Titans

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  • Know Your Lore, Tinfoil Hat: Destroying this clockwork universe

    by 
    Matthew Rossi
    Matthew Rossi
    01.11.2012

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. If you've ever run the Black Morass in the Caverns of Time, you may recall Aeonus' memorable line upon entering the fray: "The time has come to shatter this clockwork universe forever!" A clockwork, as we know, is a precision instrument, an engineered and designed mechanism that proceeds along a rigidly programmed path. A clockwork does exactly what it was designed to do -- it ticks off the seconds in a preordained fashion. I bring this up because of the revelation that the Titans, when they created the dragon aspects, seemingly knew that one of them would go mad and align himself with the Old Gods. The four aspects who remained seemed convinced that this moment, this Hour of Twilight, is what they were created to avert. The question then becomes, why would the Titans empower Neltharion in the first place if they knew what he would do? Why would they create a powerful entity like an aspect if they knew he would become corrupted? The answer may be as simple as this: They didn't know it -- they simply anticipated it. The mechanism was designed to accommodate a great many options. Algalon the Observer Your actions are illogical. All possible results for this encounter have been calculated. The Pantheon will receive the Observer's message regardless of outcome. source This is a Tinfoil Hat edition of Know Your Lore. It takes established game lore and speculates on what it could, might, or does mean. It contains spoilers and, furthermore, is not to be taken for actual in-game or tie-in story.

  • Cataclysm Post-Mortem: Uldum

    by 
    Mathew McCurley
    Mathew McCurley
    12.12.2011

    Alex Ziebart and Mathew McCurley (that's me) decided to give each Cataclysm zone the once-over now that we're many months out from the release of the expansion. In this post-mortem series, we'll examine what worked and what didn't work in terms of story, quests, and overall feel for the zones and the cool moments that dotted the landscape. On the southern end of Kalimdor, a forgotten civilization hides behind otherworldly technology, forged by the Titans to protect the great machinery of Reorigination. The tol'vir, great protectors of the ancient machinery, stand stalwart against the corruption and fighting. Some tol'vir have succumbed to the aqir long ago, but the civilization remained unknown to the whole of Azeroth. After Deathwing's violent breach from the Maelstrom changed the world forever, the resulting chaos broke the shield that hid Uldum and revealed its sands. Now, Deathwing and his allies fight to corrupt the tol'vir and bring chaos to Uldum and beyond. Uldum continued the Cataclysm zone progression by moving you from the rocky, subterranean world of Deepholm into an open-air desert, a welcome change for the claustrophobic adventurer. Giant pyramids, monumental statues, and an Egyptian motif made Uldum one of the most beautiful and well-realized zones in Cataclysm. As players embarked on two very distinct quest lines, the story of Uldum unfolded as the forces of the wind broke the Skywall through the desert sky and into Azeroth's realm. On the other side of the zone, players were sent on a sprawling adventure with fan favorite Harrison Jones on a bumbling expedition to figure out the purpose of the Obelisks of Uldum and get into some wacky trouble. This is going to be the most controversial of the Cataclysm post-mortems. I can feel it. Uldum was a zone that people either loved or hated during the content push to 85. We are going to try to keep it civil.

  • Know Your Lore: Cataclysm's end

    by 
    Anne Stickney
    Anne Stickney
    12.04.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Patch 4.3 signifies the end of the story of Cataclysm, the moment of Deathwing's demise. Much like patch 3.3 before it, 4.3 features three dungeons that are directly related to the endgame content -- what you do in the dungeons is 100% part of the story that leads to the Dragon Soul raid. So we have End Time, the Well of Eternity, and the Hour of Twilight, all three offering different parts to this story. All of this information has led to hundreds of questions. If we kill Murozond, what happens to that alternate future? If we take the Dragon Soul from the past, doesn't that mean our future is irrevocably altered? Perhaps most important is the last cinematic for the Dragon Soul fight, which was leaked earlier this week and raises way more questions than it answers. Please note: Today's Know Your Lore is full of spoilers for patch 4.3 -- we're talking everything from the story behind the new heroics to the new short story to the end of the Dragon Soul raid. It also holds spoilers for the novel Thrall: Twilight of the Aspects. If you're avoiding spoiler content, turn away now.

