<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en_US"><generator uri="https://jekyllrb.com/" version="4.4.1">Jekyll</generator><link href="/feed.xml" rel="self" type="application/atom+xml" /><link href="/" rel="alternate" type="text/html" hreflang="en_US" /><updated>2026-10-12T09:59:07+02:00</updated><id>/feed.xml</id><title type="html">Nordic Gamer</title><subtitle>Reviews, features, guides and a retro corner about the series that shaped us: The Witcher, Torchlight, Vampire: Bloodlines and the Blizzard universe.</subtitle><author><name>Nordic Gamer Staff</name></author><entry><title type="html">StarCraft II campaign guide: how to play the whole trilogy</title><link href="/guides/starcraft-ii-campaign-guide/" rel="alternate" type="text/html" title="StarCraft II campaign guide: how to play the whole trilogy" /><published>2026-10-11T00:00:00+02:00</published><updated>2026-10-11T00:00:00+02:00</updated><id>/guides/starcraft-ii-campaign-guide</id><content type="html" xml:base="/guides/starcraft-ii-campaign-guide/"><![CDATA[<p><em>StarCraft II</em> tells one long story across three games released between 2010 and 2015, plus a prologue, an epilogue and a set of mission packs. Together they form one of the most ambitious campaigns in strategy gaming: dozens of missions, three playable races, characters returning from the original <em>StarCraft</em> and a story that builds toward a galaxy-spanning finale.</p>

<p>If you want to experience it from start to finish, it can be hard to know where to begin. This guide covers the order, the difficulty, what each campaign asks of you, practical tips and what to do afterwards.</p>

<h2 id="the-order">The order</h2>

<ol>
  <li><strong>Wings of Liberty</strong> (2010) — the Terran campaign. Jim Raynor, his rebels and the Hyperion.</li>
  <li><strong>Heart of the Swarm</strong> (2013) — the Zerg campaign. Kerrigan rebuilds the Swarm.</li>
  <li><strong>Whispers of Oblivion</strong> — a short Protoss prologue starring Zeratul that bridges into the final chapter.</li>
  <li><strong>Legacy of the Void</strong> (2015) — the Protoss campaign, led by Artanis.</li>
  <li><strong>Into the Void</strong> — the epilogue that closes the trilogy, unlocked after Legacy of the Void.</li>
  <li><strong>Nova Covert Ops</strong> (2016) — optional mission packs starring Nova, set afterwards.</li>
</ol>

<p>Wings of Liberty is free to play, so you can try the start of the story before committing to the rest.</p>

<h3 id="do-i-need-to-play-the-original-starcraft-first">Do I need to play the original StarCraft first?</h3>

<p>Not strictly. <em>Wings of Liberty</em> gives enough context to follow the story. But the original <em>StarCraft</em> and <em>Brood War</em> — free since 2017 — set up the main characters and their relationships, especially Raynor and Kerrigan. If you have time, playing them first makes the trilogy hit harder. If not, a summary video or article will do.</p>

<h2 id="how-long-does-it-take">How long does it take?</h2>

<p>Expect each main campaign to take a substantial number of hours on Normal, depending on how thoroughly you complete optional objectives and how much time you spend between missions. The prologue, epilogue and Nova Covert Ops are much shorter. Altogether, it’s a big but very manageable undertaking.</p>

<h2 id="picking-a-difficulty">Picking a difficulty</h2>

<p>The campaigns offer <strong>Casual, Normal, Hard and Brutal</strong>:</p>

<ul>
  <li><strong>Casual</strong>: for players who just want the story. Enemies are weak and mistakes are forgiven.</li>
  <li><strong>Normal</strong>: a good default for players with some RTS experience, or new players willing to learn.</li>
  <li><strong>Hard</strong>: a real challenge, suited to players with multiplayer experience.</li>
  <li><strong>Brutal</strong>: for experts and replays, requiring efficient play and knowledge of the missions.</li>
</ul>

<p>If you’ve never played an RTS, Casual or Normal is perfectly fine: the story is the point. You can change difficulty between missions, so don’t be afraid to lower it on a stubborn level and raise it again later.</p>

<h2 id="what-each-campaign-asks-of-you">What each campaign asks of you</h2>

<h3 id="wings-of-liberty-build-your-army">Wings of Liberty: build your army</h3>

<p>Raynor leads a rebellion against the Terran Dominion and its emperor, Arcturus Mengsk, while taking contracts across the sector. Meanwhile, the Zerg return, and Raynor is drawn into a mission to save Kerrigan.</p>

<p><strong>Between missions</strong>, you walk around the Hyperion, Raynor’s battlecruiser:</p>

<ul>
  <li><strong>Armory</strong>: spend credits on permanent upgrades for your units and buildings.</li>
  <li><strong>Mercenaries</strong>: hire elite units you can call in during missions.</li>
  <li><strong>Laboratory</strong>: collect research from protoss and zerg artifacts to unlock powerful upgrades, choosing between two options at each tier.</li>
  <li><strong>Conversations</strong>: talk to the crew to learn more about the story and characters.</li>
</ul>

<p><strong>During missions</strong>, each one adds a twist: rising lava you must avoid, a train you must intercept, a day-and-night cycle with infected that attack in the dark, a planet about to be consumed by fire. Read the objectives before rushing — the twist is usually the key.</p>

<p>Mission choices also matter. At certain points, you can choose which missions to play and in what order, and a few branch the story.</p>

<p><strong>Tips:</strong></p>

<ul>
  <li>Prioritise upgrades that help your favourite units.</li>
  <li>Don’t ignore bonus objectives: they often give research or credits.</li>
  <li>Experiment with units. <em>Wings of Liberty</em> has the largest unit roster of the trilogy, including classic units removed from multiplayer.</li>
</ul>

<h3 id="heart-of-the-swarm-shape-your-units">Heart of the Swarm: shape your units</h3>

<p>Kerrigan seeks revenge and sets out to rebuild the Zerg Swarm. It’s the most personal campaign, centred on her journey.</p>

<p><strong>Kerrigan is a hero unit</strong> you control in most missions. She levels up and unlocks abilities, which you choose from several options at each tier. She’s extremely powerful and the heart of your army.</p>

<p><strong>Evolution missions</strong> let you reshape your Zerg units. In each one, you try two variants of a unit in a short scenario, then choose one permanently. For example, a unit might gain the ability to split into smaller units or to leap into battle. Choose what suits your style.</p>

<p><strong>Mutations</strong> are smaller upgrades you can switch freely between missions.</p>

<p><strong>Tips:</strong></p>

<ul>
  <li>Invest in Kerrigan’s abilities that match your playstyle; experiment between missions.</li>
  <li>Zerg are fast and numerous. Keep producing units constantly.</li>
  <li>Use Kerrigan aggressively, but watch her health.</li>
</ul>

<p>It’s the most hero-focused and the fastest-paced of the three campaigns.</p>

<h3 id="legacy-of-the-void-command-the-fleet">Legacy of the Void: command the fleet</h3>

<p>After the prologue, Artanis leads the Protoss to reclaim their homeworld, Aiur, and then to unite the scattered Protoss factions against an ancient enemy.</p>

<p><strong>From the Spear of Adun</strong>, the Protoss arkship, you:</p>

<ul>
  <li><strong>Unlock orbital abilities</strong> you can call down during missions, using solarite collected in missions.</li>
  <li><strong>Choose unit variants</strong> from different Protoss factions, each with distinct abilities.</li>
  <li><strong>Upgrade the ship</strong> with passive bonuses for your economy and army.</li>
</ul>

<p>You can change these choices freely between missions, which makes it the most flexible campaign of the three. For many, it’s also the best-designed — we explain why in <a href="/reviews/starcraft-ii-legacy-of-the-void-review/">our review of Legacy of the Void</a>.</p>

<p><strong>Tips:</strong></p>

<ul>
  <li>Experiment with unit variants: there’s no wrong choice, and you can always switch.</li>
  <li>Orbital abilities can turn difficult moments around; use them often.</li>
  <li>Protoss units are expensive. Protect them, and use shields and repositioning to keep them alive.</li>
</ul>

<h3 id="into-the-void-the-finale">Into the Void: the finale</h3>

<p>The epilogue brings together characters from all three races for a final confrontation. Each mission is played as a different race, and the trilogy’s story comes to a close. Play it right after <em>Legacy of the Void</em> — it’s the payoff for everything that came before.</p>

<h3 id="nova-covert-ops-the-coda">Nova Covert Ops: the coda</h3>

<p>A set of mission packs starring <strong>Nova</strong>, a Terran ghost agent. Set after the trilogy, it offers a smaller-scale story with its own customisation systems. It’s optional, but well made, and a good way to keep playing after the finale.</p>

<h2 id="tips-that-apply-to-all-three">Tips that apply to all three</h2>

<ol>
  <li><strong>Bonus objectives</strong> give extra resources or research. Grab them when you can; they make later missions easier.</li>
  <li><strong>Expand.</strong> New players often stay on one base. A second base early on is almost always the right call when the mission allows it.</li>
  <li><strong>Keep producing workers</strong> early in each mission. A strong economy makes everything easier.</li>
  <li><strong>Use control groups</strong> to select units and buildings quickly.</li>
  <li><strong>Read the mission briefing</strong>: it often hints at the twist.</li>
  <li><strong>Replay missions</strong> from the archive if you want to try a different choice or chase achievements.</li>
  <li><strong>Don’t fear lowering difficulty</strong>: the campaign is meant to be enjoyed.</li>
</ol>

