History of the Lich King: No King Rules Forever

After Arthas becomes the Lich King and sits on the Frozen Throne, he enters a meditative state where his personality and the Lich King’s fight for dominance over the being that the two have now become. The Scourge presence in the ruins of Lordaeron, now known as the Plaguelands, remains but is not as aggressive as it had once been. Like Sylvanas and her banshees, many of the undead were freed from the control of the Lich King and Arthas when his power weakened, and that control could not be reasserted. Sylvanas led this new faction of undead that had broken free from the Scourge and they would come to be known as the Forsaken; forsaken by their former brethren, as the humans viewed them as monsters and would not accept them.

The Forsaken had only one purpose in undeath and it was vengeance. They intended to kill Arthas Menethil, the Lich King, by any means necessary. The events of the Burning Legion’s eventual invasion of Kalimdor would set the stage for the modern Alliance and Horde factions to be formed. This is where World of Warcraft begins, and it will eventually lead to the game’s first expansion, The Burning Crusade, which sees the Burning Legion once again threaten the world. Then, as the heroes of the Alliance and Horde return home from their campaign against the Legion, they find their cities beset by an old enemy. The Scourge. 

The world would soon learn that the events of this cinematic took place sometime after the events of The Burning Crusade and led to World of Warcraft’s second expansion, Wrath of the Lich King. Arthas reawakened, having successfully suppressed both the consciousness of the original Lich King and his own humanity, and decided that the time had come for the Scourge to sweep across the entire globe—for all life to be snuffed out, consumed by the Scourge, and reanimated as another soldier in his unending army.

After repelling the initial Scourge invasions, both the Alliance and Horde sent multiple expeditionary forces to Northrend to wage war against the forces of undeath. Across Northrend, the champions of the Alliance and Horde—the players—assaulted various Scourge operations, bases, and commanders, pushing their footholds back further and further. The goal was to reach Icecrown, a region that occupied the entire northwestern corner of Northrend where Arthas’s stronghold, Icecrown Citadel, stood erected around the Frozen Throne to protect it from future assaults like Illidan’s. Directly south of Icecrown was a region known as Dragonblight, and therein was a rear gate that led directly into the heart of Icecrown Citadel. This gate was known as the Angrathar the Wrathgate, and the Alliance and Horde had established forward outposts to lay siege to the citadel and hopefully bring a swift end to Arthas.

The Alliance forces at the Wrathgate were led by Highlord Bolvar Fordragon, while the Horde’s were led by Warlord Dranosh Saurfang. As players arrive at their faction’s outpost, they are prompted to partake in The Battle of the Wrathgate, which is depicted as an in-engine cinematic. Please watch before continuing. 

With Dranosh and Bolvar both dead, the assault on the Wrathgate was abandoned. The Forsaken who attacked from the ridge was a trusted lieutenant of Sylvanas, Apothecary Putress, who had gone rogue and staged a coup against not only the Horde, but also the Dark Lady herself. The Alliance and Horde would be briefly sidetracked, recovering the Forsaken capital city—the former Lordaeron capital city—from the traitors. The course of the expansion would see players sidetracked taking on several other threats, from Kel’Thuzad and his floating fortress, the necropolis Naxxramas, to the old god Yogg-Saron trapped within an ancient and high-tech titan facility known as Ulduar. Ultimately, however, the battle would be taken to Arthas himself, as The Argent Crusade—a faction of Silver Hand paladins determined to bring down the Scourge—laid siege to the gates of Icecrown Citadel.

The Argent Crusade was led by Tirion Fordring, a legendary paladin—one of the original five alongside Uther. He took up this fight much against Arthas and the Scourge well before the armies of the Crusade were in Northrend, specifically following a key battle that took place in the eastern Plaguelands of Lordaeron, namely at a holy site known as Light’s Hope Chapel. Arthas had an army of death knights waging war on a human faction known as the Scarlet Crusade, and once they successfully wiped out the Scarlet Crusade, he set his sights on Light’s Hope, as it was home to thousands of fallen Alliance heroes: perfect new members of the Scourge. The death knights marched on Light’s Hope; however they were repelled by the paladins who resided there.

Eventually Arthas himself appeared on the battlefield, and his appearance forced Tirion, who had been in hiding, to reveal himself as well. Tirion was able to repel Arthas, and through the events of the battle, Arthas’s control over the death knights was broken and they quickly took up arms against him under a new name—The Knights of the Ebon Blade. The siege on Icecrown Citadel was jointly led by the Argent Crusade and the Knights of the Ebon Blade, and together they formed a faction known as the Ashen Verdict. Players, with a great deal of assistance from the Verdict as well as their own faction’s expeditionary force, would fight through the horrors of Icecrown Citadel until they made their way to the same frozen spire that Arthas climbed all those years ago. Atop the citadel sat the Frozen Throne, where Arthas waited with a prisoner he had collected from the aftermath of the Battle of the Wrathgate: Bolvar Fordragon.

Players, alongside Fordring, charged into battle against Arthas. However, Arthas froze Fordring in a block of ice so he could focus on the players. Arthas utilizes everything in his arsenal to bring down the brave heroes who sought to overcome death itself. In a decisive moment, however, Arthas kills every single player with a single attack and reveals his master plan to the frozen Tirion. He had planned all of this. Every challenge the players had faced in Northrend, Arthas had intended for them to face; all to test and hone them. All so that when they finally arrived at the foot of his Frozen Throne, he would know that they truly were the world’s greatest champions. Then, he could kill them and raise them as true masters of the Scourge and with so many immensely powerful beings under his sway, nothing would be able to stop him or his Scourge from sweeping across the entire world. Fordring utters one final prayer to the Light from within his icy prison, breaks free of his prison, and strikes Frostmourne as Arthas is raising the players into undeath. Frostmourne is shattered, and all the souls trapped within are released. Immediately they lash out at Arthas in vengeance. The spirit of King Terenas resurrects all the dead heroes, and they rise and deliver the final blow to Arthas. 

As Arthas is defeated, this cinematic plays and players can witness the end of one of the most tragic and iconic villains in fiction.

–Nico De Paolis

History of the Lich King: Death Itself

Following the events of the cinematic, Arthas’s words came to pass. Lordaeron fell to the Scourge almost entirely. Players rejoin Arthas, now a Death Knight, as he is summoned by a Dreadlord whom Arthas mistakes for Mal’Ganis, but quickly learns is Tichondrius. Tichondrius, like Mal’Ganis is a servant of the Dark Lord of Death; only Tichondrius gives this Dark Lord a proper name — The Lich King. He sheds more light on the curse that Muradin spoke of in Frostmourne’s chamber: Frostmourne is a runeblade that was forged and empowered by the Lich King to steal souls, and Arthas’s was the first it consumed. This provides an extra layer of context to everything the fallen prince has done since taking up the blade. Following this revelation, Arthas reflects on how his actions have damned all that he once stood to protect. Yet he acknowledges that he feels no remorse or pity — a sign to players that the brash yet empathetic prince is gone completely; despite Arthas’s story continuing, this will not be a redemption story.

In a twist of dark irony, Tichondrius sends Arthas to Andorhal to recover the remains of Kel’Thuzad, so he can be resurrected. Arthas successfully claims the remains but needs to recover a special urn to keep them safe on the journey to Quel’Thalas —the home of the high elves. Come to find out that the urn is a relic of great importance to the paladins of the Silver Hand, and it is currently being guarded by Arthas’s former teacher and master, Uther. After learning of Arthas’s goal, Uther, beside himself with rage, finally looses the most emotional condemnation a paladin of his composure and stature could allow, “The urn holds your father’s ashes, Arthas! What, were you hoping to piss on them one last time before you left his kingdom to rot?”

