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World of Warcraft: (for PC) Review
World of Warcraft isn’t dead, but this expansion spends a lot of time focused on the concept. Shadowlands is the eighth major update for Blizzard Entertainment’s long-running PC game. Since 2004, we’ve have seen the world shattered, fought back the Burning Legion, traveled to alternate realities, and even fought the very soul of a far off planet. Now it’s time to conquer death itself.To get more news about buy shadowlands gold, you can visit lootwowgold official website.
At the end of the last World of Warcraft expansion, Battle for Azeroth, former Horde leader Sylvanas Windrunner finally made her major power play. Following a fight against the Lich King, Sylvanas tore the Helm of Domination off his head and shattered it, tearing a hole in reality. It's up to you to rescue Azeroth’s greatest heroes after they're kidnapped and thrown into the rift by demon angels.
You find yourself tossed into the Maw, one facet of World of Warcraft’s afterlife. Think of it as turbo Hell, the place where the worst of the worst are caged forever under the Jailer’s watchful eye. Something is wrong, though. It turns out every soul is now heading into the Maw, good and evil alike. Once you free yourself from the Maw, you’re sent to Oribos, the Undying City. This is Shadowlands’ main hub, the place you return to between sorties into the death realms. From Oribos, the Arbiter judges souls and sends them to their proper places. But the Arbiter is silent now. Shadowlands’ main narrative thrust involves discovering why everything's gone wrong.
You’ll journey into four other realms, each with a different aesthetic and way for dealing with the souls of the dead. The Kyrian occupy Bastion, a land of calming, halcyon fields casting in bright blue and yellow. These angelic stewards prepare souls for an eternity of service, forcing them to give up their burdens and memories, and recast themselves anew. Maldraxxus is a rotting region, glowing green with cancerous growths, ruled by the Necrolords. They forge souls into warriors to defend the Shadowlands, through gladiatorial arenas and endless conflict.
In Ardenweald's sleepy glade, souls are tended to in a massive grove, growing until they can be reborn. The Night Fae are gardeners and hunters that keep their charges safe from harm. Finally, there’s the gothic spires of Revendreth, which is the home of the Venthyr. These vampire-like creatures torture the souls of the craven, angry, and sinful; those who are evil, but not evil enough for the Maw. Through this torture, these souls might be redeemed.
It’s four very different views on death. Untethered from building realistic worlds, developer Blizzard Entertainment gives the regions personality. Blizzard’s art team does an incredible job with all four areas, giving them a strong visual flavor. I fell in love with the Revendreth’s gloomy towers and vampire soirees, while I have friends who strongly prefer the Ardenweald’s forests or Bastion’s sleepy plains.
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