  • Know Your Lore: Lore and Story Q&A highlights

    by 
    Anne Stickney
    Anne Stickney
    10.30.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. I have to be honest here -- while I love the Q&A aspect of the Lore and Story Q&A panel, I was really hoping we'd see some sort of lore panel devoted to Mists of Pandaria this year. That said -- hey guys, how about those Pandaren? For those thinking that Pandaria is going to be all and end all of this expansion or that Pandaria sounds like something that could be potentially boring, I would suggest that you wait patiently here. We didn't get a lore panel dedicated to Mists, and therefore we don't know all there is to know yet. However, the Lore and Story Q&A panel this year did deliver some interesting tidbits of information, even if there really weren't a lot of Pandaren-centric questions to be had. I wouldn't be annoyed by this if I were you -- after all, those asking questions had no idea Pandaria even existed until 24 hours before the panel, so formulating questions for the upcoming expansion would be a little premature, to say the very least. That said, in between all the questions we did manage to weasel out a few chunks of Pandaren lore, as well as some other interesting info.

  • EVE capital ship balancing coming this winter

    by 
    Jef Reahard
    Jef Reahard
    10.10.2011

    The lovefest between CCP and its disgruntled playerbase continues, this time in the form of a new blog entry heralding the impending balance of capital ships. The proliferation of supercapital ships has been roundly criticized in various EVE Online discourses over the years, and CCP feels the time is right to begin addressing the stagnant fleet fights that often result when hundreds of hard-to-kill megaships are clogging the space lanes. So what's the nerf solution? According to CCP Tallest, the devs plan to make supercapitals "a little bit weaker, but not gut them completely. We're doing a simple 20% reduction in shield, armor, and hull hitpoints on both supercarriers and titans." Tallest goes on to outline a few more details including planned changes for dreadnoughts, sub-capitals, and the oft-employed logoff exploit. "We are changing the logoff mechanics in such a way that as long as your enemies are actively engaged in fighting you, logging off is not going to save your ship."

  • EVE Evolved: Looking forward to the winter expansion

    by 
    Brendan Drain
    Brendan Drain
    10.09.2011

    Since EVE Online's release in 2003, CCP Games has been the center of one of the most interesting success stories in the games industry. Produced by a tiny indie development studio on a frozen volcanic rock, EVE was the perfect example of how to do things right. The game's publishing deal with Simon & Schuster allowed CCP to buy back the rights to the game several months after its initial release. With no publisher taking a cut of the profits, CCP ploughed subscriptions back into the game's development and grew the development team organically. As a one-game company, CCP worked closely with players to make EVE the best game possible for its loyal playerbase. In a recent letter to the players, CCP CEO Hilmar laments that somewhere along the line, things changed for the worse. The CCP of today bears little resemblance to the "little indie studio that could" of 2003, not just housing over 600 employees in offices around the world but also developing upcoming MMOs DUST 514 and World of Darkness. Resources are spread thin, and EVE Online has suffered for it. Last month I looked back at the blockbuster Apocrypha expansion and asked why every expansion since then has cut down on the in-space development players want. Hilmar's letter and its accompanying devblog answered that question this week with a solid plan for iteration on flying in space features during the winter development period. In this week's EVE Evolved, I look forward to the winter expansion and explain why each of the issues being tackled in the coming expansion is a big deal to players.

  • Know Your Lore: The Wyrmrest Accord and the order of the world

    by 
    Anne Stickney
    Anne Stickney
    07.31.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. The dragonflights may have been created at the same time, but for the thousands of years they've existed on Azeroth, they've hardly been friendly with one another. It started with the Black Dragonflight and Neltharion's betrayal during the War of the Ancients. In the moment that Neltharion took the name Deathwing, in the moments thereafter during which he destroyed nearly all of the Blue Dragonflight with the Demon Soul -- in those moments, the dragonflights were introduced to a new concept: deception. It was unthinkable that any dragon would deliberately seek to harm another, and yet it happened. The fallout was immediate. Malygos, driven mad by the betrayal of one of his closest friends and the loss of his flight, fled to Northrend. In his madness, he split the Nexus from the rest of the land, separating Coldarra from the rest of the Borean Tundra. And then he stayed there, alone in his despair and insanity, refusing all visitors in his grief. The Blue Dragonflight crumpled, held up only by those who stood and tried their best to hold together the shattered remnants of the flight.

