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Заглавие: World of Warcraft: The Burning Crusade Публикувано на: 06 Яну 2007 22:31
Правя тази тема с цел да ви запозная с въпростната игра.Приятно разглеждане
Официален сайт- Тук
Снимки от играта- Тук
Приятни артлъркаве- Тук
Трейлъри- Тук
Играта представена в GameSpot- Тук
Играта ще представи две нови раси:
Draenei
early twenty-five thousand years ago, the eredar race arose on the world of Argus. They were extremely intelligent and had a natural affinity for magic in all its myriad forms. Using their gifts, they developed a vast and wondrous society. Unfortunately the eredar's accomplishments caught the attention of Sargeras, the Destroyer of Worlds. He had already begun his Burning Crusade to eradicate all life from the cosmos, and he believed that the brilliant eredar would be pivotal in leading the vast demonic army he was gathering. Thus, he contacted the eredar's three most prominent leaders: Kil'jaeden, Archimonde, and Velen. In exchange for the loyalty of the eredar race, Sargeras offered untold power and knowledge.
Although the offer sounded very tempting, Velen had a vision of the future that filled him with sick dread. Sargeras had spoken the truth: the eredar who joined the Dark Titan would indeed gain enormous power and knowledge. However, the eredar would themselves be transformed into demons.
Velen saw the Legion in all its terrible might and witnessed the destruction it would wreak upon all of creation. He hastened to warn Kil'jaeden and Archimonde, but they dismissed his concerns, for they had been enticed by Sargeras' promises. They gave Sargeras their allegiance and were transformed into colossal beings of depthless evil.
The sheer power that Sargeras commanded made direct opposition unthinkable. Velen nearly despaired, but his prayer for help was overheard. A being came to Velen and explained that it was one of the naaru, a race of sentient energy beings bent on stopping the Burning Crusade. The naaru offered to take Velen and any other like-minded eredar to safety.
Deeply relieved, Velen gathered the other eredar who had thus far refused to join Sargeras. Naming themselves the draenei, or "exiled ones" in the Eredun language, the renegades barely escaped from Argus, with the Burning Legion only moments behind. Kil'jaeden was furious with what he felt was Velen's betrayal, and the demon vowed to hunt Velen and the rest of the draenei to the ends of the cosmos if need be.
The Legion chased the draenei for many thousands of years. The draenei visited many worlds and explored much of the known cosmos in their quest to find safe harbor. Still the Legion would not give up its pursuit. Meanwhile, the enigmatic naaru race blessed the draenei with Light-given knowledge and power. The naaru explained that there were other forces in the cosmos that would stand against the Burning Legion. One day the naaru would forge them into a single unstoppable army of the Light. Deeply affected by the naaru's words, the draenei vowed to honor the Light and uphold the naaru's altruistic ideals. At last Velen and his draenei settled upon a remote and peaceful world that seemed an ideal refuge. They named it Draenor, or "Exiles' Refuge", and there they quietly cultivated their society once again. Ever wary of being discovered again by Kil'jaeden's forces, Velen and his mystics kept their magics hidden for generations.
In time the draenei met and befriended the shamanistic orc clans that already lived in the tranquil southern grasslands of Nagrand. Aside from engaging in some limited trade, the draenei and orcs regarded one another with respect but kept mostly to themselves.
In spite of the draenei's caution, Kil'jaeden discovered their secret refuge on Draenor. He learned more of the world and its inhabitants, and he grew intrigued by the mighty orc race. A plan unfolded in his mind, and the demon lord began to laugh. He could see precisely how to mold the orcs into the instrument of his wrath. It was merely a matter of time and pressure.
And so Kil'jaeden began to corrupt the orcs, first through the elderly shaman Ner'zhul, and then through his apprentice, Gul'dan. The orc clans dedicated themselves to the art of war and joined to form a single, murderous Horde. Even the wisest shaman learned warlock magics and abandoned the teachings they had once revered.
Smoothly manipulated from a state of wary acceptance into blind rage and bloodlust, the orcs attacked the draenei. This bloody conflict lasted nearly eight years, but the orcs' triumph was inevitable. The draenei were mighty due to their Light-given powers, but the demon-maddened Horde was mightier still. The orcs killed over eighty percent of the draenei race and sent the rest fleeing for safety to the remote corners of the world.
Afterwards, draenei who had fought the Horde and survived found that they had been affected by the fel energies wielded so freely by the orc warlocks. These draenei have since mutated into lesser forms, resulting in a series of subspecies. The Broken and the Lost Ones (as seen above) are two such genetic offshoots. Their warped bodies bear only a rough resemblance to the proud draenei they once were, and quite a few have lost their grip on sanity.
