World of Warcraft: Mists of Pandaria review

Richard Cobbett at

Us undead know creepy and that, oh future snack, is very creepy indeed...

The big disappointment of the levelling content though is the continuation of the Horde and Alliance battle, as previously set aside in no fewer than three expansion packs due to greater evils. Pandaria was promised as the place where this would be reignited - a lush, peaceful land ripped to shreds by a conflict it wants no part in, with war itself being the driving evil behind your adventures.

Yeah. Not so much, it turns out. At least, not yet.

The first zone, Jade Forest, goes hell for leather to make it work, and mostly succeeds. It's much too long, with a massively unfocused middle section, but manages to add a sense of danger and looming threat from the very start. Both factions arrive on the island for their own reasons, with a small group ending up stuck there and awaiting reinforcements. Despite warnings from the Pandaren that things are different here and that violence is a really bad idea, they raise armies of natives (fish people for the Alliance, monkey men for the Horde) and unleash the Sha - imprisoned spirits of hatred and fear and similar that feed on negative emotion and violence, yet can still conveniently be punched in the face until they drop loot.

From France, it's the Sha of Whining. The Sha d'Annoy, to her friends.

This is a great start, with emotional resonance, the spice that every quest you personally complete drives this land towards its undeserved end, and a powerful finale where the shit really hits the fan. The Sha look terrific, with their ghostly forms and white energies flooding through cracks in the world. Finally, the gloves are coming off and this party is ready to get started - Horde and Alliance, with no distractions, nothing that needs ganging up against, and no splinter faction to blame for their mistakes.

...and then Blizzard completely loses interest in that, and you spend most of your levelling just stamping through temples, being lectured about panda history, doing odd jobs for farmers, beating up slavers, and sharing quests to the point that Horde players eventually end up taking orders from Anduin bloody Wrynn for a while. What happened? There's the occasional "Grr!" between NPCs or quests where you're told to only save your own people, but that's just more of the same old lip-service. True, there's the promise of the poop finally hitting the fan in the next patch, when both factions' fleets are due to arrive on Pandaria, but that's far too late. Escalation needs something to escalate from, and right now only the Sha of Apathy has any hope of drawing dark power from this unenthusiastic squabbling.

Okay, so I'm Level 90. I can't help but feel I forgot to deal with a couple of things though...

This is a tragically wasted opportunity to finally make the war mean something. Worse, without a real arc to the story, you spend most of the expansion simply doing random stuff, asking "This is my problem why, exactly?" and watching the story get blander and more unfocused the further you get. Areas have their stories, but they tend to be unexciting and poorly paced. What should be the big finale for the levelled content - the opening of the last zone, the Vale of Eternal Blossoms - actually happens around Level 87, despite it being completely irrelevant until you hit 90 and activate its questgivers.

Bearing in mind that Pandaria's levelling plays like a single-player RPG, this is weak storytelling. It feels like multiple teams were just assigned to do their own thing without any particular interest in the big picture. That lends to lots of individually good moments, absolutely, but a whole that assumes too much interest in simply poking around Pandaria even without the excellent arc premise. Thinking about how the conflict could have played out with all Blizzard's skills and systems, structuring Pandaria's progression like this isn't so much dropping the narrative ball as dumping a whole crate of them off a cliff.

Nice levelling thing #47 - You get to visit the early dungeons on your own, before returning with friends.

Beyond the levelling curve, Pandaria's big goal is to give players more to do between updates. Of the familiar content types, there are four Normal dungeons while climbing to 90, which are fairly standard in terms of design. At maximum level, there are nine, including a revamped Scarlet Monastery (two dungeons) and Scholomance from the original game. Three raids are currently detailed, with a fourth that really focuses on a couple of world bosses, and more due in future updates. With Dungeon and Raid finders now fully in place, you don't need to be part of a guild to play any of this content, though pick-up groups do tend to be about as social as sitting alone in a darkened room, weeping at the state of humanity and eating Jaffa Cakes, only without Jaffa Cakes being provided.

Dungeons also now offer a dedicated challenge mode, where you and your group race to beat them in a time limit rather than simply getting through. You're given a set of equipment rather than bringing your own, putting the focus on skill rather than getting loot. There are also new Scenarios, where you and a couple of friends team up to finish a more quest-style set of objectives - the most dramatic at the moment being Theramore's Fall, where... well, you can probably guess. Spoilers, ho!

Pandaria sees some big additions though, starting with the aforementioned Vale of Eternal Blossoms. At Level 90, this becomes a hub for daily quests, with Pandaria's various factions offering rewards for longer-term play. They're still time-sinks, but at least a few offer something a little something more to focus on. The Lorewalkers offer rewards for tracking down stories in Pandaria for instance, while the Order of the Cloud Serpent offers a new type of mount that supposedly takes around 20 days to unlock. Though I'm sure players have already found a way of doing it in about five hours, tops. There are other long-term goals too, including a challenging quest chain where you make friends with Deathwing's unfortunately named son Wrathion, but this is where Pandaria's main factions like to hang out.