  • Know Your Lore: Lore 101 -- How to fold a Tinfoil Hat

    by 
    Anne Stickney
    Anne Stickney
    07.24.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Out of all of the lore articles I've written so far for WoW Insider, none seem to garner quite as much commentary as the tinfoil hat series. Whether I'm babbling on about Elune being a naaru, the Lich King being a walking plane of existence, or the possibility that Azeroth is just a giant trap for Sargeras, coming up with theories and tossing them at you guys is an exercise in creative thinking. Rather than go on with another crazy theory, this week I decided to go a different direction entirely. There are a few tricks to trying to predict what's going to happen with a book or an ongoing story like Warcraft. It's not just about coming up with wild ideas; they have to actually be plausible ideas. And it's not about what you think should happen; it's about trying to define what may come to pass. Today, we're going to take a look at the nuts and bolts of what defines a story, what makes up a tinfoil hat theory, and how to apply it not just to Warcraft but to anything you happen to be reading.

  • Know Your Lore: The Warcraft cosmos, part one: The Material Plane

    by 
    Anne Stickney
    Anne Stickney
    05.22.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Even now, the true battle between the forces of Light and Darkness approaches. We will all be called to join, and in the face of this conflict, all mortal suffering will be meaningless. -- Prophet Velen Far beyond the tiny planet of Azeroth, beyond the shattered shores of Outland -- or Draenor, as it was once called -- there lies the Great Dark Beyond. This dark, empty void between worlds exists even beyond the Twisting Nether. It is the space between planets, existing in the same material plane as the planets themselves. While the Twisting Nether exists within it, it should not be confused with the Nether, because they are two distinctly different entities. In the existing universe of Warcraft, only a small handful of planets have been defined, floating somewhere out there in the vast, empty space of the Great Dark Beyond. All of these planets are connected, which gives way to a larger, slightly more tinfoil hat theory regarding the greater Warcraft cosmos and what it all means, when it comes down to it. But before we indulge in any speculation, we should define what lies within that Great Dark Beyond and how it all plays together in the vastness of the universe.

  • Know Your Lore, Tinfoil Hat Edition: Silence of the Titans

    by 
    Anne Stickney
    Anne Stickney
    02.06.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Once upon a time, godlike creatures of order called Titans landed on a small, unassuming planet named Azeroth and proceeded to reorganize it. After they left, the planet was invaded by malevolent creatures called Old Gods -- creatures of chaos and destruction. The Titans returned to the little planet, horrified at what had happened, and rose up against the Old Gods and their elemental lieutenants in what was the most horrific war the planet had ever seen. But instead of destroying the Old Gods, the Titans were forced to imprison them deep within the planet. They set safeguards over the fragile world -- draconic aspects to watch over the various domains of life, the earth, magic, time, and nature. They created new guardians to watch over the prisons of the Old Gods. They created a magical font of energy, tied to the Twisting Nether -- the Well of Eternity. And satisfied with their work, the Titans left. No one on the fragile planet has seen them since; they are spoken of in history and in legend, but they've never returned. Why? Of all the questions in Azeroth, this is the biggest by far. Why did the Titans imprison the Old Gods, instead of starting over from scratch? Common theory suggests they liked the planet too much to re-originate it, yet they left behind safeguards that would do exactly that, if the Old Gods escaped again. So why not simply do so to begin with? Why leave the world as it stood? More importantly -- why are we here? Today's Know Your Lore is a Tinfoil Hat edition, meaning the following is a look into what has gone before with pure speculation on why it happened. The events presented are events that happened in Azeroth's history, but the conclusion is simply a theory and shouldn't be taken as fact.

  • Know Your Lore: Uldaman, Ulduar, and Uldum, strongholds of the Titans

    by 
    Anne Stickney
    Anne Stickney
    01.23.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. In the beginning, Azeroth existed as a simple planet floating in the midst of space (or the great dark beyond, as it's sometimes called). There is very little out there in terms of the history of Azeroth's creation, but what little we do know is this: Azeroth attracted the attention of creatures called Titans, godlike beings that traveled from world to world, creating order from chaos and leaving planets teeming with life. The Titans did to Azeroth as they did to countless other worlds before: They created seed races to inhabit the little planet, encouraging life to grow. Along with the seed races, they created the earthen -- stone beings that were meant to maintain the order the Titans had cultivated. Satisfied with their work, the Titans left. It was some time after the Titan's departure that disaster struck. The little planet caught the eye of malevolent creatures known as Old Gods. The Old Gods strive for chaos and destruction, the exact opposite of everything the Titans create. Azeroth, still new to the universe, crumpled under the assault. However, the Titan-created earthen presented a problem that required a creative solution. The Old Gods, seeing that these creatures were made of rock and stone, released a disease called the Curse of Flesh -- the originator of many of the species that roam Azeroth today.