Arthas is completely unfazed by Uther’s words, and this may have been alarming had players not witnessed the prince’s deeds up to this point. Yet it still does much to illustrate just how detached the death knight has become from all he once fought for and loved. Uther is subdued and shares words with Arthas one final time, condemning him to rot in hell. Arthas arrogantly proclaims that he aims to live forever, kills Uther, then collects the urn and moves out — presumably dumping his father’s ashes unceremoniously to the ground. Players may have expected the death of Uther to carry more weight or be given greater focus, yet the lack of importance placed on the scene is reflective of how little Arthas thinks of the deed. Uther is an obstacle like any other and Arthas feels no sentimentality towards him—he feels nothing at all.

As Arthas and his forces arrive in the elven lands of Quel’Thalas, which themselves are situated to the north of Lordaeron, they learn that the lands are protected both naturally and magically—dense forests provide natural fortification against any troop movements, and magically reinforced elfgates bar the main roads. As Arthas fights his way north into the heart of elven territory, he and his forces are harried by Sylvanas Windrunner, the Ranger General of Silvermoon City—the elven capital—and her farstriders, elite elven archers tasked with the defense of Quel’Thalas.

Making quick work of Quel’Thalas’s defenses, both natural and elf-made, Arthas carves a scar of devastation up the main road and through the forests, his siege weapons shearing massive pathways through the forests, he and his necromancers raising every fallen elf into an undead servant, and his army razing every elven structure in its path. His actions this day would blight the land forever, and the hideous blemish left behind on the golden land of Quel’Thalas would go on to be known as The Dead Scar. Finally, Arthas and his soldiers break down the last elfgate and invade Silvermoon City proper. As Arthas reaches the heart of Silvermoon, he finally gets the better of Sylvanas, but to repay her for the annoyance, instead of killing her, he rips her soul from her body and turns her into a banshee enslaved to his will.

The same fate befell many of her farstriders, as they now marched with Arthas and the Scourge. Arthas’s ultimate goal in Quel’Thalas was a font of great magical power—a point where many of the magical leylines of the world converged—The Sunwell. The Sunwell was the elves’ greatest treasure, and it was the source of their boundless magical power. It’s energies would be powerful enough to resurrect Kel’Thuzad. With Silvermoon conquered and the Ranger General dead and raised into his service, there was no one left to stop him. His forces continued to raze the city, killing, consuming, and raising those who hadn’t yet perished. As the elven kingdom collapsed all around him, Arthas used the Sunwell to resurrect Kel’Thuzad, corrupting it in the process. Not only was the elven population ravaged and their homeland all but destroyed, but their greatest treasure and font of power was also corrupted completely by Arthas.

Kel’Thuzad’s resurrection transformed him into a being known as a lich—an undead with immense and potent magical power. Arthas now learned that Kel’Thuzad was key to the Lich King’s plans because his ultimate goal was to herald the coming of the Burning Legion—a colossal army of demons that travel from world to world, consuming and destroying them completely. The Dreadlords are demons working in service of a demon lord, and this demon lord created the Lich King with the task of preparing this world for his coming—softening it, destroying any organized forces that could stand against him; the humans of Lordaeron or the elves of Quel’Thalas, for instance.

Before Kel’Thuzad herald this demonic invasion, the lich had to commune with the demon lord, Archimonde, to learn where to find the needed incantations. They reside in the spellbook of Medivh, the Last Guardian, a human mage whose history is deeply entwined with the Burning Legion. His spell book is in the possession of the Kirin Tor of Dalaran, so Kel’Thuzad and Arthas set out for Dalaran. There, Arthas ultimately kills Antonidas, and they retrieve the tome. Arthas and Kel’Thuzad set up the summoning ritual just outside of Dalaran and Kel’Thuzad summons Archimonde into their world.

While he does not officially commence the Burning Legion’s invasion, he does state that the Lich King has served his purpose and transfers command of the Scourge to the Dreadlords. As the members of the Legion depart, Arthas and Kel’Thuzad are left behind. Arthas angrily questions Kel’Thuzad about their fate now that the demons have no need of them, yet Kel’Thuzad reassures Arthas that the Lich King has accounted for this as well and that there may yet be more for them to do as his agents. That is all players and Arthas are told for now, as the narrative of Warcraft 3: Reign of Chaos moves on to follow the events of the Burning Legion’s invasion.

Warcraft 3’s expansion, The Frozen Throne, follows a number of characters and plot threads left open at the conclusion of Reign of Chaos, but there is one angle in particular that is relevant to the history of Arthas Menethil; the conflict between Illidan Stormrage and Arthas who both serve as proxies in the conflict between their masters the Burning Legion and the Lich King. Illidan is first approached by the Burning Legion and asked to destroy The Frozen Throne, the Lich King’s seat of power, using a demonic artifact known as The Eye of Sargeras. Using this artifact, Illidan weaves a spell that sends tremors throughout the earth all the way to Northrend, where he intends to destroy the very land that The Frozen Throne is built upon. He is thwarted by his brother, Malfurion, however and soon flees to the shattered world of Outland.

During this time Arthas, Kel’Thuzad, and Sylvanas are working to regain control of the Scourge and the ruins of Lordaeron from the Dreadlords left in control of it, Detheroc, Varimathras, and Balnazzar. Arthas begins having random seizures, during which he also has visions of the Lich King speaking to him. The Lich King speaks of danger, of enemies approaching, and of time running out. Arthas and Kel’Thuzad struggle to make sense of the visions, but Arthas can feel his powers beginning to fade. As they work to undermine the Dreadlords the visions become more frequent, and the Lich King’s warnings become more urgent. Eventually he warns Arthas that agents of the Burning Legion are making for the Frozen Throne to destroy him once and for all, and he beckons Arthas back to defend him.

By this point, Arthas’s power has all but waned and he isn’t even able to control his own troops anymore. This is in part from a weakening of the Frozen Throne thanks to Illidan’s earlier attacks with the Eye of Sargeras. The Dreadlords see this as a key opportunity to kill Arthas and so they set a trap for him near the coast as he rushes to return to Northrend. He is separated from Kel’Thuzad but is able to escape with the help of a few of Sylvanas’s banshees. They lead him into the forest where they can regroup when suddenly an arrow flies out of the tree line and hits Arthas. A paralytic poison sets in immediately, and Sylvanas reveals herself. She and her banshees broke free of his control long ago but were biding their time so that they could lay the perfect trap, and strike when the fallen prince was at his weakest. Right as they are about to finish him off, however, Kel’Thuzad arrives and drives them off.

With his aid, Arthas escapes the mainland and makes for Northrend. Once there, Arthas learns that the agents of the Legion are Illidan Stormrage and two of his chief lieutenants, Lady Vashj of the Naga, and Prince Kael’Thas Sunstrider of the blood elves of Quel’Thalas. With the help of a Nerubian Underking, Anub’Arak, Arthas uses a subterranean tunnel system built by the Nerubians to arrive at the Frozen Throne in time. Once there, he fights Illidan, eventually overcoming him, and enters the Throne Chamber. He ascends the frozen spire to the top where the Lich King, a spirit trapped in a set of armor and frozen in a pillar of ice, awaits.

This and what follows it are depicted, once again, in a cinematic. Please watch it as well before reading on.

