nearly 2.4 million copies that day, making it the fastest-selling PC game in those regions.[2] It was released on January 17, 2007 in Australia and New Zealand;[2] in total, approximately 3.53 million copies were sold across these territories in the first month of release, including 1.9 million in North America, over 100,000 copies in Australasia, and nearly 1.6 million in Europe.[5] It was also released in Singapore, Thailand, and Malaysia on January 16, 2007.[2] It was later released in South Korea on February 1, 2007; in Taiwan, Hong Kong, and Macau on April 30, 2007.[6][7] The game was released in China on September 6, 2007.

Contents

Gameplay

Two new playable races were added to World of Warcraft in The Burning Crusade: The Draenei of the Alliance and the Blood Elves of the Horde. Previously, the Paladin class was exclusive to the Alliance faction, and the Shaman class was exclusive to the Horde faction; these new races allowed Alliance players to play Shaman as Draenei, and allowed Horde players to play Paladins as Blood Elves.

Player vs. Player

A new battleground, Eye of the Storm, was introduced with two brackets: one for characters between levels 61-69, and another for level 70 characters. Although this battleground was designed for level 70 characters, players are unable to summon flying mounts in this battleground.[8] The Eye of the Storm battleground is only available to those with the expansion.

In addition, a new PvP Arena System was introduced as a way for players to fight in 2 vs 2, 3 vs 3, or 5 vs 5 "Arena" battles. While the arena system allows players without The Burning Crusade expansion to partake in skirmish matches, those without the expansion are unable to participate in rated matches, which yield rewards based on a point system. Ladder matches were only accessible by players who have reached level 70. Three arena stages were introduced in The Burning Crusade expansion, including The Ruins of Lordaeron in the Undercity, The Circle of Blood in Blades Edge Mountains, and the Ring of Trials in Nagrand.[9] Arena matches have taken a more prominent role in World of Warcraft's PvP content, and have developed into an electronic sport. One example of Arena matches as an electronic sport is the World Series of Video Games in 2007, where player teams competed in 3 vs 3 matches to earn cash prizes.[10] Blizzard also holds its own seasonal tournament, the World of Warcraft Arena Tournament, which pitches teams from servers all around the world against each other.[11] This tournament concludes with a 5v5 world final event, the first of which took place at Blizzcon ’07 and so ended season 1.[12]

Additional "outdoor" PvP objectives were implemented, which are different for each zone in which they are located. Most of these outdoor PvP objectives involve "capturing" key points to reward players of the same faction in the area, usually with a temporary buff that adds a damage boost to player attacks or increases the rate players gain experience or faction points while the players are in the zone. For example, Terokkar Forest's PvP contest involves players standing near towers in order to capture them while defending the towers in PvP combat with players of the opposite faction that try to capture the objective. Other examples include Halaa in Nagrand and the Hellfire Fortifications in Hellfire Peninsula, where players compete for control to unlock quest and vendor access or gain factional reputation for rewards. [13]

Development

Distribution errors

Blizzard made a number of errors during the distribution of World of Warcraft: The Burning Crusade in Europe. One such error was the failure to register the Collector's Edition for in-game rewards. As such, players who purchased the Collector's Edition of the game would have to send numerous proofs of purchase to Blizzard by postal mail in order to redeem their in-game awards.[14] To compensate for the additional trouble(and to encourge players to send in the Proofs, as some felt it unfair they had to give up parts of the set) with an exclusive In game pet not found in other regions.

Only 1,600 copies were delivered to Romania, which has more than 10,000 World of Warcraft subscribers.[15]

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 91%
(based on 46 reviews)[16]
Metacritic 91 out of 100
(based on 47 reviews)[17]
Review scores
Publication Score
1UP.com A+[18]
ActionTrip 9.2 out of 10[19]
Eurogamer 8 out of 10 (1st review)[20]
10 out of 10 (2nd review)[21]
GameSpot 9.2 out of 10[22]
GameSpy 5/5 stars[23]
IGN 8.8 out of 10[24]

The Burning Crusade received almost universal praise from critics upon release.[17]