  • Massively's EVE CSM interview: Incarna and nullsec PvP

    by 
    Brendan Drain
    Brendan Drain
    01.23.2011

    In part one of our interview with EVE Online's player-elected Council of Stellar Management, we asked council member Deirdra Vaal about EVE Gate, the upcoming forum revamp, CCP's microtransaction policy and other topics discussed at the December CSM summit. In three meeting sessions, CCP and the CSM tackled some hard-hitting issues, the biggest of which were Incarna and nullsec PvP. Most of the details on Incarna are currently locked under NDA, but that didn't stop us from asking the CSM about it. Nullsec PvP has also been a hot topic recently with the revelation that levels of PvP have actually been declining since the Dominion expansion. Dominion was intended to open up nullsec for smaller entities, but we still see EVE's political landscape dominated by massive coalitions of alliances spanning several regions. Massively: The CSM expressed significant concerns about the Incarna development plans it had access to. Does the CSM think that CCP is heading in the wrong direction with Incarna? Deirdra Vaal: We feel that the approach taken to Incarna is the wrong one, and we emphasised this to CCP. However, CCPs general idea to set Incarna as an "off the grid" environment where we go for shady deals is something the CSM is reasonably happy with. It's just that so far we haven't really been shown any compelling gameplay. So we think they might be heading in the wrong direction, if they are lazy about it. They might also be heading in the right direction, but so far we haven't seen compelling gameplay that would support this assumption. Skip past the cut for the rest of our interview with EVE's CSM on Incarna, nullsec PvP and the future of EVE.

  • Know Your Lore: Un'Goro and Sholazar, petri dishes of the Titans

    by 
    Matthew Rossi
    Matthew Rossi
    12.29.2010

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. There are two hidden bastions of life in its wildest, farthest variety on Azeroth. One lies far to the north on the continent known as Northrend. The other is far to the south amid the deserts of southern Kalimdor. Each lies surrounded by Titan complexes and the ruined remains of the same (Azjol-Nerub and Ulduar in Northrend, Ahn'Quiraj and Uldum in Kalimdor), and each is protected by powerful constructs keeping them inviolate. Indeed, only in these two places do the creations of the Titans freely act to preserve the equilibrium of the environment. In Un'Goro and Sholazar, life on Azeroth was developed. These were the experimental controls, the crucibles, the drawing boards, and the scrap heaps for all life. If the Emerald Dream serves as a kind of blueprint for the way Azeroth was intended to unfold without the interference of the Burning Legion or the Old Gods, then Un'Goro and Sholazar are the last places left where that blueprint is being followed. Linked not only by a common purpose but also by a massive Waygate, these regions have come under heavy attack from the servants of the Old Gods as well as the mindless hordes of the Scourge, testing their defense to the utmost.

  • Getting down to earth with Stonefield in Rift: Planes of Telara

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.01.2010

    The team at Trion Worlds has been stepping up its game of late with Rift: Planes of Telara, showing off more and more of the gameplay and zones. The preview of the Fire Rift was appropriately dynamic, but with the most recent preview at Rift Nexus, the game shows off a more grounded region in Stonefield. An early zone for the Defiant faction, the area features battles against both titans and undead for low-level characters on their way through the leveling process. The ancient Eth were responsible for bringing the titans to the land, using them as guards for the precious mines of the area... until the titans raised an army and engaged in a brutal war against their would-be masters. Now the titans are imprisoned within the earth, but their influence still spreads throughout the zone. It's quite possible they're behind the undead that are slowly spreading from Granite Falls, something players will have to investigate for themselves. The description alone doesn't do the zone justice, however, so click past the break for an embedded flythrough of the region. Rift: Planes of Telara doesn't yet have a solid release date, but it's shaping up nicely, especially if it continues to build upon such a solid foundation.

  • Know Your Lore: The Eternals part three -- the Titans

    by 
    Anne Stickney
    Anne Stickney
    07.24.2010

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. The Eternals of Azeroth are by and large fairly well known by the mortal races -- the Ancients of the night elves were a strong presence in the War of the Ancients, and the trolls worked intimately with their Loa gods. But there are still Eternals out there that are by and large unknown quantities in the universe -- vague historical records have been made, but the mortal races are mostly in the dark as to who these Eternals really are, and what their purpose is in the world. Of all of the Eternals, the ones that remain the biggest mystery are the Titans, specifically the Pantheon of titans that were responsible for Azeroth's creation as we know it today. While the dwarves have uncovered a lot of information recently, there are still large chunks of time seemingly out of order or unaccounted for. There are a few different timelines, and varying opinions on what exactly occurred in each timeline -- so writing about the Titans and the creation of the world is an exercise in careful speculation. Today we'll be looking at the Pantheon -- the titan high council -- who they were, what roles they played in Azeroth, and where they are today, as well as taking a look at the creation of Azeroth.