<h2 id="achievements-and-replay-value">Achievements and replay value</h2>

<p>Each mission has <strong>achievements</strong>, often tied to optional challenges: completing it quickly, without losing certain units, or on Hard difficulty. They’re a great reason to replay missions once you know them.</p>

<p>The <strong>mission archive</strong> lets you replay any completed mission with your current upgrades, making it easy to go back for achievements or to try different strategies.</p>

<h2 id="after-the-story">After the story</h2>

<p>When you’re done, there’s plenty more:</p>

<ul>
  <li><strong>Co-op Missions</strong>: two players, each with a commander from the campaigns, face the AI on special maps. It’s the most relaxed way to keep playing <em>StarCraft II</em> without the pressure of the ladder.</li>
  <li><strong>Multiplayer</strong>: if the campaigns have given you a taste for strategy, try games against the AI, then ranked play. Our guide <a href="/reviews/starcraft-for-people-who-never-played-an-rts/">StarCraft for people who have never played an RTS</a> covers the basics.</li>
  <li><strong>Watch the pros</strong>: professional <em>StarCraft II</em> is still played and broadcast — including some of the world’s best players from the Nordic countries, as we explain in <a href="/news/starcraft-in-the-north/">StarCraft in the north</a>.</li>
  <li><strong>Custom games</strong>: the Arcade offers community-made maps and modes.</li>
</ul>

<h2 id="final-thoughts">Final thoughts</h2>

<p>The <em>StarCraft II</em> trilogy is one of the great achievements of the RTS genre: three campaigns with distinct identities, strong mission design and a story that ties together nearly two decades of lore. Whether you play on Casual for the story or on Brutal for the challenge, it’s well worth your time.</p>

<p>Start with <em>Wings of Liberty</em> — it’s free — and see where Raynor’s story takes you.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="guides" /><summary type="html"><![CDATA[StarCraft II tells one long story across three games released between 2010 and 2015, plus a prologue, an epilogue and a set of mission packs. Together they form one of the most ambitious campaigns in strategy gaming: dozens of missions, three playable races, characters returning from the original StarCraft and a story that builds toward a galaxy-spanning finale.]]></summary></entry><entry><title type="html">From Kaer Morhen to Toussaint: the complete trilogy</title><link href="/features/from-kaer-morhen-to-toussaint/" rel="alternate" type="text/html" title="From Kaer Morhen to Toussaint: the complete trilogy" /><published>2026-10-10T00:00:00+02:00</published><updated>2026-10-10T00:00:00+02:00</updated><id>/features/from-kaer-morhen-to-toussaint</id><content type="html" xml:base="/features/from-kaer-morhen-to-toussaint/"><![CDATA[<p>Few series have grown so much from one instalment to the next. In 2007, CD Projekt RED was a Polish studio with no development track record that had convinced BioWare to license it the Aurora engine. Eight years later it released one of the most influential role-playing games of its generation. Replaying the trilogy back to back — something we did over the course of a long, cold autumn — is the best way to see that leap, and to notice how much of the later games’ DNA was there from the very beginning.</p>

<h2 id="before-the-games-a-distributor-with-a-dream">Before the games: a distributor with a dream</h2>

<p>CD Projekt began in the 1990s not as a developer but as a <strong>distributor and localiser</strong>, bringing Western PC games to Poland with high-quality translations. Its Polish version of <em>Baldur’s Gate</em> became something of a legend, and it gave the company a deep understanding of what made Western RPGs work.</p>

<p>Andrzej Sapkowski’s Witcher stories, meanwhile, were already hugely popular in Poland. An earlier attempt to adapt them to video games by another Polish studio had been cancelled, so when CD Projekt set up its own development team, the Witcher was the obvious choice. The studio was young, inexperienced and ambitious to the point of recklessness. That combination defines the first game.</p>

<h2 id="the-witcher-2007-the-apprentice">The Witcher (2007): the apprentice</h2>

<p>The first game opens at <strong>Kaer Morhen</strong>, the witchers’ fortress, with an amnesiac Geralt and an assault by a criminal organisation called Salamandra that turns everything upside down. The theft of the witchers’ mutagenic secrets sets the plot in motion, and Geralt sets off across Temeria to recover them.</p>

<p>It’s a rough game. Awkward camera options, constant loading screens and a combat system built around timing clicks to the rhythm of the animation, switching between fast, strong and group styles. Many players bounced off it in the first few hours, and even today it demands patience.</p>

<p>And yet everything is already there:</p>

<ul>
  <li><strong>Choices with no good side.</strong> The conflict between the Scoia’tael elven guerrillas and the Order of the Flaming Rose is the backbone of the story, and the game refuses to tell you who is right.</li>
  <li><strong>Consequences that arrive hours later.</strong> A decision in the early chapters can resurface much later, in a completely different context, without the game ever flagging it as important.</li>
  <li><strong>A sense of place.</strong> The damp outskirts of Vizima, the slums of the Temple Quarter, the lakeside villages — Temeria feels grey, poor and lived-in.</li>
  <li><strong>Alchemy as preparation.</strong> Potions are toxic, so you can’t drink them freely. You brew them while meditating and plan which ones to take before a fight — a system that would survive, in different forms, into the sequels.</li>
</ul>

<p>The <strong>Enhanced Edition</strong> of 2008 polished the voice acting, translations and loading times, and it’s the version to play today. If you want practical advice, our guide on <a href="/guides/how-to-play-the-witcher-1-today/">how to enjoy The Witcher 1 today</a> covers the rough edges.</p>

<blockquote>
  <p>Choices with no good side were there from day one.</p>
</blockquote>

<h2 id="the-witcher-2-2011-the-politician">The Witcher 2 (2011): the politician</h2>

<p>With its own engine, <strong>REDengine</strong>, the sequel changes scale and ambition. Geralt is accused of regicide after a king is murdered in front of him, and the story becomes a chessboard of kings, sorceresses, conspiracies and elven rebels. The real culprit, <strong>Letho of Gulet</strong>, is another witcher — and one of the most interesting antagonists in the series, precisely because his motives make sense.</p>

<p>It’s the most political chapter and the riskiest. At the end of the first act, in the river town of Flotsam, Geralt must side with <strong>Vernon Roche</strong>, commander of Temeria’s special forces, or with <strong>Iorveth</strong>, leader of a Scoia’tael band. The second act is then <strong>completely different</strong> depending on that choice: different locations, different quests, different revelations. It’s an enormous amount of content that half of all players never see — a decision almost no studio would make today.</p>

<p>The combat, more active and built around dodging, rolling and Signs, is punishing for the first few hours, especially in the prologue. The game later received an <strong>Enhanced Edition</strong> in 2012 that improved the tutorial and added content, and it was also released on Xbox 360.</p>

<p>What The Witcher 2 does better than the other two games is <strong>density</strong>. Its structure of three closed acts, each in a contained region, allows a narrative focus that the open world of the third game doesn’t always reach. Every side quest feels connected to the political tension around it. We dig into this in our <a href="/reviews/the-witcher-2-the-most-underrated-chapter/">review of The Witcher 2</a>.</p>

<h2 id="the-witcher-3-2015-the-master">The Witcher 3 (2015): the master</h2>

<p><em>Wild Hunt</em> opens up the map: Velen, Novigrad, Skellige. The search for Ciri, Geralt’s adopted daughter, gives him a personal motivation the earlier games lacked, and the return of <strong>Yennefer</strong>, absent from the first two games, completes the emotional picture.</p>

<p>Where <em>Wild Hunt</em> changed the industry was its <strong>side quests</strong>. They’re written with the same care as the main story, often with twists, moral dilemmas and endings that stay with you. The Bloody Baron’s storyline in Velen is still the example people cite when they talk about side quests done right: it begins as a simple search and becomes one of the most uncomfortable, human stories in the genre.</p>

<p>Other elements helped turn it into a phenomenon:</p>

<ul>
  <li><strong>Witcher contracts</strong> turned monster hunting into small detective stories, with investigation, preparation and a fight.</li>
  <li><strong>Gwent</strong>, the in-world card game, became so popular that it later got its own standalone release.</li>
  <li><strong>The world itself</strong>, with its war-torn villages, its huge city and its windswept islands, still holds up visually years later.</li>
</ul>

<p>The two expansions round off the work. <strong>Hearts of Stone</strong> (2015) is a dark, contained fable about a cursed nobleman and a mysterious figure who grants wishes at a terrible price. <strong>Blood and Wine</strong> (2016) takes us to <strong>Toussaint</strong>, a duchy of saturated colours, vineyards and knights-errant that works as the perfect farewell for Geralt — he even gets a vineyard of his own to retire to.</p>

<p>In 2022, a <strong>next-gen update</strong> brought improved visuals, new options and some community-inspired content to the game, and in 2024 CD Projekt released <strong>REDkit</strong>, an official modding tool. If you’re planning a new playthrough, our <a href="/guides/essential-witcher-3-mods/">essential mods guide</a> and our <a href="/guides/the-witcher-3-tips-for-beginners/">beginner tips</a> will help.</p>

