Warcraft III: The Frozen Throne

The world has been saved, the burning Legion destroyed, the Undead Scourge pushed back├óÔéČ┬Žit is done. But wait, what's that? A throne you say├óÔéČ┬Ževil├óÔéČ┬Žice├óÔéČ┬Žinteresting!

Frozen Throne takes place a couple months after the events of WarCraft III, no big surprises there. At the beginning of the game you watch another stunningly beautiful FMV showing Illidan (who turned demon in WarCraft III and was banished by his brother) on a sea shore and night blabbering on, then large serpent men begin to flow out of the sea in search of something (most likely looting and burning).

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After the FMV you take control of a group of Nightelves, lead by Illidans old Jailor who are intent of brining Illidan back to his cage. And so the story unfolds, you playing as Maiev (Illidans Jailor) chase Illidan down just to watch him escape on ship, upon following him the story takes a few more twists and turns. One of the twists are the scaly people who are shown in the Intro FMV, they are called the Naga, and are extremely powerful sea people who for one reason or another have sided with Illidan in his quest. Over all the story is relatively hard to swallow but Blizzard have gone quite far to make it at least conceivable.

Also the Orcs are not part of the main campaign, rather they have their own story arc which involves you taking control over heroes more than creating an army. This was done to show the versatility of the WarCraft III engine, also because to bring the Orcs into the story arc would have been extremely farfetched, so I for one am pleased that they decided not to include them.

There is a slim amount of new things in the game, the one thing that got me was the Naga. The Naga are a neutral race whom you control various times throughout the campaigns, but what gets me is why didn't Blizzard go that extra mile and make them a playable race. Blizzard have half of the normal buildings available for the Naga, so it would have been nice to be able to use them, although they are very powerful there effectiveness in play is balanced out through the high food costing of their units.

As for new playable units, the most likely noticeable thing missing from WarCraft III has returned, boats. Many people questioned why Blizzard didn't add Boats but thankfully now they have. Oil has no made a return with the boats though, and a lot of the time boats do not cost food which is a plus. A lot of the missions in the campaigns revolve around using boats to get to various islands and lay down the beat on the enemy.

Each race has been given a new hero, all of which are relatively cool, the Undead's new Hero is a particular favorite of mine, the Pit Lord, he is a large bulking hero who can take a lot and deal a lot of damage before going down. The only real downside of him is that he isn't a team player so to speak, as in he doesn't have an aura that benefits his side and his skills are relatively weak. All of the new heroes are welcome additions, but where I love the new Undead hero I loathe the new Orc hero who sounds like a Rastafarian.

Each race also has two new units, one of the new Undead units is again of particular interest, the Obsidian Statue, it isn't an attacking unit but rather a support unit that heals either Mana or Hit point's to any units nearby. It is of particular effectiveness because it can be used to supplement Cannibalism so that your units can continue to fight as they are healed by the statues rather than having to stop and eat corpses. In WarCraft III the Undead units were always particularly weak and could easily be torn to shreds by the other races, but the Obsidian statues help balance things greatly as you can sit some behind a group of Necromancers giving them a constant Mana boost up so that no corpse on the field will go to waste, very nice indeed.

Also is the new Nightelve unit, the Mountain Giant(MG), this unit is the ultimate tanker. The MG has a skilled called Taunt that when used forces enemy units in his vicinity to attack him, he can also pick up a tree for a short time to increase his attack power. A medium sized group of MG's coupled with Chimera's can rip enemy ground units to shreds. I will not go into describing each of the new units but those two are very nice additions to the game.

Also there are many new upgrades, one is Crypt Fiends can learn to burrow, similar to the Zerg in SC. Burrowing allows Crypt Fiends to heal faster and also is very good for ambushes on unsuspecting enemies. A new building has been given to each race which acts similar to a Goblin Store as it sells items that your hero can buy, the availability of items is taken from the advancement of you main building (the town hall for instance) so to get all of them you must fully upgrade your building. Overall the new additions are semi-well worthy, but you may find yourself wondering what all your money went into.

The look, there's not a lot to say, overall the game looks identical to WarCraft III which is understandable considering it is a expansion pack so I will no dwell on the graphics long. Overall the game looks the same as WarCraft III which is to be expected and so it still retains its stunning RTS engine.

Sound is where there's a major change, well no major as in somewhat strange. I am unsure if it was intentional but the new Orc heroes sounds as if he is some sort of Ex-Rastafarian turned Orc Headhunter. The reason for this his voice is very peculiar, at first it is quite amusing but then you begin to tire of it and think, why don't you just shut up. This one heroes voice may turn some players off using a somewhat effective hero just because he sounds stupid (it has turned me off using him). Apart from that the musical score is once again outstanding, holding up next to WarCraft III's.

The last-ability of this title is there, chances are it will be played for many years to come (similar to the way Brood War is still played by a lot of people today). The Battle net interface for Frozen has also been improved, allowing better use of tournaments and the like. This game adds to the last-ability of WarCraft III which was already long enough, it does this through the "more" the more been the new units, buildings, five tiles sets, improved World Editor and everything else "more" Blizzard have added.

System Requirements - Windows 98/ME/2000/XP: 400 MHz Pentium II or better. 128 MB RAM, 8 MB 3D video card with DirectX 8.1 support, 550 MB HD space (+Reign of Chaos install), 4X CD-ROM drive.
Macintosh OS 9.0+/OSX10.1.3+: 400 MHz G3 or better, 128 MB RAM, 16 MB ATI or nVidia chipset 3D video card, 550 MB HD space (+Reign of Chaos install), 4X CD-ROM drive.
Recommended: 600 MHz, 256 MB RAM, 32 MB 3D video card.
Multiplayer: Requires TCP/IP connection, 28.8Kbps or faster.

"The expansion may have been a bit fast coming, but it was worth it."
- Warcraft III: The Frozen Throne
Follow Own it? Rating: M   Difficulty: Medium   Learning Curve: 30 Min


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Comments Comments (1)

Posted by glorydance
On Thursday 16 Apr 2009 9:22 PM
Naw the rastafarian is cool :3 his sayings make me lmao. "I hear you Mon" XD