  • TERA gets a website overhaul and new lore updates

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.16.2010

    With a unique control scheme and a great deal of industry talent moving behind it -- not to mention impressive and surreal graphics -- TERA has begun capturing people's attention. And when people first got peeks at the lore behind the game, that interest only increased. While the updates have been slow in coming, the official site has recently undergone a major overhaul, and aside from making the site as a whole far less Flash-reliant one of the major updates has been the addition of new lore on the world and each of the individual races. As we'd heard before, the world is the product of two sleeping titans that dreamed the entire world into existence. Each facet of the world came about as part of that dream, including the long-standing wars between dreamed-up gods and then the mortal races beneath them. But the mortal races have banded together in response to the Argons, a race from outside of the dream that has the potential to annihilate the very structure of the world. It's an interesting attempt at world-building, and between that and the addition of new music to listen to on the official site, TERA fans will get a much better sense with this update of how the world will feel.

  • Activision puts Geometry Wars: Touch, Tony Hawk 2 on the App Store

    by 
    Mike Schramm
    Mike Schramm
    04.01.2010

    iPad titles have started appearing on the App Store, and two big video gaming names are there with them. First up, Activision has apparently dropped a copy of the arcade shooter Geometry Wars out there in the form of Geometry Wars: Touch for iPad. Given that we haven't actually played the game yet, we're not sure how they work out the two-stick controls (generally in these games, you move with one stick and shoot with the other), but they are advertising a new game mode, called Titans. Looks fun -- it's a full US$10 app, which might be pricey without trying it, but the Geometry Wars series tends to offer up some fun and addictive arcade experiences. And as predicted, Tony Hawk's Pro Skater 2 is now out on the App Store. It is not an iPad title -- it's only for the iPhone and the iPod touch, but of course it should still run on the iPad in an upscaled mode. This is probably my favorite Tony Hawk game of all time, and while the touchscreen controls may be a little squishier than the old PlayStation buttons, the reviews are great so far. There you go: Two nice, big titles from Activision to kick off the iPad's launch.

  • The Queue: Earthquake bonanza

    by 
    Alex Ziebart
    Alex Ziebart
    03.02.2010

    Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Alex Ziebart will be your host today. Today we're going to skip the wacky shenanigans that usually plague the intros to the Queue. Instead, I'm going to blow your minds with the news that Chile's recent earthquake was large enough that it has potentially moved the Earth's axis and an Earth day is now shorter because of it. dav103id asked... "When running Shadowfang Keep during Love is in the Air, did anyone else notice Arugal on the other side of the courthouse gate when you first enter the instance? Has he always been there at that location or was he added for the Love is in the Air boss event?"

  • The Queue: Again and again

    by 
    Alex Ziebart
    Alex Ziebart
    02.02.2010

    Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Alex Ziebart will be your host today. In this edition of The Queue, we answer a couple of new questions, and a couple of questions that we've answered approximately seventeen thousand times. Okay, not that many, but it certainly feels it. Hopefully between the new and the old there's something for everyone. cactusham asked... "Can Horde queue up for Stockades and Deadmines, and can Alliance queue up for Ragefire Chasm and Wailing Caverns?"

  • An overview of the EVE Online capital ship changes arriving today

    by 
    James Egan
    James Egan
    01.21.2010

    The cries of "Free CCP Abathur" have been heard. He's one of the growing number of EVE Online developers recruited from among the ranks of the playerbase, and in Abathur's case -- he's someone very well-versed in the dynamics of nullsec warfare. His dev blog "The All Caps Ship Blog" deals with changes CCP Games is making to EVE that have long been a hot button with the playerbase. It's not surprising that capital ship balancing is a controversial topic among players of the sci-fi MMO. Capital ship pilots in New Eden have invested significant amounts of training time and in-game wealth into piloting these massive ships, be it carriers and supercarriers, dreadnaughts, or titans. Some of CCP Abathur's ideas on balancing capital ships seemed to be fairly well-received by the playerbase, but later proposed changes from more senior devs at CCP appeared to be taking the game mechanics in a different direction. (Hence the "Free CCP Abathur" meme.) Ultimately, some of the major capital ship changes didn't deploy with the Dominion expansion launch, but are arriving in EVE today.