–Nico De Paolis

History of the Lich King: The Golden Prince

Arthas Menethil was the prince of the human kingdom of Lordaeron and the heir to its throne. He was trained as a paladin of the Light, growing up in the upper echelons of the Alliance of Lordaeron. The warriors and leaders of this Alliance spend many years fighting the Orcish Horde, an army of invaders from another world who sought to pillage all that humanity had built. Growing up around those who fought the Horde all their life, Arthas was a very prideful and eager warrior from a young age — only compounded by his apprenticeship under Uther the Lightbringer, hero of the Second War, and the First Paladin.

The players’ journey with Arthas begins rather normally for the Warcraft universe—protecting a village from orcish raiders and then striking at their encampment. Things soon take a sinister turn when Arthas accompanies his longtime friend and romantic interest, Jaina Proudmoore, on a quest to investigate a plague that is ravaging northern Lordaeron—a plague that Arthas’s father, King Terenas, has yet to act against. Jaina is a promising young sorceress of the Kirin Tor, a faction of mages that operated out of their own magical city, Dalaran. In light of the king’s unwillingness to act, her master tasked her with acting on the Kirin Tor’s behalf. Arthas, Jaina, and the players soon learn that the plague, which is being spread by infected grain, is magical in nature. More specifically, it’s caused by a sinister group of necromancers known as The Cult of the Damned and their leader, Kel’Thuzad.

The chase after Kel’Thuzad ends at a city called Andorhal, which, to its key placement on The King’s Road, is a major highway within the Kingdom. Thus, it was the distribution center for most of the grain produced within Lordaeron. The confrontation in ends with Kel’Thuzad’s death; however, before he dies, he boasts that he is merely acting in service of greater power. Mal’Ganis is the being pulling the strings and the mastermind behind the plague — and the undead known as the Scourge it created. Kel’Thuzad tauntingly reveals that Mal’Ganis waits in Stratholme and Arthas angrily professes his desire to make for the city to kill Mal’Ganis. This is the first shift in Arthas’s demeanor, but given the circumstances, it can be overlooked with ease.

Arthas and Jaina make a rest stop in the town of Hearthglen, however, they learn that undead have been attacking nearby villages and that Hearthglen is likely the next target. Arthas orders Jaina to teleport back to the capital and warn Uther, who can muster Lordaeron’s army to defend the region. Arthas and the town’s troops prepare to dig in and defend, but Arthas notices an empty shipment of grain nearby. Realizing that the townspeople have already been infected, Arthas witnesses the effects of the plague firsthand: the people begin to fall ill and then suddenly, violently transform into hideous undead—Scourge. With this sudden appearance of hostiles in the middle of the town, the battle to defend Hearthglen begins.

Uther arrives just in time to save Arthas and his troops. Once the dust has settled, Arthas expresses frustration at how long it took Uther to arrive but quickly pivots back to Mal’Ganis and Stratholme. Though Uther endeavors to slow Arthas down, the prince does not take Uther’s attempts well and lashes out as he leaves for Stratholme saying, “Then feel free to tag along, Uther. I’m going. With or without you.” While this rapid change in character is understandable given all Arthas has dealt with in such a short time, players by this point should be growing concerned for the young prince’s mental wellbeing.

When the players rejoin Arthas, he is outside the gates to Stratholme, and it quickly becomes evident that Uther and Jaina did “tag along.” As Arthas prepares to move into the city proper and begin his hunt for Mal’Ganis, he notices the plagued grain has already been distributed. Arthas, having witnessed the effects of the grain on living humans back in Hearthglen, is aware of what fate awaits the citizens of Stratholme. In one of his most iconic lines, Arthas signifies his intent to Jaina, Uther, and his troops, “This entire city must be purged.” Uther objects immediately and aggressively and this leads to an argument between the two where Arthas invokes his future status as king to compel Uther to obey; he still refuses. Arthas, running high on emotion, labels Uther a traitor and strips him of his command, effectively alienating a man whose support he desperately needed. Arthas turns to Jaina and very softly seeks her support—she too turns her back on him, saying, “I’m sorry, Arthas. I can’t watch you do this.”

Arthas is a cocktail of emotions by this point, and that’s dangerously fueling his action-oriented personality. He is eager to leap into action, do what must be done, and eliminate the threat that Mal’Ganis poses. What he proposes is so outrageous that Uther and Jaina are appalled and ultimately completely repelled, leaving Arthas to carry out this dark and traumatizing deed by himself. Had Arthas had the support of those he trusted, who knows how his story would have played out. With the stage set, one of the most formative events in Arthas’s journey commences: The Culling of Stratholme.

When the prince enters the city, the architect of the plague reveals himself, and both Arthas and the players learn his true nature. Mal’Ganis stands several feet taller than any human, with hooves, horns, long claws, and large wings—a being known as a Dreadlord. This Dreadlord begins rampaging throughout Stratholme, destroying the homes that the civilians were taking shelter in and transforming them into mindless Scourge soldiers for him to command. Arthas, enraged at the sight and knowing that the people of Stratholme were doomed either way, vowed to kill them all himself, proclaiming, “I won’t allow it Mal’Ganis! Better that these people die by my hand than serve as your slaves in death!” After Arthas has slaughtered most of the population himself and killed those turned by Mal’Ganis, the two have their confrontation.

The excitement and eagerness Arthas portrays at finally being able to claim vengeance is a staggering departure from the paladin players were introduced to only a handful of missions ago. Mal’Ganis continues to taunt Arthas, however, and ultimately denies him the confrontation that he seeks. As he flees, Mal’Ganis tells Arthas to seek him out in the frozen land of Northrend, that they will have their final confrontation there. In a fit of rage, Arthas shouts after him, “I’ll hunt you to the ends of the earth if I have to! Do you hear me? To the ends of the earth!” And to the ends of the earth Arthas went.

Arthas mustered his troops and sailed for Northrend. Players join him just after his ships make landfall. His captain reports to him how the vessels fared in the voyage when he notes that Arthas isn’t reacting to the biting cold taking its toll on the rest of the men. Arthas is dismissive and disregards his report almost entirely, instead ordering that the troops move out immediately so they can make headway into Northrend and find Mal’Ganis.

By coincidence, they soon encounter Arthas’s old friend and mentor: the Dwarf Muradin Bronzebeard. Muradin implores Arthas to help his men defend their encampment from an undead attack not far from their current location. Arthas agrees to help his old friend and after they’ve secured the dwarven base camp, Arthas learns from Muradin the dwarves’ purpose for being in Northrend: they’re seeking an ancient artifact, a weapon known as Frostmourne. Back in Lordaeron, players find Jaina in Stratholme, surveying the destruction caused by Arthas and Mal’Ganis, lamenting that Arthas could have done something so vile. Her musings are interrupted by Uther, who had returned to the capital to inform King Terenas about the events in northern Lordaeron; he beseeches Jaina to tell him where Arthas took the fleet, and the scene ends before she can respond.

While Arthas and Muradin are away from the camp, a zeppelin arrives, and an emissary of the King disembarks. He informs Arthas’s captain that King Terenas has recalled the fleet and all of Arthas’s troops. When Arthas learns of his father’s orders, he is overcome with anger. He races against his own soldiers, recruiting mercenaries along the way. In the end, he’s faster, successfully burning all the ships and robbing his troops of a way home. Just as the deed is finished, his troops emerge from the trees to see their ships in ruins and their prince standing amongst mercenaries of all races. Arthas quickly pins the blame on the mercenaries he had hired and orders his troops to slaughter them and claim vengeance. Once the mercenaries are dead and his tracks are covered, Arthas orders the troops to get back to their posts.