<h2 id="what-ties-the-trilogy-together">What ties the trilogy together</h2>

<p>Played together, the three games reveal a remarkable consistency of tone, even as the technology and structure change completely:</p>

<ul>
  <li><strong>Geralt is never a chosen one.</strong> He’s a professional caught up in events bigger than him, trying to do the least-bad thing.</li>
  <li><strong>Monsters are rarely the real monsters.</strong> In all three games, the most disturbing acts are committed by people.</li>
  <li><strong>Politics is personal.</strong> Wars between kingdoms are shown through what they do to villages, families and individuals.</li>
  <li><strong>Choices aren’t moral scores.</strong> There’s no good or evil meter. The games trust you to live with what you decided.</li>
</ul>

<p>Recurring characters reinforce this continuity. Dandelion, Zoltan, Triss, Roche and others appear across multiple games, and seeing them grow (or not) over three adventures adds a layer that’s lost if you only play the last one.</p>

<h2 id="what-order-should-you-play-them-in">What order should you play them in?</h2>

<ul>
  <li><strong>If you have time</strong>: in order. Watching Geralt — and the studio — grow is part of the charm, and the payoffs in The Witcher 3 hit harder.</li>
  <li><strong>If you’re short on time</strong>: start with The Witcher 3. It will bring you up to speed well enough, though you’ll miss nuances of characters like Roche, Triss or Letho.</li>
  <li><strong>The middle ground</strong>: The Witcher 2, then The Witcher 3. It’s the best compromise between context and accessibility. On PC, the third game doesn’t import save files, but it lets you set some key choices from the previous one during a conversation.</li>
</ul>

<p>Whatever you choose, don’t rush. These are games that reward patience: reading the books in the menus, listening to conversations, taking contracts you don’t strictly need.</p>

<h2 id="the-road-ahead">The road ahead</h2>

<p>CD Projekt has already shown the next step, with a new game starring Ciri as the protagonist. Whatever it turns out to be, it will be built on the foundations laid by these three games.</p>

<p>Nineteen years after that first step into Kaer Morhen, the trilogy holds up as a whole. Rough edges and all, but with a coherence of voice and theme that very few series ever manage. It’s the story of a witcher who wanted to be left alone, told by a studio that refused to play it safe.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="features" /><summary type="html"><![CDATA[Few series have grown so much from one instalment to the next. In 2007, CD Projekt RED was a Polish studio with no development track record that had convinced BioWare to license it the Aurora engine. Eight years later it released one of the most influential role-playing games of its generation. Replaying the trilogy back to back — something we did over the course of a long, cold autumn — is the best way to see that leap, and to notice how much of the later games’ DNA was there from the very beginning.]]></summary></entry><entry><title type="html">Returning to Azeroth in 2026: a guide for players who left years ago</title><link href="/guides/returning-to-azeroth-in-2026/" rel="alternate" type="text/html" title="Returning to Azeroth in 2026: a guide for players who left years ago" /><published>2026-10-09T00:00:00+02:00</published><updated>2026-10-09T00:00:00+02:00</updated><id>/guides/returning-to-azeroth-in-2026</id><content type="html" xml:base="/guides/returning-to-azeroth-in-2026/"><![CDATA[<p>If your last memory of World of Warcraft is a <em>Wrath of the Lich King</em> raid, grinding reputations in <em>Legion</em> or levelling a character in <em>Mists of Pandaria</em>, the game you’re about to find is very different. Systems have come and gone, levels have been squished, and there’s now more than one World of Warcraft to choose from.</p>

<p>This guide is for you: the lapsed player who still remembers their main’s name and wants to know where to begin without spending a week on wikis.</p>

<h2 id="first-which-world-of-warcraft">First: which World of Warcraft?</h2>

<p>Today there are several games under the same subscription. They share a launcher and a payment, but they’re very different experiences.</p>

<h3 id="retail">Retail</h3>

<p><strong>Retail</strong> is the current World of Warcraft, with the latest expansion and all the accumulated content of the last twenty years. It’s faster, more polished and more convenient than the game you remember, with a huge amount to do at max level: dungeons, raids, Mythic+ keystones, PvP, world content, collections, cosmetics and more.</p>

<p>Choose Retail if you want to see what the game has become, play with friends who are currently active, or experience the newest story.</p>

<h3 id="classic">Classic</h3>

<p><strong>Classic</strong> is a family of versions that recreate earlier eras of the game. Blizzard has offered the original experience, progressions through later expansions and special rule sets such as <strong>Hardcore</strong>, where death is permanent. The exact lineup of Classic versions changes over time, so check the launcher to see what’s currently available.</p>

<p>Choose Classic if you’re coming back for nostalgia, prefer slower levelling and a more social, demanding world, or want the thrill of a character you can lose forever.</p>

<p>A single subscription gives you access to both, so there’s no harm in trying each.</p>

<h2 id="your-old-characters-are-still-there">Your old characters are still there</h2>

<p>Log in and your old characters should be waiting for you. They may look strange — interfaces, talents and abilities have been reworked many times — but they’re there, with their gear, achievements and collections.</p>

<p>Expect a few surprises:</p>

<ul>
  <li><strong>Talents and abilities</strong> have probably changed completely. Read your spellbook and talent tree before your first fight.</li>
  <li><strong>Your bags</strong> may be full of items that no longer serve any purpose. Sell or destroy freely.</li>
  <li><strong>Your hearthstone</strong> might be set somewhere ancient. Check it before you need it.</li>
</ul>

<p>If you’d rather start fresh, a new character is perfectly valid — levelling is much faster than it used to be.</p>

<h2 id="levelling-isnt-what-it-used-to-be">Levelling isn’t what it used to be</h2>

<p>Levels have been <strong>squished</strong> so that numbers stay manageable, and you can now choose which expansion to level in thanks to <strong>Chromie Time</strong>. Talk to Chromie in your faction’s capital and pick the era you prefer. The zones of that expansion will scale to your level, so you can follow its story from start to finish.</p>

<p>This is the best way to see stories you missed. Some popular choices:</p>

<ul>
  <li><strong>Wrath of the Lich King</strong> if you want to see Arthas’s story close (and know <a href="/features/the-campaign-that-shaped-azeroth/">Warcraft III</a>).</li>
  <li><strong>Legion</strong> for one of the most praised class experiences in the game’s history.</li>
  <li><strong>Mists of Pandaria</strong> for its beautiful zones and calmer tone.</li>
</ul>

<p>Brand-new characters typically start in a dedicated introductory area that teaches the basics. If you already know how to play, you can skip ahead.</p>

<h2 id="what-will-surprise-you-most">What will surprise you most</h2>

<h3 id="you-can-edit-the-interface-without-addons">You can edit the interface without addons</h3>

<p>The built-in <strong>Edit Mode</strong> lets you move and resize action bars, unit frames, the minimap and most other elements. Many players who once relied on complex addon packs now use the default UI with a few tweaks.</p>

<h3 id="dynamic-flying">Dynamic flying</h3>

<p><strong>Skyriding</strong> — the momentum-based flying introduced as dragonriding — completely changes how you move around the world. You dive to build speed, climb to gain altitude and use abilities to surge forward. It takes ten minutes to learn and makes old-style flying feel slow. Practise in a quiet zone before you need it.</p>

<h3 id="your-warband">Your Warband</h3>

<p>The <strong>Warband</strong> system shares progress across your characters: certain reputations, a shared bank and more. Your alts no longer feel like starting from scratch, which makes trying other classes far more appealing.</p>

<h3 id="group-content-is-easier-to-access">Group content is easier to access</h3>

<p>Tools to find groups for dungeons, raids and other activities are built into the game. You can queue for many activities solo and be matched with others.</p>

<h2 id="addons-less-essential-than-before">Addons: less essential than before</h2>

<p>Many features that used to require addons are now built in. Even so, a few remain very common:</p>

<ul>
  <li><strong>Boss warnings</strong> such as <em>Deadly Boss Mods</em> or <em>BigWigs</em>, which alert you to upcoming mechanics in dungeons and raids.</li>
  <li><strong>Damage meters</strong> such as <em>Details!</em>, to see how you and your group are performing.</li>
  <li><strong>Quality-of-life addons</strong> for bags, quests or collections, depending on your taste.</li>
</ul>

<p>Install addons through a reputable manager and keep them updated after patches. Start light — you can always add more later.</p>

<h2 id="gearing-at-max-level">Gearing at max level</h2>

<p>Once you hit the level cap, the game opens up. The exact systems change with each expansion, but the broad structure is similar:</p>

<ol>
  <li><strong>The campaign</strong> of the current expansion, which unlocks features and introduces the story.</li>
  <li><strong>World content</strong> — weekly activities, events and quests that reward gear.</li>
  <li><strong>Dungeons</strong>, starting on lower difficulties and progressing to <strong>Mythic+</strong>, where timed keystones increase in difficulty.</li>
  <li><strong>Raids</strong>, available on several difficulties, from the casual-friendly finder to Mythic.</li>
  <li><strong>PvP</strong>, through battlegrounds and arenas, with its own gearing path.</li>
</ol>