The specially designed new starter areas met a mixed reception from critics. On the one hand, they were felt to give a strong new perspective to existing players or a solid introduction to the game to new players.[24] The arrangement of quests and content in these areas was felt to be more finely tuned than for existing races,[23] with players unlikely to face grinding in order to progress and an interesting back story being gradually revealed.[24] It was felt that Blizzard had learned from the release of the original game, with the new content being varied without becoming overwhelming to new players, and new concepts being gradually introduced.[20] On the other hand, reviewers felt that the new starter areas were poorly integrated with the existing world, leaving them feeling "tacked on."[24] They were also disappointed that the new areas had a definite finish, beyond which a player would have to switch back to older content in order to progress their character.[23] This progression didn't feel as smooth to reviewers when compared to the movement between zones for new characters from the older starting areas.[20] The experience was also felt to be short-lived, with players being able to progress through these new areas with a couple of days' play without any new introductory dungeons to explore.[23] It was also felt that these changes didn't address existing problems, such as the travel time between quest locations.[20]

Like in the original, the scenery of The Burning Crusade was highly praised, being described as "occasionally breathtaking,"[22] The introductory video to the expansion was described as "hugely impressive."[20] It was generally felt that the new Outland areas were some of the best in the game,[22] with the size of the new areas introduced being similar to the total size of other existing games in the genre.[18] The new starting areas were also liked, with reviewers appreciating the attention to detail in these zones.[20] Building architecture, scenery and creatures were all singled out for mention,[18] despite some disappointment that buildings and creatures from the original game had been "rubber stamped" into these new locations.[18] The uniqueness of each zone, from scorched plateaus to lush forests were praised, each area being described as having its own unique feel.[24] The various small features, such as mechanical settlements or abandoned temples were also well liked.[24] Players were advised that they would spend a large amount of time "just staring at the scenery" in these new locations.[23] That said, it was felt that the game was starting to show its age, with careful use of texture and lighting techniques disguising a basic underlying geometry.[22] This was thought to follow on from the strategy in the original game, where strong art direction and careful choice of colour helped to compensate for a simpler game engine,[18] describing it as a "testament of art over technology."[19]

The orchestral music was well received, being described as providing a "constantly changing backdrop."[22] The new score was felt to mesh well with the original, while still providing occasional "fresh twists."[19] The soundtracks to each of the two new starting areas were particularly praised.[20] Reviewers were generally positive about the voice acting in the game.[22]

World of Warcraft: The Burning Crusade was the best-selling PC game of 2007 in North America and Europe, and it is also the second fastest-selling PC game of all time(behind Wrath of The Lich King), selling nearly 2.4 million copies in its first 24 hours and approximately 3.5 million in its first month.[25]

A second expansion, World of Warcraft: Wrath of the Lich King, was released on November 13, 2008.[26]

References

  1. ^ "The Activision/Blizzard Merger: Five Key Points". Industry News. gamasutra.com. December 3, 2007. http://www.gamasutra.com/php-bin/news_index.php?story=16458. Retrieved 2009-02-24. 
    One of the intriguing things about the old Vivendi structure was that, even when Martin Tremblay joined to run Vivendi's publishing, it was specified: "World Of Warcraft creator Blizzard Entertainment has been designated a stand-alone division reporting to VU Games' CEO, and is not part of Tremblay's product development mandate."
  2. ^ a b c d e World of Warcraft: The Burning Crusade shatters day-1 sales record. Blizzard Entertainment. January 23, 2007. Retrieved January 23, 2007.
  3. ^ World of Warcraft: The Burning Crusade -> Collector's Edition
  4. ^ "World of Warcraft: The Burning Crusade FAQ". Blizzard Entertainment. http://www.worldofwarcraft.com/burningcrusade/faq.html#sys. Retrieved 2008-07-30. 
  5. ^ World of Warcraft: The Burning Crusade continues record-breaking sales pace. Blizzard Entertainment. March 7, 2007. Retrieved March 12, 2007.
  6. ^ World of Warcraft: The Burning Crusade will be available by April 3, 2007 in Taiwan. ETtoday. March 9, 2007.
  7. ^ World of Warcraft: The Burning Crusade will be released on April 3. World of Warcraft Taiwan Site. March 19, 2007.
  8. ^ "Eye of the Storm". Blizzard Entertainment. 2006-11-13. http://www.worldofwarcraft.com/pvp/battlegrounds/eyeofthestorm/index.xml. Retrieved 2007-01-18. 
  9. ^ "Arena". Blizzard Entertainment. 2006-12-04. http://www.worldofwarcraft.com/pvp/arena/index.xml. Retrieved 2007-01-18. 
  10. ^ "WSVG". Blizzard Entertainment. 2007-06-04. http://www.thewsvg.com/games/world-of-warcraft/. Retrieved 2007-09-09. 
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