Soon thereafter, Muradin confronts Arthas over his actions, knowing the reality of what had happened. Arthas dismisses him harshly, however, and before their conversation can continue, Mal’Ganis appears. His appearance heralds a wave of Scourge larger than anything Arthas has seen up to this point—it’s clear they will be overwhelmed before long. Muradin tells Arthas of a waygate that will lead them to Frostmourne, suggesting that its power may be what they need to turn the tide. The two quickly depart for the waygate. After stepping through the waygate, they come face to face with a magical guardian barring their entrance into the cave where Frostmourne must lie in wait. After defeating the guardian, it implores them to turn back and leave the sword hidden away. Arthas arrogantly dismisses the guardian as still trying to protect the sword, but it ominously corrects him, “No… trying to protect you… from it.”

As they enter the chamber, they see Frostmourne suspended in a magical pedestal—on the sword, where the blade emerges from the guard, is the visage of a skeletal dragon, the eyes and nostrils glowing an ominous, magical blue. The dragon’s horns spiral out into the guard. Down the length of the blade are etched runes, glowing the same blue. The metal of the sword is a deep black. It is a vicious-looking sword that stands in contrast to Arthas in every way. From Arthas’s golden plate to his rounded armor, Frostmourne’s abyssal black and jagged, sharp edges are a stark and intentional departure from his design. Arthas reaches for the sword, but Muradin stops him to read an inscription on the pedestal. It reads, “Whomsoever takes up this blade shall wield power eternal. Just as the blade rends flesh, so must power scar the spirit.” Muradin recognizes this for what it is: Frostmourne is a cursed blade.

After hearing Muradin recount the inscription, Arthas proudly states, “I would gladly bear any curse to save my people. Muradin begs Arthas to let go of his vendetta and lead his men home, that it isn’t worth taking up a cursed blade just for revenge. Arthas emphatically says, “Damn the men! Nothing will stop me from having my revenge, old friend. Not even you.” Arthas then shouts, “Now, I call out to the spirits of this place. I will give anything or pay any price, if only you will help me save my people.” Then he takes up the blade. Freeing Frostmourne from its pedestal unleashed a small explosion of energy, which kills Muradin. After taking up the blade, Arthas seems to change almost instantly — his golden blonde hair is distinctly duller, his eyes glowing a magical and ghostly blue, not dissimilar from Frostmourne’s own blue, and even his golden armor seems to have dulled to a soulless silver.

Arthas returns to the camp, uses Frostmourne to repel the Scourge with ease, and chases after Mal’Ganis. Once the two come face to face again, Mal’Ganis seems distinctly unsurprised at how things have turned out. Claiming the Dark Lord said Arthas would take up Frostmourne at the expense of his comrades’ lives. Arthas dismisses him, saying he heeds only the voice of Frostmourne now. Mal’Ganis corrects him, saying that he hears the voice of the Dark Lord of the Dead, and asks what he is telling Arthas now. To Mal’Ganis’s apparent shock, Arthas replies, “He tells me the time for my vengeance has come.” With that, Arthas stabs Mal’Ganis with the runeblade, killing him. Arthas then wanders off into the snowdrift, still clutching Frostmourne. As the scene fades, it reads, “After taking his revenge on Mal’Ganis, Prince Arthas wandered off into the frozen wastes of Northrend. Tormented by Frostmourne’s maddening voice, Arthas lost the last vestiges of his sanity. Now, driven by the sword’s dark will, Arthas plans to return home to Lordaeron and claim his just reward…”

This final, in-engine scene gives way to a Blizzard staple: a fully rendered, high-quality cinematic. Please watch it before reading on.

–Nico De Paolis

Diablo 2: Resurrected Ladders, Explained

Ladder play is finally coming to Diablo 2: Resurrected. Since being introduced three years after the initial release of Diablo 2, ladder seasons have become a core part of the competitive multiplayer side of the game. New and returning fans have been eagerly awaiting the introduction of ladders to the Resurrected experience, and, after being absent from the initial release and delayed due to bugs, ladders are finally coming. Here’s what you need to know and how to get ready. 

What are ladder seasons?

Ladder seasons are limited-time events where players create new characters and seek to rise through the rankings (the ladder) as quickly as possible. The gameplay and content remain the same, but players will be racing others worldwide to level up — adding a new twist to the experience. When a ladder season ends, everything is reset. A new season begins, new characters are created, and the race up the ladder begins again. 

When does this season begin?

Blizzard has announced the first ladder season for Resurrected will begin on April 28 at 8 PM (EST). At this time, you’ll be able to load up Diablo 2: Resurrected and create a new character for the ladder season. 

What players need to know about Diablo 2 ladder seasons

All the standard options are available for ladder characters. Players can partake in a regular or hardcore (die and you lose the character) game, play original (just the first four acts) or the expansion content and each version comes along with its own ladder — so players can compete in whatever version of the game they enjoy. 

Though players will be starting from square one, successes will carry over to regular online modes. It’s worth remembering that ladder characters are separated from non-ladder characters, meaning these newly created personalities won’t be able to share loot with any other more traditional characters. So that big stash of hoarded loot won’t be of any use here. Ladder characters will become regular online characters when the season ends, and interactions with non-ladder characters will become possible. 

Since the introduction of ladder seasons, Blizzard has ensured some unique offerings were available to ladder characters. While gameplay and content remain largely the same, ladder characters do get access to some fun extras. For example, some Runewords previously only worked in ladder games and some endgame content like Uber Tristram could only be accessed by ladder characters. While this content is now available outside of ladder games via ResurrectedBlizzard has also indicated that new Runewords, never before seen in Diablo 2, will be added for the reintroduction of ladder seasons. While we don’t yet know what these will be, it’ll be worth trying out ladder games to discover them. 

-Stephen Michaels

Is The Pokémon Franchise Evolving Too Fast?

With the recent announcement of the ninth generation of Pokémon‘s mainline games, Pokémon Scarlet and Pokémon Violet, fans are understandably excited. Unfortunately, the last several years have upended many studios’ development cycles and ruined their long-term plans for their various projects. Players feel this impact in the form of sporadic and lengthy droughts of either content or new releases. For example, 2020 saw only Pokémon Sword and Pokémon Shield‘s DLC releases, The Isle of Armor and The Crown Tundra, while the next full-release Pokémon game, Pokémon Brilliant Diamond and Pokémon Shining Pearl—themselves a remake of prior games—would come almost two years to the date from Sword and Shield, in November 2021.

With the only slightly staggered launch of Pokémon Legends: Arceus, which was announced simultaneously with BD/SP, Pokémon fans were understandably excited to find themselves with numerous launches to look forward to. It came as a shock to most, then, to tune into February 27th’s Pokémon presentation, entitled “Pokémon Presents,” to see Pokémon Scarlet and Violet be revealed—with a projected release date of late 2022!

This initially inspires a great deal of excitement, especially in light of what 2020 looked like for Pokémon. Upon further consideration, however, it’s also cause for some concern. Pokémon Sword and Shield were criticized widely for the lack of content, the emptiness of the world, and how overall rushed the games felt. Game Freak has, in the past, expressed no interest in expanding the size of their team; in fact, they seemed directly opposed to it.

Knowing that, it calls into question how they could develop Legends: Arceus, provide production support for BD/SP, and quietly guide Scarlet and Violet through pre-production, only to then accelerate into full-scale production while remaining on time for the “late 2022” release window. For a studio that has always remained lean, it seems an impossible task on the timetables that they have shared with the public. All of this fails to even consider post-launch support for Legends: Arceus, which was, itself, an exciting proof of concept for a new style of Pokémon game.