<p>Don’t try to do everything. Pick what you enjoy and focus on that.</p>

<h2 id="money-and-the-wow-token">Money and the WoW Token</h2>

<p>The <strong>WoW Token</strong> can be bought with real money and sold in-game for gold, or bought with gold and redeemed for game time or Battle.net balance. If you play a lot and earn gold, it’s a way to keep your subscription going; if you’re short on time, it’s a shortcut. Either way, you don’t need it to enjoy the game.</p>

<h2 id="a-plan-for-your-first-week">A plan for your first week</h2>

<ol>
  <li><strong>Day 1</strong>: log in, read your talents and abilities, set up your interface with Edit Mode and sell your old junk.</li>
  <li><strong>Days 2–3</strong>: if you need to level, use Chromie Time to follow an expansion’s story. If you’re already at max level, start the current campaign.</li>
  <li><strong>Days 4–5</strong>: try dungeons with the group finder. Learn your role before jumping into harder content.</li>
  <li><strong>Weekend</strong>: join a guild. Look for one that matches your schedule and goals — casual, social, raiding or PvP.</li>
</ol>

<h2 id="the-most-important-tip">The most important tip</h2>

<p>Join a <strong>guild</strong>. It’s still what makes World of Warcraft more than just a game: people to run dungeons with, ask questions, share achievements and simply hang out. Many players who return after years find that the community is what keeps them there.</p>

<p>Welcome back. Azeroth has changed a lot, but it was waiting for you. If you want a quick refresher on what you missed, our overview of <a href="/features/world-of-warcraft-expansions-explained/">every World of Warcraft expansion</a> has you covered.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="guides" /><summary type="html"><![CDATA[If your last memory of World of Warcraft is a Wrath of the Lich King raid, grinding reputations in Legion or levelling a character in Mists of Pandaria, the game you’re about to find is very different. Systems have come and gone, levels have been squished, and there’s now more than one World of Warcraft to choose from.]]></summary></entry><entry><title type="html">Bloodlines: why Santa Monica never dies</title><link href="/retro/bloodlines-why-santa-monica-never-dies/" rel="alternate" type="text/html" title="Bloodlines: why Santa Monica never dies" /><published>2026-10-08T00:00:00+02:00</published><updated>2026-10-08T00:00:00+02:00</updated><id>/retro/bloodlines-why-santa-monica-never-dies</id><content type="html" xml:base="/retro/bloodlines-why-santa-monica-never-dies/"><![CDATA[<p><em>Vampire: The Masquerade – Bloodlines</em> came out in November 2004, on the same day as <em>Half-Life 2</em> — with which it also shared an engine: Troika Games had licensed Valve’s Source before anyone else could ship a game with it. It arrived riddled with bugs, with its final stretch visibly cut down and no time left to fix it. Sales were modest. Troika closed in early 2005.</p>

<p>That should have been the end. It wasn’t. Two decades later, Bloodlines is still played, patched, discussed and recommended, and it’s routinely cited as one of the best role-playing games ever made on PC. This is the story of how a commercial failure became a cult classic — and why its first neighbourhood, Santa Monica, is still the best part of it.</p>

<h2 id="troika-brilliant-and-doomed">Troika: brilliant and doomed</h2>

<p>Troika Games was founded by veterans of the original <em>Fallout</em>: Tim Cain, Leonard Boyarsky and Jason Anderson. Their games — <em>Arcanum</em>, <em>The Temple of Elemental Evil</em> and finally <em>Bloodlines</em> — all shared the same profile: enormous ambition, deep systems, sharp writing and technical problems that made reviewers despair.</p>

<p>Bloodlines was its most ambitious project. It took the World of Darkness, the gothic-punk tabletop universe of <em>Vampire: The Masquerade</em>, and turned it into a first- and third-person RPG set in modern Los Angeles. You’d talk, sneak, shoot, bite and scheme your way through vampire politics, with your choice of clan shaping how the world responded to you.</p>

<p>The team had only part of the time it needed. And launching against Half-Life 2 — the most anticipated shooter of its generation, running on the same engine — was the worst possible timing.</p>

<h2 id="santa-monica-the-genres-best-first-night">Santa Monica, the genre’s best first night</h2>

<p>After a prologue in which you’re turned without permission and your sire is executed for the crime of creating you, the game drops you in <strong>Santa Monica</strong>. You’re a fledgling, tolerated only because the local prince sees you as useful. You have a dingy apartment, a few dollars and a phone number.</p>

<p>Santa Monica is small: a pier, a couple of streets, a beach house, a club, a run-down hostel, a clinic, a pawn shop. But every corner hides something:</p>

<ul>
  <li><strong>Smiling Jack</strong>, a grizzled anarch who teaches you the basics and becomes one of the most beloved characters in the game.</li>
  <li><strong>The Voerman sisters</strong> at the Asylum club, a story of jealousy and identity that becomes one of the game’s most memorable quests.</li>
  <li><strong>Mercurio</strong>, a ghoul in need of help, who introduces you to the vampire economy of favours.</li>
  <li><strong>The Ocean House hotel</strong>, a haunted building you’re sent to clear. Doors slam, objects move, voices whisper. It’s one of the best-designed horror levels in any game — in a game that, in theory, isn’t a horror game.</li>
</ul>

<p>Santa Monica works because it’s <strong>dense</strong>. There are few places, but they all have a story, and almost every job can be solved by talking, sneaking or biting. You get a sense of how the different factions — Camarilla, Anarchs, mortals, hunters — rub against each other, and you learn the rules of the Masquerade: don’t feed in public, don’t use powers in front of witnesses, don’t let humans know vampires exist.</p>

<p>Later hubs — Downtown, Hollywood, Chinatown — are bigger and more spectacular, but many players remember Santa Monica most fondly. It’s where Bloodlines shows exactly what it is.</p>

<h2 id="your-clan-changes-everything">Your clan changes everything</h2>

<p>Choosing a clan isn’t cosmetic. A <strong>Nosferatu</strong> can’t be seen on the street without breaking the Masquerade and must travel through the sewers. A <strong>Ventrue</strong> is picky about whose blood they drink. A <strong>Toreador</strong> seduces where others threaten. A <strong>Tremere</strong> wields blood magic. And then there’s the <strong>Malkavian</strong>, whose dialogue is almost entirely rewritten — so much so that they get <a href="/retro/malkavian-the-clan-that-changes-the-whole-game/">an article of their own</a>.</p>

<p>Dialogue skills — Persuasion, Intimidation, Seduction — open alternative paths in many quests, and some characters react differently depending on your clan. It’s the closest a video game had come to the feeling of a good tabletop session, and few have matched it since. If you’re unsure where to start, our <a href="/guides/bloodlines-clan-guide/">clan guide</a> has recommendations.</p>

<h2 id="the-writing">The writing</h2>

<p>What has kept Bloodlines alive is, above all, its <strong>writing</strong>. Characters are vivid, funny, tragic and often deeply strange. The dialogue is sharp and full of personality, and the game is willing to be dark, absurd and melancholy in the same scene.</p>

<p>It also captures something essential about the source material: being a vampire is a curse. You’re powerful, but every night is a negotiation between your hunger, your humanity and the political games of older, stronger creatures who see you as a pawn.</p>

<h2 id="the-problems">The problems</h2>

<p>None of this means Bloodlines is flawless. Even patched, it has clear weaknesses:</p>

<ul>
  <li><strong>Combat</strong> is clumsy, especially gunplay. Builds focused on talking and stealth tend to have a better time.</li>
  <li><strong>The last third</strong> is heavier on combat and lighter on choice, a clear sign of the time pressure the team faced.</li>
  <li><strong>Some sections</strong> — particularly a few late-game dungeons — overstay their welcome.</li>
</ul>

<p>But the first two thirds are so good that most players forgive the rest.</p>

<h2 id="the-community-that-wouldnt-let-it-die">The community that wouldn’t let it die</h2>

<p>The reason you can play it painlessly today has a name: the <strong>Unofficial Patch</strong>, maintained for years by the community with Werner Spahl (<em>Wesp5</em>) at the helm. It fixes thousands of bugs and offers a “basic” mode that only fixes things, and a “plus” mode that restores cut content and makes other changes.</p>

<p>Beyond the patch, a passionate community has produced mods, translations, analyses and endless discussion. Bloodlines became the kind of game that people keep recommending to each other, almost as a rite of passage for fans of the genre.</p>

<h2 id="how-to-play-it-today">How to play it today</h2>

<ol>
  <li><strong>Buy it from a digital store.</strong> The Steam version runs on modern systems.</li>
  <li><strong>Install the unofficial patch.</strong> Choose the basic version if it’s your first playthrough, so you experience the game as intended, but stable.</li>
  <li><strong>Set your resolution</strong> from the patch itself or the game settings.</li>
  <li><strong>Pick a clan you can talk your way through with.</strong> A Toreador, Ventrue or Tremere will give you a more forgiving first run than a Nosferatu.</li>
  <li><strong>Invest in dialogue skills.</strong> They’re more valuable than combat skills for most of the game.</li>
  <li><strong>Explore Santa Monica fully</strong> before moving on. Talk to everyone; read the emails on computers; listen to the radio.</li>
</ol>

