Perhaps the most unique set of maps among the five (six?) uploaded Mathias campaigns, this part focuses entirely on Kel’Zarach’s origin set against the backdrop of the First & Second Wars.
Seeing Zarach helplessly observing Stormwind burned to ash and his people savagely slaughtered from a distance in chapter 21 is a visually striking image and really helps establish why he is the way that he is—he’s seen some stuff in his day. It becomes clear that he isn’t some evil mustache twirler, but rather an anti-villain who, after years of disillusionment, ultimately feels resolved to help humanity by wielding the magics of the Orcs, an act that for obvious reasons is seen with great disdain.
It’s always neat to see various heroes from Warcraft 2, even if some of them are relegated to glorified cameos. Chapter 26 is an interesting one—I like how Teron Gorefiend gets used here. In Beyond the Dark Portal, he didn’t really do much of substance besides look cool. In this map, however, we get a tidbit of new information regarding Zarach’s staff that retroactively makes us look at Zarach, Teron, and the conniving demon lord Maraleth (of which we already know very little about) in a new light. I recall that this plot thread gets explored later down the line, but I don’t remember too much else about it at this time.
Once more I played this one on v1.26 and encountered no real game-stopping issues. The maps, while feeling a lot more polished this time around, were also quite a bit shorter in length. A good chunk of the map objectives was micro-focused without much base building, a nice palate cleanser from the previous parts.
Chapter 23 is a nice showcase of the map author throwing a wrench in my planning. I was initially going to have the Blackrock Orcs just kill each other when all was said and done, but the game didn’t let me—the Orcs disobeyed my orders, making me plan an escape a bit more carefully.
A lot of map real estate was used on cutscenes and other interactive set pieces, making the maps feel bigger than they really are. Chapter 27, a short murder mystery-type story, used half of its map for multiple cutscenes to close out the prequel narrative and bring us back to current day events; I can see great improvement in both the framing composition and camera movement when comparing to some of the earlier maps from Part I. It just makes for much more interesting visual storytelling, rather than having a static camera focused on two characters standing around, talking to one another.
All in all, if you’ve been discovering and playing these campaigns for the narrative, there’s no reason to skip this one. I know I’ve been glazing these, but I genuinely had a great time going through them all.