Game Freak has proven itself time and again to be an extremely talented group of developers, guiding Pokémon through twenty-five years of success, and any decisions made about deadlines are likely beyond their control for the most part. At the end of the day, fans will have to put their faith in the team at Game Freak — comprised of artists pursuing their passion, trying to find a way to make a living while doing so. — Nico De Paolis

Introductions

     This will be a running chronicle of a D&D campaign among staff, contributors, and friends of the DorkWeb. I, your humble DM, will be writing up a running log of the game as it progresses from week to week and posting it here. I will be detailing the adventures of the party and story as it unfolds. I’ll also keep up a running DM’s commentary on how the game is progressing and how it looks from my side of the table. I’ll also likely be sharing my thoughts on DMing in general and offer any advice that I think could be helpful to other aspiring DMs . 

     As I’ll be sharing some behind-the-scenes stuff here, I ask that the players refrain from reading any sections that reveal information they shouldn’t have (honor system ladies and gentlemen). I’ll be putting these sections in a different font or something so everyone knows when I’m digressing from the story and getting into DM stuff. But before we begin, lets get some introductory stuff out of the way. 

     The campaign I’ll be running is an adaptation (lets just be honest here, I’m shamelessly copying) of a campaign that the blogger Shamus Young (https://www.shamusyoung.com/twentysidedtale/) ran and chronicled (https://www.shamusyoung.com/twentysidedtale/?p=290)  many years ago. I read his account of his campaign a long time ago and I absolutely loved it. In fact, I highly recommend Shamus’ D&D story and his website in general to nerds of all stripes. I have been wanting to try my hand at DMing his campaign for years and I’m thrilled to finally have a chance. 

     Unlike Shamus, the players and I will be using D&D’s 5th Edition rules. I started my D&D career with 4th Edition and I much prefer 5th. I know opinions vary but I never really liked 4th Editions system of at-will, encounter, and daily powers. It felt very video-gamey in a way that I didn’t like and made all classes too similar. I like what 5th Edition does and understand that it’s more of a return to older editions (never played them but it’s the sense I get from talking to people who played older editions and playing videogames based on those older editions). 

     We have a nice mix of players with different backgrounds and levels of experience with RPGs. Jon and I have been playing D&D for years with experience on both sides of the DM screen. We’ve got a couple people with experience as players, a veteran of the Adventure League, and a genuine first-timer. I’m enjoying having this mix of players. It’s nice to have some people with experience who can help with figuring out rules and who I can count on to understand the basics of the game. It makes everything run much more smoothly. On the other hand, it’s nice to have some players who are coming in with minimal expectations or preconceptions about the game. So far, I’ve found that less experienced players are far less likely to meta-game and just get into the moment. 

     Having said all that, let’s meet the group: 

Jon – Your beloved proprietor of the DorkWeb. Jon and I have been gaming off and for years together. We actually got into D&D at the same time and were in the same group for our first D&D experience. Jon’s got plenty of experience as both a player and a DM and he’s one of the players I find myself expecting surprises from. As a DM it’s both exciting and terrifying when a player does something completely unexpected or comes up with a  solution to a challenge that you didn’t anticipate. It’s great to see players really engaged and thinking outside the box but it also means lots of improv as you figure out, on the fly, how this will affect the story. I find myself keeping a close eye on Jon and expecting these kinds of moments. 

Evan – The always charming cohost of the DorkWeb podcast. Evan got into D&D with Jon and I and has been with us through numerous games. Evan is an experienced player but hasn’t tried his hand at DMing yet. Evan is a player that is really good at getting into his character and playing a role. I don’t have to worry about Evan metagaming and breaking character based on expected rewards or out of character knowledge. I love having players like Evan at the table. They get into the story and setting and interact with the world in a way that makes it more vibrant and real for everybody at the table. 

Adam – My awesome younger brother and occasional guest on my podcast. Adam has played D&D off and on for a few years but this is our first time in a group together. I’m still learning about him as a player but, so far, he strikes as similar to Evan. He is definitely getting into his character (he gave me a great, detailed backstory of his character before we began) and seems to enjoy interacting with the world and its characters. Being my brother, he also enjoys messing with me from time to time. He’s another player I need to keep my eye on. 

George – My brothers friend and another person I haven’t played with before. George is a veteran of the Adventure League and one of the people I can count on to help me out with rules questions and keeping the game flowing. George has also enjoyed getting into his character but he’s also someone that’s keen to use his knowledge of the rules and the tropes of D&D to anticipate events and overcome obstacles. One of my hopes for this campaign is to catch is to really surprise George with something he didn’t see coming. 

Brittney – Not new to nerd stuff but brand new to D&D. Brittney is still figuring out the rules and flow of RPGs but she’s had a contagious excitement for the game so far. She’s thrown herself into it and, at our first meeting, she was more prepared than anyone else (something I was sure to point out to the rest of the group). Brittney is the person whose least likely to metagame. As I said before, it’s been fun having someone who doesn’t know all the tropes and how to game the rules. She’s also a player who I can count on to get into her character (although she’s been cagey and mysterious about exactly who her character is and what motivates her). 

Steve – Your brilliant, attractive, but, above all, humble DM and narrator. Host of the Social Science Fiction podcast, contributor to the DorkWeb, and guest of the DorkWeb Podcast. I got into D&D with Jon and Evan years ago and I’ve played on and off over the years since. I actually began my D&D career as a DM, running the first game Jon, Evan, and I ever played. I haven’t had a chance to DM for a long however and I’d feeling the itch to for a couple of months when I finally suggested to Jon that we get a game going. I pulled up Shamus’ old blog posts, got my DM Guide and Monster Manual out, and got to work. It’s taking me some time to shake the rust off but I’m hoping that I’m getting into the flow of things again. 

That’s enough for now. Next time we’ll meet the players and talk about how we got the game set up. After that, we’ll dive into the campaign itself as we play session to session.

-Stephen Michaels

Shed a Tear for Crying Suns

Crying Suns is a rogue-like that draws its gameplay heavily from FTL and its story from the Dune series. Having loved both of these things, I was eager to dive into the game. I found a game made by people who clearly loved the works that inspired Crying Suns, but that couldn’t quite live up to the bar it set for itself. 

     On its surface, Crying Suns appears to be a deeper, more story-driven rogue-like than FTL or similar games. Sadly, once you dive in, much of that depth proves illusory and the story, while interesting, often fails to carry you through the drudgery of the gameplay. This is not to say that the gameplay is awful, just far more shallow than it first appears. You’ll see everything the game has to offer in this regard within your first hour or so of playing. After that, you’ll mostly be retreading the same ground, grinding to unlock the next bit of the story. 

     The story is the strong point of the game. You are Ellys Idaho, legendary admiral of the Empire, on a mission to discover what disaster has befallen it. Or, rather, you are a clone of Ellys Idaho, possessing the technical knowledge and skills of the original but none of his other memories. This narrative element creates a sense of mystery and unease and offers an explanation for why an accomplished military leader needs everything about the world explained to him.  

     The uneasy feeling is only increased by your teacher, Kaliban. A super-smart (he won’t let you forget it) and sentient robot known as an OMNI, Kaliban exudes menace and ill-concealed condescension as he catches you up on events in the Empire. The OMNIs, on which the Empire and all of humanity have become dependent, have mysteriously shut down, throwing the Empire into chaos as systems become isolated from one another and all industry grinds to a halt. Kaliban, the only surviving OMNI, doesn’t know what happened but he does know the immortal Emperor Oberon had planned for such a disaster. That’s why Kaliban, along with countless clones of Idaho and other military officers, soldiers, scientists, etc. were secretly hidden on the outskirts of the empire, waiting to be woken and set to work when disaster occurred. That’s where you come in. 