<h2 id="why-it-never-dies">Why it never dies</h2>

<p>Bloodlines is not a perfect game. It’s something rarer: a game with a voice so distinctive that, twenty years later, it still has no substitute. Many games have tried to capture its blend of freedom, atmosphere and character, but few have come close.</p>

<p>Every few years a new generation of players discovers it, installs the patch and walks out into the Santa Monica night for the first time. As long as that keeps happening, Bloodlines will keep its place among the immortals.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="retro" /><summary type="html"><![CDATA[Vampire: The Masquerade – Bloodlines came out in November 2004, on the same day as Half-Life 2 — with which it also shared an engine: Troika Games had licensed Valve’s Source before anyone else could ship a game with it. It arrived riddled with bugs, with its final stretch visibly cut down and no time left to fix it. Sales were modest. Troika closed in early 2005.]]></summary></entry><entry><title type="html">The Witcher 3: 10 things we wish we’d known on our first playthrough</title><link href="/guides/the-witcher-3-tips-for-beginners/" rel="alternate" type="text/html" title="The Witcher 3: 10 things we wish we’d known on our first playthrough" /><published>2026-10-07T00:00:00+02:00</published><updated>2026-10-07T00:00:00+02:00</updated><id>/guides/the-witcher-3-tips-for-beginners</id><content type="html" xml:base="/guides/the-witcher-3-tips-for-beginners/"><![CDATA[<p><em>The Witcher 3</em> doesn’t explain much. It drops you into White Orchard with a sword, a horse and a question mark, and expects you to figure out the rest. Its first hours can feel overwhelming: menus full of ingredients, a combat system that punishes button-mashing, a map covered in icons and a story that doesn’t wait for you.</p>

<p>These are the tips we’d give any friend starting out. They’re <strong>spoiler-free</strong> — no story details, just systems, habits and advice that will make your first journey across the Continent smoother and more enjoyable.</p>

<h2 id="1-quen-is-your-best-friend">1. Quen is your best friend</h2>

<p>Geralt has five <strong>Signs</strong>, simple spells cast with a button:</p>

<ul>
  <li><strong>Aard</strong>: a telekinetic blast that staggers or knocks down enemies.</li>
  <li><strong>Igni</strong>: a burst of fire that damages and can set enemies alight.</li>
  <li><strong>Yrden</strong>: a magic trap that slows enemies and is essential against spectres.</li>
  <li><strong>Quen</strong>: a shield that absorbs damage.</li>
  <li><strong>Axii</strong>: a mind trick that can stun enemies or influence conversations.</li>
</ul>

<p>Of the five, <strong>Quen</strong> is the one that will save you most often early on. It absorbs a hit — sometimes more, depending on your upgrades — giving you room to make mistakes. Cast it before every fight and recast it whenever it breaks. Many experienced players keep it up almost constantly.</p>

<p>As you progress, experiment with the others: Igni is devastating against groups, Yrden is vital against certain monsters, and Axii can open new dialogue options.</p>

<h2 id="2-read-the-bestiary">2. Read the bestiary</h2>

<p>Every monster has weaknesses: a specific <strong>oil</strong>, Sign, bomb or potion. The <strong>bestiary</strong>, found in your glossary, tells you what works against each creature once you’ve encountered or read about it.</p>

<p>Before a contract, open the bestiary entry, apply the right oil to your silver sword and prepare the right Sign or bomb. On higher difficulties, it’s the difference between a clean fight and a dozen reloads. On lower difficulties, it still makes fights quicker and more satisfying.</p>

<p>Reading books found in the world can also unlock bestiary entries, so pick them up.</p>

<h2 id="3-meditation-refills-your-potions">3. Meditation refills your potions</h2>

<p>Once you’ve crafted a potion, oil or bomb, you don’t need to craft it again. <strong>Meditating</strong> refills them, as long as you carry <strong>strong alcohol</strong> such as <strong>Dwarven Spirit</strong> or <strong>Alcohest</strong>. Each time you meditate, one bottle is used to refill your alchemy items.</p>

<p>Keep a few bottles in your inventory at all times. Buy them from merchants or craft them, and never sell them. It’s one of the most useful mechanics in the game, and many players don’t discover it until much later.</p>

<p>Meditation also lets you pass time, which is useful for quests that only happen at certain hours and for restoring health on lower difficulties.</p>

<h2 id="4-dont-leave-side-quests-for-later">4. Don’t leave side quests for later</h2>

<p>Quests have a <strong>recommended level</strong>. If you complete a quest far below your current level, you’ll get very little experience for it. Many players save side quests “for later”, only to find that they’ve become worthless in terms of experience.</p>

<p>Do side quests and contracts <strong>as you find them</strong>. They’re often better written than the main story anyway, and they’ll keep your level in line with the main quests. The game’s best moments are frequently hidden in side content.</p>

<h2 id="5-some-quests-can-be-missed">5. Some quests can be missed</h2>

<p>The story moves on, and certain quests close once you pass key moments. Characters leave, situations change and opportunities disappear.</p>

<p>As a rule of thumb: if a quest seems to involve a character or place you’re about to leave behind, finish it first. When the game warns you that you’re about to reach a point of no return, take it seriously — go back and tie up loose ends.</p>

<h2 id="6-use-your-witcher-senses-everywhere">6. Use your witcher senses everywhere</h2>

<p>Holding the <strong>witcher senses</strong> button highlights clues, loot and interactive objects in red. In investigations, it’s mandatory: you’ll follow tracks, examine bodies and find hidden objects.</p>

<p>Outside investigations, it’s the easiest way to find what you’d otherwise miss: herbs, hidden chests, doors and paths. Get into the habit of tapping it whenever you enter a new area.</p>

<h2 id="7-hunt-for-witcher-gear">7. Hunt for witcher gear</h2>

<p>The best armour and weapons in the game are often <strong>witcher school gear</strong>, crafted from diagrams hidden around the world. Each school suits a different playstyle:</p>

<ul>
  <li><strong>Griffin</strong>: Signs and magic.</li>
  <li><strong>Cat</strong>: light armour and fast attacks.</li>
  <li><strong>Bear</strong>: heavy armour and tankiness.</li>
  <li><strong>Wolf</strong>: a balanced, medium-armour set suited to most builds.</li>
  <li><strong>Manticore</strong>: alchemy-focused, available in the <em>Blood and Wine</em> expansion.</li>
</ul>

<p>Each set has several tiers, which you upgrade by finding new diagrams as you level up. Hunting for them takes you to interesting locations and gives you a sense of progression. Look for <strong>scavenger hunt</strong> quests in your journal.</p>

<h2 id="8-not-every-merchant-pays-the-same">8. Not every merchant pays the same</h2>

<p>Prices vary by merchant and region. Some general tips:</p>

<ul>
  <li><strong>Sell to specialists</strong>: armourers buy armour, blacksmiths buy weapons, herbalists buy herbs.</li>
  <li><strong>Merchants run out of money</strong>: their funds replenish over time, so spread your sales around.</li>
  <li><strong>Break down junk</strong>: unless you need money, dismantling unwanted items gives you crafting components.</li>
  <li><strong>Don’t sell everything</strong>: some components are rare and useful for crafting witcher gear.</li>
  <li><strong>Repair kits</strong>: keep some for your gear, or use armourers and blacksmiths to repair it.</li>
</ul>

<p>Money can be tight early on, but it becomes much easier later. Avoid spending all your coin on items you’ll replace quickly.</p>

<h2 id="9-play-gwent-early">9. Play Gwent early</h2>

<p><strong>Gwent</strong> is the in-world card game, and it’s a whole side activity of its own. Many players dismiss it at first and later fall in love with it.</p>

<p>Some of the best cards come from winning against <strong>specific characters</strong> or completing Gwent quests. Start collecting early, in Velen and Novigrad, and it will be much easier later. Buy cards from merchants and innkeepers whenever you can.</p>

<p>Gwent is optional, but it’s one of the most popular parts of the game — popular enough that it later got its own standalone release.</p>

<h2 id="10-pick-a-difficulty-youll-enjoy">10. Pick a difficulty you’ll enjoy</h2>

<p>The game offers four difficulty levels:</p>

<ul>
  <li><strong>Just the Story</strong>: for players who want to focus on narrative.</li>
  <li><strong>Story and Sword</strong>: a balanced experience.</li>
  <li><strong>Blood and Broken Bones!</strong>: a real challenge, requiring preparation.</li>
  <li><strong>Death March!</strong>: the hardest, where preparation, oils and potions are essential.</li>
</ul>

<p>On <strong>Death March!</strong>, the game becomes a demanding action RPG where every fight requires thought. On lower difficulties, you can focus on the story and exploration. Neither is the “right” way, and you can change difficulty at any time from the options.</p>

<h2 id="bonus-tips">Bonus tips</h2>

<ul>
  <li><strong>Use your horse</strong>: call Roach with a whistle and use the canter and gallop to travel quickly. Fast travel points are signposts on the map.</li>
  <li><strong>Don’t fight everything</strong>: some enemies are far above your level. If something kills you in two hits, come back later.</li>
  <li><strong>Upgrade your skills sensibly</strong>: focus on one or two skill trees rather than spreading points thinly. Mutagens boost skills of matching colours.</li>
  <li><strong>Read and listen</strong>: notes, letters and conversations add enormous depth to the world.</li>
  <li><strong>Take breaks</strong>: it’s a huge game. Enjoy it at your own pace.</li>
</ul>

