The opening ~7 min prologue cinematic is an interesting display of turning the existing lore on its side. We’re led to believe that everything that happened in TFT is a tall tale, spread from village to village by drunken country dwellers. I imagine this map was released before a lot of the WoW lore had been mapped out, hence no more straws to grasp from. Also, a bit comical to see a giant demon lord interact with a human as though they’re well-acquainted buddies.
I really liked how the Cult of the Damned is utilized in this campaign. All the politicking in the past campaigns had led to them being repurposed as a private army to fight the Orcs. They’re not just a re-skin of the Forces of Azeroth & Lordaeron. The Cult makes full use of Necromancers within their rank–they might as well be Human Warlocks. Cultist Paladins utilize Unholy Aura and Animate Dead, as opposed to the Devotion Aura and Resurrection spells that we see from the standard Paladins. All in all, they’re a refreshing sub-faction that serve to complement the Alliance we see amongst the other Human forces.
Every map from this campaign focuses on the Orc’s perspective (I don’t recall seeing Mathias even once this time around). My only real complaint for the story this time around is that a portion of it brings back the formulaic Humans vs Orcs on a grand scale yet again. I just went through these beats not too long back, so the repetition of that conflict does set in a bit for me. The interlude after Chapter 32, along with the events of Chapter 35, however, do pay off and set up a bunch of exciting plot threads, so I look forward to seeing how those play out in the final part.
The variety of the maps and map objectives is the real highlight for this campaign—they are a lot more comprehensive. Chapter 28 is all about managing two sets of objectives at once—having the Orc heroes traverse the dwarven mine to escape imprisonment, while also having the player defend the base on the outside from Human assault. The challenge comes from the very long-distance mining, greatly delaying resource gathering and forcing the player to always be on their toes.
I went through Chapter 32 initially thinking that there was going to be no resource gathering of any kind, so I was a bit dumbfounded as to how to destroy the enemy bases without Hero cheesing. It didn’t hit me until attempting one of the mandatory quests that there are indeed a bunch of peons trapped on the middle island, within a giant crate. I feel that this could have been telegraphed a bit better as this would have completely changed my approach. But overall, I enjoyed the concept of the map.
Chapter 33 felt like a difficulty spike. I’d praise this one a lot more if not for the fact that the game throws relentless Cult attacks at the player. I’m not quite sure if the intention is for me to build up a base, but it just dampens the pacing a lot when I constantly have to stop my assault to defend. I had to finish this one off with my heroes doing pretty much all of the heavy lifting. Not as climactic as I expected, but the ending cutscene + the following two maps made up for it.
I liked Chapter 35 a lot. The hopeless holdout defense mission abruptly shifting into a power trip was brilliant. In chapter 27 (from Part 3), there was a brief line about Maraleth opening his own portals on Draenor. I had a feeling that this wasn’t just a throwaway line and it was cathartic to see that paid off.
Mechanically speaking, I think this is the best one as of yet. Not perfect, but still very polished.