Whatever pets I've collected over the years, I choose YOU! By DEFAULT!

The quirkiest additions are a new Farmville type mini-game, which kicks in at around Level 86, and the brand new Pet Battles mode, which are available from the start of the game as long as one of your account's characters has stumped up the 100 gold to learn the skill. The first requires the Pandaria expansion to get to, while the second is available to all players from the start.

The Farmville mode is intricate, cleverly designed, and I would rather eat my own arse than play it. It involves returning daily to plant and tend to crops, deal with issues, build reputations with assorted NPCs, and occasionally scream "WHAT AM I DOING WITH MY LIIIIIIIIFE?!"

Pet Battles on the other hand are intricate, cleverly designed, extremely fun, and may even make you more attractive to your preferred gender/species. You could say that they're simply inspired by other games, and no doubt Blizzard's lawyers would. Really though, it's Pokemon with your pets, only you don't get mugged in the long grass or have to deal with Team Rocket and its ilk.

I like this mode a lot. It makes the cosmetic pets worth finding, adds a fun distraction to fill time even if you're not planning on becoming obsessed, and while the animals you can train are mostly just regular animals instead of instantly recognisable characters, there's a lot of scope for rarer ones to be added over time. You can challenge players to pet battles in the wild, or have Warcraft matchmake a battle for you (sadly, one that ends almost immediately on victory, where you don't even find out the other player's name and can't talk to them), with a wide selection of NPC trainers tamers scattered around the world.

No talent points, just cool things to choose. I like this system much better.

So, to the big verdict. First of all, if you're an active World of Warcraft player, you almost certainly have Pandaria already. It's not much of an option, and in terms of expanding the universe and providing more content, this is a worthwhile pack. Putting aside the appropriateness of the pandas, and ignoring the problems with the premise, Pandaria offers some of Blizzard's best design ever - quest and world alike. The new zones are neat, the additional games and modes on offer can be enjoyed or ignored as you will, and there's enough new stuff for every kind of player to get something out of it.

Is it worth coming back though, or jumping in if you haven't already? Potentially, and probably not. While features like pet battles and the Pandaren starter area are available early on, there are 85 levels between you and Pandaria proper - and that's simply too much. Even with progress faster than it used to be thanks to general speed-ups and features like the Dungeon Finder, you're still looking at pushing through three big expansions, including the now achingly outdated, deserted Burning Crusade.

Obviously, if your interest is in Warcraft as a whole, that's not a problem. If it's in this expansion specifically though (and before anyone jumps in to point at other MMOs and how they do things, remember that other MMO expansions don't get TV advertising and such to draw in new players with the promise of cool content) you should pass. At least while there's this much stuff in the way.

When you throw up off that bridge, you throw up on Pandaren everywhere. It's really high. And windy.

For returnees, the additions to the game and new content are very enjoyable, but it is fundamentally still World of Warcraft with a few bits strapped onto it rather than a whole new game. If you're coming back from a more recent MMO, things like the stodgy combat are going to feel far older than you remember, and the basic mechanics and philosophies remain the same. Pandaria as a place is firmly a vacation for your character rather than a Cataclysm style reinvention of their world, and you're only going to avoid the old grind for so long before it's back to business as usual in the endgame.

If you remember the game fondly enough to have read this far, it's worth returning for a month or two to check it out. You're unlikely to stick around much longer though, unless you really get back into the social side, or the raids and next chapters of Pandaria's story prove incredibly compelling.

Everyone's excited to get to the area behind there, despite patrolling the wall and owning ropes.

Sticking a number on all that is tricky, due to a problem only World of Warcraft really faces - that this is a fine expansion by almost any MMO standards, but somewhat underwhelming by its own. That's not down to the nitty-gritty of what it offers so much as a mix of never giving a particularly convincing answer to why Pandaria and this story absolutely had to be the next expansion, and inevitable fatigue from almost a decade of playing the same game. The last couple of years especially have seen competitors really kicking the genre up the arse. Warcraft hasn't needed to reinvent its primary systems to remain successful, and trying at this point would almost certainly be a Star Wars Galaxies level mistake. It's impossible to ignore its wrinkles though, especially after a long absence.

Mists of Pandaria doesn't change that, and that's honestly not so much a criticism as an inevitable result of time passing. Previous World of Warcraft releases have been genuine events. This one is simply an expansion pack. A good expansion pack, for sure, with lots of content to keep you playing one of the best and most beloved MMOs ever created. Just don't expect it to be anything more.



A reminder of what made Warcraft the king of its genre for eight years... but also that eight years is a long time.