<h2 id="final-thoughts">Final thoughts</h2>

<p><em>The Witcher 3</em> rewards curiosity and preparation. The more you learn about its systems, the more it opens up — and the more you notice the care that went into its world and its stories.</p>

<p>Once you’ve settled in, check out our <a href="/guides/essential-witcher-3-mods/">essential mods</a> for a second playthrough, and if you want the bigger picture, read our <a href="/features/from-kaer-morhen-to-toussaint/">trilogy retrospective</a>.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="guides" /><summary type="html"><![CDATA[The Witcher 3 doesn’t explain much. It drops you into White Orchard with a sword, a horse and a question mark, and expects you to figure out the rest. Its first hours can feel overwhelming: menus full of ingredients, a combat system that punishes button-mashing, a map covered in icons and a story that doesn’t wait for you.]]></summary></entry><entry><title type="html">The campaign that shaped Azeroth</title><link href="/features/the-campaign-that-shaped-azeroth/" rel="alternate" type="text/html" title="The campaign that shaped Azeroth" /><published>2026-10-06T00:00:00+02:00</published><updated>2026-10-06T00:00:00+02:00</updated><id>/features/the-campaign-that-shaped-azeroth</id><content type="html" xml:base="/features/the-campaign-that-shaped-azeroth/"><![CDATA[<p><em>Warcraft III: Reign of Chaos</em> arrived in 2002 with a bet that looked risky for a strategy game: telling a real story. Not a series of missions loosely connected by briefings, but a narrative with named heroes, betrayals, tragedy and a clear arc — told through in-engine scenes, cinematics people still remember and a campaign split into chapters that tell a single story from different sides.</p>

<p>The two earlier Warcraft games had established a world of humans versus orcs. <em>Warcraft III</em> expanded it, deepened it and, above all, gave it characters. Almost everything that millions of players would later explore in <em>World of Warcraft</em> was born here.</p>

<h2 id="a-different-kind-of-rts">A different kind of RTS</h2>

<p>Before the story, the design. <em>Warcraft III</em> introduced <strong>heroes</strong>: powerful units that gain experience, learn abilities and carry items. They were the heart of each army and, crucially, the heart of each story. When you controlled Arthas or Thrall in a mission, you weren’t just moving a unit; you were playing a character.</p>

<p>It also introduced <strong>four asymmetric races</strong> — Human Alliance, Orcish Horde, Undead Scourge and Night Elves — each with its own economy, buildings and style. And it added <strong>neutral creeps</strong> on the map, giving players a reason to explore and fight before meeting the enemy.</p>

<p>These ideas made the campaign feel closer to an RPG than to a traditional RTS — a direction Blizzard would push much further a couple of years later.</p>

<h2 id="the-prologue-exodus-of-the-horde">The prologue: Exodus of the Horde</h2>

<p>The game begins with a short orc prologue that doubles as a tutorial. <strong>Thrall</strong>, the young warchief of the orcs, is warned in a vision that he must lead his people across the sea to Kalimdor. It’s a modest start, but it plants the idea that drives the whole game: something terrible is coming, and old enemies will need each other.</p>

<h2 id="the-humans-the-fall-of-arthas">The humans: the fall of Arthas</h2>

<p>The human campaign is, above all, the tragedy of Prince <strong>Arthas</strong>. He starts as a confident, impulsive paladin, beloved by his people and trained by the wise Uther. A mysterious plague is spreading through the northern villages of Lordaeron, turning people into undead, and Arthas sets out to stop it.</p>

<p>What follows is one of the great tragic arcs in gaming. Arthas becomes increasingly obsessed with defeating the plague’s source, and his decisions grow more terrible each time:</p>

<ul>
  <li><strong>The Culling of Stratholme</strong>: faced with a city whose grain has been infected, Arthas orders its population killed before they can turn. Uther and Jaina refuse to take part and leave him.</li>
  <li><strong>The expedition to Northrend</strong>: Arthas pursues the demon behind the plague to the frozen north, burning his own ships to stop his men from turning back.</li>
  <li><strong>Frostmourne</strong>: to win, he takes up a cursed runeblade, sacrificing his soul for power.</li>
</ul>

<p>The player doesn’t just watch — they’re the one giving the orders in every mission. That complicity is what makes the campaign so effective.</p>

<h2 id="the-undead-the-scourge">The undead: the Scourge</h2>

<p>With Arthas now a death knight in service of the Lich King, the game flips the perspective. We play as the <strong>Scourge</strong>, spreading the plague across the lands we were defending an hour earlier.</p>

<p>Arthas returns home and murders his father, King Terenas, in one of the most famous cinematics of the era. He then helps resurrect the necromancer <strong>Kel’Thuzad</strong> at the Sunwell, the source of the high elves’ power, devastating their kingdom of Quel’Thalas along the way.</p>

<p>It’s one of the first times a mainstream strategy game asked us to play as “the bad guys” without softening it. The campaign also introduces the demons of the <strong>Burning Legion</strong>, the true power behind the Scourge, setting up the conflict of the second half.</p>

<h2 id="the-orcs-the-exodus-to-kalimdor">The orcs: the exodus to Kalimdor</h2>

<p><strong>Thrall</strong> leads the orcs across the sea to Kalimdor. Here we meet <strong>Cairne Bloodhoof</strong> and the tauren, a noble people threatened by centaurs, and build the alliance that will become the core of the Horde.</p>

<p>The emotional centre of this campaign is <strong>Grom Hellscream</strong>, a fierce warrior whose people once drank demon blood to gain power, enslaving them to the Legion. When Grom falls prey to the same corruption again, Thrall must save him. Grom’s final battle against the demon Mannoroth is one of the most celebrated moments in the series — a story of redemption that would echo through Warcraft for years.</p>

<h2 id="the-night-elves-mount-hyjal">The night elves: Mount Hyjal</h2>

<p>The final chapter introduces the <strong>night elves</strong>, an ancient people hidden in the forests of Kalimdor. <strong>Tyrande Whisperwind</strong>, high priestess of the moon goddess, must awaken her beloved <strong>Malfurion Stormrage</strong> and his druids. Malfurion’s brother, <strong>Illidan</strong>, imprisoned for millennia for an ancient betrayal, is freed — and quickly proves that he can’t be trusted.</p>

<p>Everything converges on the battle of <strong>Mount Hyjal</strong>, where the demon lord <strong>Archimonde</strong> attempts to destroy the World Tree. Humans led by Jaina, orcs led by Thrall and night elves led by Tyrande and Malfurion must fight side by side. The final missions, where you hold the line in waves while each faction’s base falls one after another, are some of the most memorable in RTS history.</p>

<p>It’s the ending that forces enemies to cooperate — an idea that would run through the whole story of <em>World of Warcraft</em>.</p>

<h2 id="the-legacy">The legacy</h2>

<p>The expansion <em>The Frozen Throne</em> (2003) closed Arthas’s arc, introduced the blood elves and the Forsaken, and ended at the top of Icecrown. We covered it in <a href="/retro/the-frozen-throne-the-end-of-arthas/">our Frozen Throne retrospective</a>.</p>

<p>And <em>World of Warcraft</em> (2004) was built directly on top of that political map:</p>

<ul>
  <li><strong>Thrall’s Horde</strong> settled in Durotar, with the tauren at its side.</li>
  <li><strong>The Alliance</strong> survived without Lordaeron, led from Stormwind.</li>
  <li><strong>Sylvanas’s Forsaken</strong> took over the ruins of Lordaeron.</li>
  <li><strong>The night elves</strong> joined the Alliance after Hyjal.</li>
  <li><strong>The Lich King</strong> waited in Northrend, eventually becoming the focus of <em>Wrath of the Lich King</em>.</li>
</ul>

<p>Almost everything WoW players know was born in these campaigns. If you want to see where the story went next, our overview of <a href="/features/world-of-warcraft-expansions-explained/">twenty years of World of Warcraft expansions</a> picks up the thread.</p>

<h2 id="why-it-still-matters">Why it still matters</h2>

<p>Twenty-plus years on, <em>Reign of Chaos</em> still feels remarkably modern. Its storytelling, its heroes and its asymmetric races influenced not only Blizzard’s later games but the entire RTS genre — and, through the World Editor, gave birth to new genres altogether, as we explain in <a href="/retro/from-map-editor-to-the-birth-of-a-genre/">From map editor to the birth of a genre</a>.</p>