BloodElves
housands of years ago, the exiled Highborne landed on the shores of Lordaeron and founded the enchanted kingdom of Quel'Thalas. These high elves, as they called themselves, created a fount of vast, magical energies within the heart of their land - the Sunwell. Over time, they grew dependant on the Sunwell's unstable energies - regardless of the bitter lessons they'd learned in ages past. During the Third War, the villainous Prince Arthas invaded Quel'Thalas and reduced the once-mighty realm to rubble and ashes. His undead army decimated nearly ninety percent of the high elven population. In addition, he used the Sunwell's energies to resurrect Kel'thuzad - a powerful undead Lich - thereby fouling the Sunwell's mystical waters. The few elven survivors, realizing that they had been cut off from the source of their arcane power, grew increasingly volatile and desperate.
In the midst of the elves' darkest hour came Kael'thas Sunstrider - the last of Quel'Thalas' royal bloodline. Kael, as he was commonly known, knew that the remnant of his people would not long survive without the nourishing magics that once empowered them. Renaming his people blood elves, in honor of their fallen countrymen, he taught them how to tap into ambient mystical energies - even demonic energies - in order to sate their terrible thirst for magic. In search of a new destiny for his people, Kael'thas ventured to the remote world of Outland where he encountered the fallen night elf, Illidan. Under Illidan's tutelage, Kael and his blood elves have regained much of their former power.
Unfortunately, the blood elves' practice of embracing demonic energies resulted in them being shunned by their former comrades in the Alliance. Thus, the remaining blood elves on Azeroth look desperately to the Horde to help them reach Outland, where they can reunite with Kael'thas and achieve the golden destiny he promised them. lmost seven millennia before the First War, the exiled high elves landed on the shores of Lordaeron to seek out a new home. These outcasts were led by Dath'Remar Sunstrider, whose surname meant "he who walks by day".
Cut off from the powerful energies of the Well of Eternity and no longer immortal, many of the high elves died from exposure or starvation during their long journey. In addition to these hardships, the elves were forced to flee the site of their first settlement, Tirisfal Glades, due to a mysterious evil influence that drove many of their number mad. As they pressed further inland, the high elves developed a blood feud with the cunning, barbaric trolls of Zul'Aman, who controlled most of the northern reaches of Lordaeron. Finally the exiles reached a region whose forested glades reminded the high elves of their distant homeland in Kalimdor. The elves drove out the resident Amani trolls and founded the kingdom of Quel'Thalas.
Using a vial of sacred water stolen from the first Well of Eternity, the high elves created a fount of mystical power at a convergence of powerful ley energies in Quel'Thalas. They named this fountain the Sunwell, and its potent arcane magic fed and strengthened all high elves on Azeroth. Thus, the city of Silvermoon was established. The power of the high elves grew, and they cast an enchantment on the forest that would keep them bathed in eternal springtime.
Още за историята на кървавите елфи- Тук
Out Land- http://www.worldofwarcraft.com/burningcrusade/townhall/outlandmap.html
PC MANIA [preview]
Убиецът на социален живот се усъвършенства – още по добре, чакаме с нетърпение!
World of WarCraft е най-доброто MMORPG на пазара в момента. WoW е най-мразената игра на всички времена. WoW е невероятно зарибяваща. WoW е паразит. Тя носи милиони на създателите си. Tя има потенциала да разори Blizzard... World of WarCraft е всичко това, взето заедно. За него се изговори и изписа толкова много и никога геймърите, геймкритиците и журналистите не постигнаха съгласие по никоя от горните точки.
Дали харесвате играта, това е въпрос на личен избор, но едно не може да се оспори – тя постигна огромен комерсиален успех. Това не е гаранция за качество, както знаем от някои други поредици (FI... кхъ... FA... кхъ-кхъ), но така или иначе милиони буквално лягат и стават с нея и плащат за това немалко пари. Стотици хиляди се оплакват колко е небалансирана, глупава или еднообразна, но... пак плащат за това. Хора трият героите си от отвращение или умора и ден по-късно пращат съобщения на support-а с молба виртуалните им превъплъщения да бъдат възстановени. Естествено е Blizzard да се постараят да направят света си още по-голям и по-занимателен, едно защото ще обогати играта и второ, не по-малко важно – защото ще им донесе още пари.
И ето, първият официален експанжън тропа на вратата.
По същество
Дано не съм ви стреснал твърде много с горните разсъждения. По всичко личи, че World of Warcraft: The Burning Crusade ще бъде едно отлично разширение и всъщност основната му цел ще е да направи играта по-достъпна за масовата публика. Не че досега беше особено негостоприемна, но изискваше в големи количества ресурс, който повечето хора нямат – оставете настрана парите, говоря за свободно време. За да види всичко в WoW, играчът трябваше да се асоциализира за неприятно много време. Разработчиците ще се погрижат за това – в момента най-големите елитни босове изискват група от 40 човека, за да бъдат съкрушени. В The Burning Crusade най-големите елитни нива ще изискват само по 25, а повечето ще са направени за стандартните групи от 5 човека...
Ми това,дано уцените трудът,който съм положил [/img]
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