     As a clone of a hero of the Empire, you must command a battleship, operated by a cloned crew, as it makes its way through a crumbling Empire. Fending off pirates, mutants, and crazy cults, among other dangers, you must solve the mystery of what happened to the OMNIs and find a way to turn them back on. It’s a solid story, and fans of Dune and other sci-fi and fantasy works will have a good time noticing all the references to classic pieces. An immortal emperor and a clone named Idaho are clearly Dune references. Oberon’s name could be a nod to Game of Thrones or Shakespeare’s A Midsummer Night’s Dream. I’m inclined to assume it references the latter as Kaliban is another Shakespeare reference (spelled Caliban in The Tempest

     If you’re a fan of darker sci-fi and especially if you enjoy the genre’s classics, the story of Crying Suns will likely resonate with you. Sadly, the story beats are too few and too spaced out to keep you engaged. You only get a fair bit of story at the beginning and end of every sector you travel through (think how jumping from sector to sector worked in FTL). The time you spend exploring planets within each sector (the meat of the game) doesn’t give you as much to engage with. You’ll occasionally meet a compelling character who reveals a cool detail about the world, but you’re more likely to encounter an enemy ship and have a fight.

Further, as this is a rogue-like, you’ll be dying and running through sectors multiple times; you’ll quickly find yourself experiencing the same encounters, which will suck any sense of wonder or discovery out of them. In the end, there’s not enough story to carry you forward. You simply fall into the grind of the gameplay. Sadly, while initially fun, the gameplay is just not interesting enough to keep you coming back.  

     Ship combat is enjoyable and breaks with FTL enough to be a novel experience. Where FTL made you feel like the commander of the enterprise, overseeing the operation of your ship, deciding when and where to fire weapons and deploy probes while monitoring the status of shields, engines, etc. as well as the crewmembers themselves, Crying Suns feels more like you’re Admiral Ackbar. You sit in your command ship and fire its big gun (or another superweapon) while focusing most of your attention on maneuvering your smaller fighters. They engage with enemy fighters, attempt to attack the enemy command ship, and defend their own. What you get is a relatively basic real-time strategy (with pause) experience. You move your small supply of fighter units around (dealing with environmental obstacles and hazards) and fighting enemy ships. 

     There are a few different types of fighters; each has its strengths and weaknesses, setting up a rock-paper-scissor scenario. You can play around with different combinations of fighters and big guns (although this is limited by what you find in a playthrough) but there isn’t enough to keep these fights interesting in the long-run. You’ll encounter all the significant variations of ships quickly and discover what works in different circumstances. You’ll experience a couple of environmental hazards and realize they don’t affect the combat too significantly. You’ll find a few different superweapons for your command ship and learn that most are useless (why do I want a laser that shoots in the form of an X on the battlefield when ships never line up in such a formation and I’ll never hit more than one or two at a time). Again, you’ll have seen everything there is to see in the first hour. 

     This is made worse by the developer’s bizarre decision to have your ship, crew, and equipment reset after every sector. It’s justified within the story but not in terms of gameplay. One of the best parts of a good FTL run was seeing your ship grow more powerful. It was thrilling to add new weapons and better shields, find new crewmembers, and gain better equipment. Further, acquiring so much stuff throughout a game allowed you to try out different strategies. Maybe you kept finding missile weapons in a playthrough, so you structure your strategy around them. Next time, perhaps you decide to focus on stealth and beam-weapons. There was always more to discover. In Crying Suns, you don’t get this depth. 

     A single sector is not nearly enough to discover lots of different equipment. You’ll find a few fighters, maybe a couple of superweapons and other pieces of equipment. You’ll work with them, no experimenting with different builds. It also means, in terms of gear, ships are as powerful at the end of the first sector as the final sector. The resets remove any sense of empowerment. No bringing a massively upgraded ship to the final battle — just one more boss fight at the end of one more sector like all the boss fights before it. 

     The ground missions, which were highlighted in previews, are another instance of an idea that sounds great on paper but ends up shallow and disappointing. The feature is sold as a chance to command a squad of ground-troops from space. Feel like a general, watch your soldiers progress across the terrain, listen to updates, monitor life-signs and issue orders to pull out if things get too hairy. In practice, the missions are far less exciting, requiring minimal input from the player and offering little in the way of surprise or suspense. 

     When you arrive at a planet that offers a ground mission, you are presented with a screen prompting you to select which officer will lead the away-team. That’s the only choice you will make when preparing for a mission. Further, any sense of suspense, strategy, or even real player agency is removed when this screen tells you, roughly, how each officer will perform if selected. You’re told whether a given officer will survive the mission unscathed or if there is a chance of them being wounded or killed. On top of this, you’re given estimates of how many resources you will scavenge and a range of soldier losses. These ranges can sometimes be considerably wide (knowing that between zero and nine of my ten soldiers will die isn’t that informative) but, by comparing the numbers across all your choices, the optimal selection is almost always pretty obvious. Ultimately, the only time you feel like you’re making a meaningful decision is when you have to decide between the officer that will bring back more resources at the cost of more deaths or play it safe. As this decision will generally be dictated by what you have more of at the time (resources or troops), it hardly feels like a choice at all. 

     Once your soldiers deploy, you have even less control over the outcome. You are presented with a new screen meant to simulate a commander’s logistics display. You watch a little dot representing your squad move across a map, stopping briefly to have random encounters. The outcome of these encounters is determined by which officer you sent to lead the mission. As you’ve already been informed approximately how successful the mission will be, and as the encounters resolve so quickly, no tension or excitement ever develops. At one point (or more if you’ve taken a pointless ship upgrade), your squad will stop and have the choice of withdrawing your team or ordering them to continue the mission. Retreat means sacrificing either any resources they’ve acquired or any wounded soldiers that will be left behind. 

     Despite sounding like a cool idea, there never really is a choice leading to a difficult decision. Going in, you know the upper range of how many soldiers will die, and you likely started the mission because you were alright with those losses. When that screen comes up, the mission’s state isn’t a surprise to you. This isn’t an XCOM battle where assignments unexpectedly turn sour, and you face with a choice between retreat or likely death for your beloved troops. It’s just the game asking for a button push to continue the path you’ve already selected to an outcome that is already known. I have not once issued a retreat order to my squad in all my time playing the game. Once again, you see everything there is to see of this system in the first hour (the first mission, really). After that, it’s just not interesting anymore. 

     In the end, Crying Suns pays homage to its chief gameplay and narrative inspirations but never comes close to equaling or surpassing them. This doesn’t make it a bad game, but it does make it forgettable. There isn’t enough story to carry through the gameplay, and there isn’t enough depth to that gameplay to keep you engaged over time. One of the major selling-points of rogue-likes is their replayability. Years after I first played it, I still load up FTL from time to time. I try out a different ship or strategy, see if I can discover a new storyline and unlock something I don’t have yet. When I finished Crying Suns and saw the end of its story, I knew I wouldn’t be coming back. 

Verdict: 

Fans of Dune and dark sci-fi should pick it up on sale, set it to the lowest difficulty to breeze through the gameplay, and enjoy the story. Fans of rogue-likes should play FTL again or look elsewhere for a new experience. 

