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Warcraft Arclight Rumble Interview Roundup

Warcraft Arclight Rumble Interview Roundup
Several media outlets have held interviews and hands-on previews detailing more information about the mobile Warcraft experience.

Here are the most important highlights:

  • The game is set to release in 2022.
  • No NFTs or gacha mechanics.
  • The team has discussed a PC version, but they don’t know if they will do it yet. They will base it on player feedback.
  • Nothing locked behind a timer in the preview and in-game currency came at a steady rate.
  • If you want a certain character you can simply purchase it with real-world money or the in-game currency earned from playing.
  • Units gain experience through battle, or buy earning XP Tomes through quests or bought in the store.
  • The game will receive new maps, dungeons, raids, and modes after launch.

Towelliee Gameplay Video and Twitch Stream
Towelliee provided a gameplay video and stream yesterday about the game.

  • There are no plans to make the miniatures available in real life for purchase.
  • It was mentioned in the stream that the game is expected to release in 2022.
  • It was mentioned in the stream that there are no plans to release the game on PC at this time.

GameSpot Hands-On Preview
GameSpot released a video about their experience with the title.

  • Blizzard is attempting to bring the franchise back to its strategic roots with this game.
  • The depth and complexity of previous Warcraft strategy titles is not part of this game. These is only one currency to collect, and no buildings to create.
  • The core gameplay feels a lot like the old school RTS.
  • Each unit is fully autonomous when summoned, but arrows can appear at points to allow lane changes.
  • There are two units that can attack anywhere on the map and must be utilized strategically.
  • Each victory awards a skull. Unlocking more of these over time opens up new missions and PvP maps.
  • There are purchasable units, but they are not pay to win or vastly superior to the options earned in game.
  • In-game currency comes at a steady rate and there was nothing locked behind a timer. There were no common mobile tropes shown during the preview.
  • Launch is later this year.
  • Game is off to a strong starting impression.

GamerBraves Preview
GamerBraves released a preview for the title with some new information.

  • The developers have confirmed that there are no NFT or gacha mechanics in the game.
  • If you want a certain character you can simply purchase it with real-world money or the in-game currency earned from playing.

Gamerant Developer Interview
Gamerant released a interview with technical director Monte Krol and vice president/executive producer Vik Saraf with some new information as well.

  • The design philosophy was to draw inspiration from the early Warcraft strategy games.
  • The formula here differs somewhat, but the core of Blizzard strategy games have always centered around building a base and defending a strategic point while making offensive pushes.
  • Instead of researching upgrades, units can be trained over time to become stronger, forming greater synergies within their armies.
  • The three collectibles are Leaders, Troops, and Spells.
  • You can mix and match different Families. You are not limited to only using one type in a fight.
  • There is a rock-papper-scissor element to combat.
    • Flying is strong against melee
    • Melee is strong against ranged
    • Ranged is strong against flying
  • Family categories do not have a rock-paper-scissor advantage over each other. The team did not want players to be at a disadvantage simply based on their Family choice.
  • Units gain experience through battle, or buy earning XP Tomes through quests or bought in the store.

PressStart Australia Developer Interview
PressStart Australia sat down with game director Tom Chilton and 3D artist Justine Hamer to discuss the mobile title.

  • The team was inspired to make a Warcraft mobile experience by their time spent playing fun mobile games in the past.
  • The game doesn’t lean on any sort of narratives from prior games.
  • The artists took a sort of “pinball approach” in their map design.
  • The team also wanted to include some characters from across the games that are lesser known or appreciated, including Princess the Pig from Elwin.
  • The game will become devilishly challenging the further you progress.
  • They have gotten great feedback internally about the way the game ramps up and develops different mechanics for the players.
  • The main challenges during development were transitioning to this miniature artstyle and creating a large number of maps.
  • The team learned a lot from the Hearthstone team as both games are developed on the Unity engine.
  • The team has discussed a PC version, but they don’t know if they will do it yet. They will base it on player feedback.
  • The maps are created for a specific intended screen size and not intended for widescreen.
  • Diablo Immortal is a landscape game, and so it carries itself over visually for PC more than a portrait game.
  • Tablet tends to port well for portrait games.
  • There is a map where an alchemist throws different potion buffs around and you can strategically focus on which ones you want.
  • Some maps have more three-dimensional gameplay with overpasses.
  • The game will receive new maps, dungeons, raids, and modes after launch.