<p>If you’ve never played it, the original campaign is still the best way into the Warcraft universe. Our guide on <a href="/guides/how-to-play-warcraft-iii-today/">how to play Warcraft III today</a> explains which version to get. And if you already know it, go back: Arthas’s arc reads very differently when you know how it ends.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="features" /><summary type="html"><![CDATA[Warcraft III: Reign of Chaos arrived in 2002 with a bet that looked risky for a strategy game: telling a real story. Not a series of missions loosely connected by briefings, but a narrative with named heroes, betrayals, tragedy and a clear arc — told through in-engine scenes, cinematics people still remember and a campaign split into chapters that tell a single story from different sides.]]></summary></entry><entry><title type="html">Legacy of the Void: the best StarCraft campaign ever made?</title><link href="/reviews/starcraft-ii-legacy-of-the-void-review/" rel="alternate" type="text/html" title="Legacy of the Void: the best StarCraft campaign ever made?" /><published>2026-10-04T00:00:00+02:00</published><updated>2026-10-04T00:00:00+02:00</updated><id>/reviews/starcraft-ii-legacy-of-the-void-review</id><content type="html" xml:base="/reviews/starcraft-ii-legacy-of-the-void-review/"><![CDATA[<p><em>Legacy of the Void</em> arrived in November 2015 with a difficult task. It had to close a story that had begun five years earlier with <em>Wings of Liberty</em>, continued in <em>Heart of the Swarm</em> and, before that, unfolded across the original <em>StarCraft</em> and <em>Brood War</em>. It had to give the Protoss — a race many players found distant and hard to relate to — a campaign of their own. And it had to deliver a satisfying ending to one of the longest-running stories in strategy gaming.</p>

<p>Revisited today, a decade later, it handles that weight remarkably well. It’s not perfect, but it’s arguably the best-designed campaign Blizzard ever made, and one of the high points of the RTS genre.</p>

<h2 id="the-setup">The setup</h2>

<p>The Protoss have spent years in exile since their homeworld, <strong>Aiur</strong>, was overrun by the Zerg. Now, under the leadership of <strong>Artanis</strong>, Hierarch of the Daelaam, they’ve gathered a great armada to reclaim it.</p>

<p>Things go wrong almost immediately. An ancient enemy, <strong>Amon</strong>, a fallen Xel’Naga who has been manipulating events across the entire trilogy, reveals his hand. The Protoss are betrayed from within, and Artanis is forced to flee aboard an ancient arkship.</p>

<p>The campaign becomes a quest to <strong>unite the scattered Protoss factions</strong> — the Daelaam, the Nerazim, the Purifiers and the Tal’darim — against a threat that endangers every living thing in the sector. It gives the Protoss a depth they never had before, exploring their culture, their history and their divisions.</p>

<h2 id="whispers-of-oblivion">Whispers of Oblivion</h2>

<p>Before the main campaign, a short prologue, <strong>Whispers of Oblivion</strong>, follows the Dark Templar <strong>Zeratul</strong> as he investigates a prophecy. It’s only a few missions long, but it sets up the story and introduces Amon’s threat. It’s well worth playing first.</p>

<h2 id="the-spear-of-adun">The Spear of Adun</h2>

<p>Between missions you command the <strong>Spear of Adun</strong>, an ancient Protoss arkship. It replaces the hubs of the previous campaigns — the Hyperion in <em>Wings of Liberty</em>, the Leviathan in <em>Heart of the Swarm</em> — and it’s the most elegant of the three.</p>

<h3 id="orbital-abilities">Orbital abilities</h3>

<p>By collecting <strong>solarite</strong> in missions, you unlock <strong>abilities</strong> you can call down from orbit during battles. Some examples of what they allow:</p>

<ul>
  <li>Deploying pylons anywhere on the map.</li>
  <li>Calling down powerful beams that sweep across enemy forces.</li>
  <li>Temporarily boosting your units or your economy.</li>
  <li>Launching devastating strikes on enemy positions.</li>
</ul>

<p>These abilities let you shape your playstyle. Want a stronger economy? A defensive army? Massive orbital firepower? You choose.</p>

<h3 id="unit-variants">Unit variants</h3>

<p>What makes the system special is the <strong>choice between unit variants</strong>. Each Protoss unit can be taken from different factions:</p>

<ul>
  <li><strong>Aiur</strong> (Khalai) variants, often focused on raw power.</li>
  <li><strong>Nerazim</strong> (Dark Templar) variants, often emphasising stealth and tricks.</li>
  <li><strong>Purifier</strong> variants, robotic versions of fallen Protoss heroes.</li>
  <li><strong>Tal’darim</strong> variants, added later, with aggressive abilities.</li>
</ul>

<p>Each variant changes how the unit works. A Zealot might charge, whirl or gain a different special ability depending on its faction. You can change these choices freely between missions, so every mission becomes a little experiment.</p>

<p>This flexibility is the campaign’s greatest strength. It encourages you to try new strategies and rewards creativity.</p>

<h2 id="mission-design-at-its-best">Mission design at its best</h2>

<p>Missions keep introducing new ideas. Some highlights (without spoilers):</p>

<ul>
  <li><strong>Escort missions</strong> where you must protect a moving objective.</li>
  <li><strong>Defensive missions</strong> against waves of increasingly powerful enemies.</li>
  <li><strong>Timed objectives</strong> that force you to balance speed and safety.</li>
  <li><strong>Shifting objectives</strong> that change during the mission, forcing you to adapt.</li>
  <li><strong>Hero missions</strong> where you control a small group of powerful units.</li>
</ul>

<p>Few missions feel like a standard “build a base and destroy the enemy”. Each has a twist, and the pacing is excellent. The difficulty climbs steadily toward a finale that brings every thread of the trilogy together.</p>

<h2 id="into-the-void">Into the Void</h2>

<p>After the main campaign, the <strong>Into the Void</strong> epilogue brings together characters from all three races for a final confrontation. It’s a short, intense trilogy of missions, each playing as a different race, that closes the story.</p>

<p>It’s satisfying, spectacular and occasionally a little too neat — but after so many years, seeing the characters united is genuinely moving.</p>

<h2 id="changes-to-multiplayer">Changes to multiplayer</h2>

<p><em>Legacy of the Void</em> also changed the competitive game significantly:</p>

<ul>
  <li><strong>Twelve starting workers</strong> instead of six, so matches get going faster and the slow early phase is shortened.</li>
  <li><strong>Smaller resource patches</strong>, so bases deplete sooner and players must expand more often, making the game more dynamic.</li>
  <li><strong>New units</strong> for each race, adding strategic options.</li>
</ul>

<p>It also introduced new modes:</p>

<ul>
  <li><strong>Archon mode</strong>, where two players control a single base together. It’s a great way to learn from a more experienced friend.</li>
  <li><strong>Co-op Missions</strong>, where two players, each with a commander from the campaigns, face the AI. Co-op has kept many players around ever since, with new commanders added for years after launch.</li>
</ul>

<h2 id="the-story">The story</h2>

<p>The writing occasionally leans on lofty speeches, and some characters speak almost exclusively in grand declarations. Players who preferred the intimate, character-driven tone of <em>Wings of Liberty</em> may find it grandiose.</p>

<p>But the story succeeds in giving the Protoss emotional depth. Artanis is a sympathetic leader, the conflicts between factions feel meaningful, and the theme of unity — of overcoming ancient divisions — resonates.</p>

<h2 id="where-it-falls-short">Where it falls short</h2>

<ul>
  <li><strong>The villain</strong>: Amon’s motivations remain simple, and the epilogue wraps him up a little too neatly.</li>
  <li><strong>Tone</strong>: the constant grandeur can be tiring.</li>
  <li><strong>Some missions</strong>: a few late missions feel more like spectacle than strategy.</li>
</ul>

<p>These are minor complaints in a campaign of this quality.</p>

<h2 id="how-it-compares">How it compares</h2>

<table>
  <thead>
    <tr>
      <th> </th>
      <th>Wings of Liberty</th>
      <th>Heart of the Swarm</th>
      <th>Legacy of the Void</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>Race</td>
      <td>Terran</td>
      <td>Zerg</td>
      <td>Protoss</td>
    </tr>
    <tr>
      <td>Hub</td>
      <td>Hyperion</td>
      <td>Leviathan</td>
      <td>Spear of Adun</td>
    </tr>
    <tr>
      <td>Customisation</td>
      <td>Upgrades, mercenaries</td>
      <td>Evolutions, Kerrigan</td>
      <td>Unit variants, orbital abilities</td>
    </tr>
    <tr>
      <td>Tone</td>
      <td>Intimate, western</td>
      <td>Personal, revenge</td>
      <td>Epic, unity</td>
    </tr>
    <tr>
      <td>Flexibility</td>
      <td>High</td>
      <td>Medium</td>
      <td>Very high</td>
    </tr>
  </tbody>
</table>

<h2 id="verdict">Verdict</h2>

<p>If you’ve played the first two chapters, this is a must. And even on its own — it’s a standalone game — it’s arguably the best introduction to what a modern RTS campaign can be.</p>

<p><em>Legacy of the Void</em> combines strong mission design, flexible customisation and a grand finale for a story that spanned nearly two decades. It’s not flawless, but it’s the high point of <em>StarCraft II</em>’s campaigns and one of the best RTS campaigns ever made.</p>