-Stephen Michaels

Carrion

Be the monster

A mess of flesh and teeth propels itself forward on meaty tendrils. A sharp bark of gunfire returns a cry of pain from the creature. In the blink of an eye it’s gone, moving from one corner of the room to a dark alcove above with supernatural speed. Scientists and security personal are frantic. They scramble over one another screaming and pleading for an escape. A sudden hoarse scream and one of the security guards is gone before anyone can lay eyes on him. A shower of blood rains down from above, followed promptly by a pair of dismembered legs. The remaining guards begin shouting at each other as the scientists begin screaming again. They retreat and steel themselves deeper in a barricaded room. Now there is a new noise. Scratching? Slithering? Breathing? The survivors will realize too late. Eyes peer up from the grated floor beneath them, the eyes of a hungry monster.

More aptly the eyes of the player about to crash through that floor and have a human buffet.

Carrion is a viciously simple game. Science people have horrible monster locked up. Horrible monster breaks out. Horrible monster gets revenge. It could be almost any horror B-movie special, only with a flip-flopped perspective.

This beautiful simplicity translates to the way you control the creature in Carrion too. Move with the left analog stick, control a gross tentacle with the right one, combat abilities on the shoulder buttons. (I played on the Switch but also tried the demo on PC where left and right click are used in addition to WASD.) The minimalist controls really lend themselves to immersion in the best moments of the game. I often found myself becoming tense as I underestimate the force on the other side of a door, my bloody squid salad monster scrambles away with the speed of Hermes off to some overhead-tuck away but not before snatching a flamethrower wielding friend to come along for a late dinner.

Something bothering your tentacle and mouth beast? You want that drone gone? How about those pesky kamikaze RC helicopters? Ok, grab it. You got it? Ok, now smash it all the heck around. That’s how you take care of problems in Carrion, you shake or beat the living ghost out of them. In all seriousness this is one of my favorite things about the game. There is no melee button, there is no instant stealth kill. You loudly burst into a room from the entrance of your choosing, grab whatever looks good, and become the most energetic wacky waving inflatable arm flailing tube man you can be. Very early on, when I realized this, it filled me with glee.

I had just started encountering enemies that not only fought back, but were inedible because they were androids or something like that. My tried and true tactic of “hit and run and carry one away to eat“ wasn’t working here. Not only that, but I was on the losing side of this attrition war. Rethinking my strategy I started exploring for other ways in. I removed a vent and began to creep into the opening, casting aside the covering with a loud crash. That’s when it dawned on me. I slithered back out and recovered the big hunk of grated metal. In a few seconds I’d barge though the ceiling flailing around metal death and moving faster than they could keep up with. Situational flexibility is something I love seeing in games, and Carrion has it in spades.

These poor guys have no idea

Carrion has some other fun elements for the discerning player. As you gobble people up you gain health and increase in size. Eventually you’ll get so big that some extra hit points are awarded to compliment your new size. This new larger you can do different things, like literally throw its weight into a previously unbreakable object, that subsequently will replace the abilities available to the teeny tiny version of your angry spaghetti and meatball monster. Fear not! There is a way to lose all that weight from the incalculable number of scientists and guards you consumed. You’ll eventually stumble upon areas with red fluid. When submerged you’ll see an option to deposit some biomass and shrink down to the next size.

So multiple pairs of abilities that are available based on the size of your monster, and pools of red liquid where you can shrink down and later return to consume the bio mass and regrow. It shouldn’t be any surprise that this is the typical set-up for puzzle areas once you’ve progressed a little in the game. Many of the puzzles aren’t too much trouble to figure out once you have the abilities you need, but there were a few that stumped me for a few good minutes of trial and error. I do have to say that when I did realize the solution to most of those, it was glaringly simple and the fault was that I overlooked or overthought something.

At this point I think its only fair that I go into a little more detail about what kind of a game Carrion is. Metroidvania is accurate but at the same time so broad. I can’t talk about Carrion without mentionIng how it cathartic it is to play. Yes, it is an action-adventure game set in a large over world with locations that are meant to be revisited. Yes, you will gain new abilities that will allow you to traverse new areas and interact with enemies in new ways. All at the same time, I feel like these are just methods to deliver the unique experience of Carrion. That experience is definitely more about fluidly traversing a facility as a bloodthirsty monster than it is having loads of secret collectibles and bosses. Thats just fine in my eyes.

There is a story in Carrion, it too is very simple. Really, it’s all told through a series of flashback segments that are player controlled. No cutscenes, no dialog, just those segments and what you’re able to interpret from the world as you tear through it. I think its great how it is and I do appreciate a less is more take on storytelling for this type of project. That being said, I certainly went into the game expecting a more tangible story and I still think that could have been a cool idea. However, seeing the game in its final form and playing it, I’m happy with what we got. This is by no means a long game, I finished my play through in about 9 hours, but I had a blast rampaging around and solving puzzles during my time playing. 

Nemesis

The closest you can get to Alien without copyright infringement

How it plays:

Nemesis is a cooperative survival experience that can support up to 5 players. The premise is simple; You awake from cryosleep disoriented. You’re too groggy to recall the layout of the ship but must ensure the ship is going the right way and that things are still functioning. Oh yeah,  something bad may have made its way onboard too…

At the start of the game each player is dealt two characters, from which they may keep one. Each character has their own deck of possible actions, a character specific weapon, and two items that may be acquired by completing a side objective. There’s a character for just about every generic sci-if archetype. Players are also dealt two random game objectives, one personal and one corporate. More on these in a bit.

After a certain number of fires or malfunctions, ship goes boom

The board, or the “ship”, is comprised of overturned hexagons that represent rooms. These rooms are connected by a spiderweb of halls, corridors, and vents. Each room also has a overturned triangular marker present. These represent modifiers to the room and can be as minuscule as literally nothing or as damning as a fire or malfunctioning piece of equipment. Each time a character moves into an unexplored room, they reveal both the function of the room they just entered in addition to any potential complications. On top of that, you didn’t forget that these spacefarers were being stalked by horrible alien monsters right? Good, because each time a player enters an unoccupied room, even if its been previously explored, they must roll to see how much noise they create and what that noise brings.

An average turn starts with the player drawing up to 5 cards. A player has two actions available. They may spend one card to move, spend whatever number of cards required to perform a room action (search for items, shower, check engines, etc.) or play a character card as an action. During their turn if they move into an unoccupied room they’ll roll the noise die and place a noise token in the hallway or corridor that corresponds with the result. If there’s already a noise token there then that player encounter an Intruder.

Intruders are the not Ridley Scott’s aliens that stowed away on your ship, and boy are they mean. There are 5 different types of Intruders that can be encountered and they each represent a different stage in the lifecycle of the alien monstrosity. Not only does each iteration of this cosmic progeny have the power to hurt and potentially kill your character, but many attacks leave behind nasty contamination. These are represented by adding a contamination card into your discard pile and reshuffling it back into your deck the next time you go to draw. These contamination cards cannot be used by your character in any way, they’re just dead weight effectively making a 5 card hand 4 if you draw the contamination. Dealing with contamination is a huge part of the game for anyone who finds themselves in combat. You’ll need to take care of them before the end of the game or risk bringing a new baby chest burster into this world just when you thought you’d survived. 

Speaking of winning the game. Now’s the time to circle back to player objectives. When the first intruder is encountered, you choose one of your two objectives to keep and then discard the other. Now remember, one of these was a personal objective and the other was corporate. The idea here is that by the time the first specks of alien shit hit the fan, you can decide which of your two goals are more realistic. This may potentially lead to a player deciding that grabbing an alien carcass and bee lining it to the escape pods makes a lot more sense than leading a head on assault on the alien queen and burning down her nest. Sometimes player objectives will coincide, other times they will not. The priorities for each player is staying alive and completing their objective.

Good to know this game follows The Thing logic of smashing two items together with ducktape to make a new item

What we thought:

Well first off let me say this was a long time coming. We’ve had our eye on this game for quite some time but it was nearly impossible to get a hold of. The company that makes Nemesis, Awaken Realms, is kind of like a boutique board game company. They make real high quality stuff that people generally love, and do very limited manufacturing and releasing of their products. Needless to say, if you want a complete edition of Nemesis along with some of the expansion and kickstarter content you’re looking upwards of $400-$500. Luckily for us, while we were waiting out our local shutdown we happened to find a very functional version of Nemesis on a popular tabletop simulator game. For those of you interested in Nemesis but not looking to take out a small loan, I’m sure you can figure out the same way we managed to play.

Now, on to our actual thoughts on the game! Nemesis was both everything we wanted and while also somewhat underwhelming in the area that matters most.

Most of Nemesis is fantastic. Mechanically everything is pretty sound. Exploration feels exciting and stress inducing. Rooms are randomized and full of things to interact with. Combat is dangerous. Characters are unique and each bring their own strengths and weaknesses. It is truly a game that is more concerned with the narrative its weaving in your play session as opposed to every player feeling powerful. There’s a good chance some players will die, there’s even a pretty good chance that someone will die during that first Intruder encounter if they don’t high-tail it out of there. These are the best parts of Nemesis. Every game has the potential to surprise you or fill you with dread.

One major bone that we have to pick with Nemesis are player objectives. Really it’s more of a conversation about incentive to play the bad guy. As it stands, during the beginning of the game you get your two objectives. One corporate and one personal. Now, the corporate objective is almost always the “bad” one and vice versa for the personal objective. The thing is, almost all of the corporate objectives create a much more difficult win condition than just taking the personal objective and reasoning with the other players. Here’s a couple example “bad” objectives: Eliminate Player (1-5), Be the only survivor. Alternatively, many of the “good” objectives are super easy: Send the signal and hibernate, ensure the ship reaches earth, discover intruder weaknesses. The issue here is that there is no incentive to take the “bad” or antagonistic objective. Many times peoples “good” objectives will even overlap. We encountered this which lead to a funny situation where one person ensured the engines were working and that the ship was on track to earth. We all had slight variations on making sure we got back to earth in one piece so after his hard work we enjoyed a nice nap risk free. We all won…or no one did. I’m not sure what the solution is here, but I’ve been thinking about how assigning objective point values might help. If those antagonistic objectives are so difficult why not make them worth more points? Give a player a convincing reason to release an airlock and blast their friend into space, even if that reason is just a point or two more than the 3 schmucks who all tied because they were cooperating.

I’m sure you’re gonna be just fine buddy

All said and done Nemesis is still one of the best survival board games we’ve played with friends and it’ll be a mainstay in our group for some time to come. Every game offers a fresh and random sci-fi horror flick for you and your friends to live out. It certainly won’t hold your hand, and you may not have a ton of legitimate reason to want to be the bad guy, but you’ll have a blast romping through an alien infested space ship with some friends.

*At the time of this writing Awaken Realms, creators of Nemesis, have successfully kickstarted the 4th expansion for Nemesis, “Lockdown”*

All images courtesy of Awaken Realms, http://awakenrealms.com/

Space Marine Adventures: Labyrinth of the Necrons

The DorkWeb got some time to play Space Marine Adventures: Labyrinth of the Necrons. AKA squad of genetically altered monster men vs an army of T800 terminator robots.

How it plays:

Space Marine Adventures: Labyrinth of the Necrons is a cooperative board game that can be played with as few as 2 players or as many as 4. An average game can last, in our experience, anywhere from 15-30 minutes. Surprisingly Labyrinth of the Necrons has more in common with a puzzle or logic game than Warhammer 40,000 proper, but more on that later. You can have the same game experience with any number of players, but we’re all for having more brains to get out of tough situations.

Every game will start with players choosing one of three available missions and then their team of Space Marines. There are five different Space Marines, each with their own stat card and unique abilities. Each marine may also draw two and keep one card from a deck of equipment and additional abilities. Once the team has been created and equipped you’ll load them up onto one of the four-square stairs pieces and a randomly chosen game board (three double-sided pieces offer many board layouts). The goal of almost every mission is to get to and activate the computer terminal tile, which will reveal the exit, and escape. Players can decide the order they’ll stack up but an initiative deck controls who goes and in what order.

The initiative deck is also loaded with with Necron cards, drawing these calls for revealing the next card at the top of the Necron deck. The Necron deck controls how the enemy forces react. Typically this means more enemies will be spawning but it can also change how difficult enemies are to defeat. On the subject of spawning and defeating enemies, Labyrinth of the Necrons adds a little chaos when it comes to it’s spawning mechanics. Enemies spawn on the green numbered tiles on the board, if there is already an enemy there then an enemy spawns on EVERY adjacent square. This means the board will fill up with enemies fast! An area with one or two enemies can become a blocked off hallway full of enemy robots in the matter of a turn if left unchecked. To defeat Necrons, the player Space Marine rolls a dice and compares that to the target number on the enemy’s card (adding or subtracting for any modifiers) if the result ties or is greater than the target’s toughness they are destroyed and removed from the board.

What We Thought:

Space Marine Adventures: Labyrinth of the Necrons is a fun and fast dip into the 41st Millennium. New players and teaching players don’t need to worry about lengthy explanations or example turns. Nearly everything a player needs to know about how to use their Space Marine can be found on their character’s card, and it even has a handy reverse side if your character becomes wounded. In all our cases of teaching a new player, they were ready to go after just a couple minutes of explanation. All of the item, character, and enemy cards have the same great art fans of Warhammer 40,000 will be familiar with and the space marine character cards actually depict that character as a fully painted model (you know, like the ones you got with the game could be). I do wish the enemy necrons were models, like the Space Marines, but I assume the decision to use tokens instead was to keep this game affordable.

The real thing that makes this game shine is the feeling of well-earned accomplishment after a clean evac despite the growing hordes of enemies. In a way, this game almost feels better played with all players giving input on how to use their collective team and items to complete their objective as opposed to playing as four individuals. There are no solo or personal objectives, just the one goal of the group. Managing whether it’s the right time for the heavy weapons expert to clear a path for the group or if the fastest Space Marine should try to dash to the terminal before the next wave of enemies, these are the decision that will spell victory or defeat for your team and they are best made together.

There are a variety of different enemies that increase in their difficulty to defeat, but you won’t encounter any of those badasses until mission two and on. On the shallower end of its difficulty (mission one) it can sometimes even feel a little too easy, but difficulty ramps up with missions two and three. The missions control what will be found in the Necron deck and also what will already be on the board when the mission starts. There are even special rules for an ‘Epic Campaign’ which consists of doing missions 1-3 back to back and taking any wounds or deaths with you into the next mission. Honestly, I feel that this is the desired way to play the game once all players find their footing. 

I know there’s already another Space Marine Adventures game in the works, and I can say that I’m definitely looking forward to it! Labyrinth of the Necrons is a great way for fans of Warhammer 40,000 to introduce the universe to their friends while still keeping game night concise and fun. Even for those with no prior knowledge about the franchise this game still provides a fun tactical experience. I do wish there were more options to tweak difficulty or allow for additional character options as you could very easily buy any “expansion” pieces right off the shelf at your local hobby shop. Purchase here