<p>For the full picture, see our <a href="/guides/starcraft-ii-campaign-guide/">StarCraft II campaign guide</a>.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="reviews" /><summary type="html"><![CDATA[Legacy of the Void arrived in November 2015 with a difficult task. It had to close a story that had begun five years earlier with Wings of Liberty, continued in Heart of the Swarm and, before that, unfolded across the original StarCraft and Brood War. It had to give the Protoss — a race many players found distant and hard to relate to — a campaign of their own. And it had to deliver a satisfying ending to one of the longest-running stories in strategy gaming.]]></summary></entry><entry><title type="html">StarCraft in the north: the Nordic competitive scene</title><link href="/news/starcraft-in-the-north/" rel="alternate" type="text/html" title="StarCraft in the north: the Nordic competitive scene" /><published>2026-10-03T00:00:00+02:00</published><updated>2026-10-03T00:00:00+02:00</updated><id>/news/starcraft-in-the-north</id><content type="html" xml:base="/news/starcraft-in-the-north/"><![CDATA[<p>For years, talking about competitive StarCraft meant talking about South Korea. It was there that StarCraft became a televised sport, with professional teams, dedicated channels and players who were household names. For a long time, the question for everyone else wasn’t whether they could beat the Koreans, but how close they could get.</p>

<p>But if there’s one region outside Asia that has consistently stood up to that dominance, it’s northern Europe. Sweden, Finland, Norway and Denmark have produced a disproportionate number of strong StarCraft players for countries of their size. This is a look at why — and at the moment the whole scene changed.</p>

<h2 id="lan-culture">LAN culture</h2>

<p>Part of the explanation lies in the big LAN parties. Long before esports had arenas and sponsorships, thousands of players would carry their computers to a hall and spend a weekend playing together.</p>

<ul>
  <li><strong>DreamHack</strong>, born in Sweden and held for years in Jönköping, grew from a small gathering into one of the biggest LAN events in the world, and later into a major tournament organiser.</li>
  <li><strong>Assembly</strong>, in Finland, combined gaming with the demoscene and digital art, and became a reference point for generations of Finnish players.</li>
</ul>

<p>These events were places where local players measured themselves against strong opponents, where friendships and rivalries formed, and where organisers learned how to run competitions. When <em>StarCraft II</em> arrived in 2010, the infrastructure and culture were already in place.</p>

<h2 id="fast-connections-and-long-winters">Fast connections and long winters</h2>

<p>It’s a cliché, but there’s some truth in it. The Nordic countries were early adopters of high-speed internet, and gaming has long been a mainstream hobby there. Add long, dark winters and you have a population with good connections, good hardware and plenty of reasons to stay indoors.</p>

<p>Combined with strong local communities, that created fertile ground for a demanding, competitive game like StarCraft.</p>

<h2 id="the-names">The names</h2>

<p>The first generation of <em>StarCraft II</em> produced some very recognisable Nordic players:</p>

<ul>
  <li><strong>NaNiwa</strong> (Sweden), a Protoss player known for his aggressive style and fierce competitiveness, was one of the most prominent non-Korean players of the early years.</li>
  <li><strong>ThorZaIN</strong> (Sweden), a Terran player known for his consistency and long career.</li>
  <li><strong>Snute</strong> (Norway), a Zerg player who was one of the most respected European players for years.</li>
</ul>

<p>They competed at the highest level in an era when nearly every major title stayed in Korea, and they inspired a generation of younger players across the region.</p>

<h2 id="serral-the-moment-everything-changed">Serral: the moment everything changed</h2>

<p>The big breakthrough came in 2018. Finland’s <strong>Joona “Serral” Sotala</strong>, a Zerg player, had a year of extraordinary results, winning tournament after tournament. At the end of it came the <strong>WCS Global Finals</strong> at BlizzCon, the world championship of <em>StarCraft II</em>.</p>

<p>Serral won. He became the first non-Korean player to win the WCS Global Finals, breaking a dominance that many believed couldn’t be broken. For the scene outside Asia, it was a seismic moment: proof that it was possible, and a new standard to aim for.</p>

<p>Since then, Serral has remained one of the strongest players in the world, and his success has drawn fresh attention to Finnish and Nordic StarCraft.</p>

<h2 id="and-brood-war-too">And Brood War, too</h2>

<p>The original <em>StarCraft</em> never fully went away. After <em>StarCraft: Remastered</em> arrived in 2017 and Blizzard made the classic version with <em>Brood War</em> free to play, a new wave of players discovered it.</p>

<p>The Nordic community still organises matches and small online tournaments, and many veterans enjoy the original’s pace and mechanics, which are very different from <em>StarCraft II</em>.</p>

<h2 id="what-makes-a-strong-scene">What makes a strong scene?</h2>

<p>Looking at the Nordic example, a few ingredients stand out:</p>

<ol>
  <li><strong>Events where people meet in person.</strong> LANs build communities that online play alone doesn’t.</li>
  <li><strong>Accessible infrastructure.</strong> Good connections and hardware lower the barrier to entry.</li>
  <li><strong>Role models.</strong> Every successful player inspires others to try.</li>
  <li><strong>Local tournaments for every level.</strong> A scene needs places for beginners and amateurs as well as professionals.</li>
</ol>

<p>These lessons apply to any esports community, not just StarCraft.</p>

<h2 id="how-to-follow-the-scene">How to follow the scene</h2>

<ul>
  <li><strong>Major tournaments</strong>: broadcasts of the big <em>StarCraft II</em> events are still running on streaming platforms, often with community casters and analysis.</li>
  <li><strong>Player streams</strong>: many players stream their ladder games daily. It’s the best way to learn: you can see their decisions, hear their reasoning and ask questions in chat.</li>
  <li><strong>Local communities</strong>: Discord servers organise tournaments for every skill level, including for players who are just starting out.</li>
  <li><strong>Replays</strong>: watching replays of professional games, especially with commentary, is an excellent way to understand strategy.</li>
</ul>

<h2 id="how-to-get-involved">How to get involved</h2>

<p>If this has made you want to play, start with the basics. Our guide <a href="/reviews/starcraft-for-people-who-never-played-an-rts/">StarCraft for people who have never played an RTS</a> explains the fundamentals, and our <a href="/guides/starcraft-ii-campaign-guide/">StarCraft II campaign guide</a> is the best way to learn the units before trying multiplayer.</p>

<p>Then find a local community. You don’t need to be good to join a tournament — many are designed for exactly that.</p>

<p>In upcoming pieces we’ll look at the stories of some of these players in more detail. The north has always had something to say in StarCraft, and it isn’t finished yet.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="news" /><summary type="html"><![CDATA[For years, talking about competitive StarCraft meant talking about South Korea. It was there that StarCraft became a televised sport, with professional teams, dedicated channels and players who were household names. For a long time, the question for everyone else wasn’t whether they could beat the Koreans, but how close they could get.]]></summary></entry><entry><title type="html">Bloodlines clan guide: which clan to pick for your first night</title><link href="/guides/bloodlines-clan-guide/" rel="alternate" type="text/html" title="Bloodlines clan guide: which clan to pick for your first night" /><published>2026-10-01T00:00:00+02:00</published><updated>2026-10-01T00:00:00+02:00</updated><id>/guides/bloodlines-clan-guide</id><content type="html" xml:base="/guides/bloodlines-clan-guide/"><![CDATA[<p>Choosing a clan is the most important decision you make in <em>Vampire: The Masquerade – Bloodlines</em>. It determines your <strong>disciplines</strong> (vampiric powers), shapes your dialogue options and, in some cases, changes how you’re allowed to move through the world. Some clans make the game easier; some make it stranger; one makes it a completely different experience.</p>

<p>This guide explains each clan, its strengths, its weaknesses and who it’s for, followed by advice on building your character and our recommendations for a first run.</p>

<h2 id="how-character-creation-works">How character creation works</h2>

<p>Before choosing a clan, it helps to understand the basics:</p>

<ul>
  <li><strong>Attributes</strong>: physical, social and mental traits, like strength, charisma and wits.</li>
  <li><strong>Abilities</strong>: skills such as firearms, melee, stealth, hacking, lockpicking, persuasion, intimidation and seduction.</li>
  <li><strong>Disciplines</strong>: each clan has three vampiric powers, which you improve with experience.</li>
  <li><strong>Clan weakness</strong>: each clan has a drawback that affects how you play.</li>
</ul>

<p>You can create your character through a questionnaire, which assigns a clan based on your answers, or choose directly. We recommend choosing directly so you know what you’re getting.</p>

<p>Experience is earned mainly by <strong>completing quests</strong>, not by killing enemies. That means talking and sneaking characters level up just as fast as fighters.</p>

<h2 id="brujah--the-brawlers">Brujah — the brawlers</h2>

<p>Rebels and idealists with a short temper. Once philosophers, now often anarchists and street fighters.</p>

<ul>
  <li><strong>Disciplines</strong>: Celerity (speed), Potence (strength), Presence (charisma and fear).</li>
  <li><strong>Strengths</strong>: excellent in melee, fast and hard-hitting. Presence helps in conversation and combat.</li>
  <li><strong>Weakness</strong>: a quick temper, which can make them harder to control.</li>
  <li><strong>Best for</strong>: players who want to fight their way through and enjoy straightforward combat.</li>
</ul>

<p>Easy to play and forgiving in combat. A solid first pick if you want action.</p>

<h2 id="gangrel--the-beasts">Gangrel — the beasts</h2>

<p>Loners close to their animal side, at home in the wilderness and the night.</p>

<ul>
  <li><strong>Disciplines</strong>: Animalism (control of beasts), Fortitude (resistance), Protean (transformation).</li>
  <li><strong>Strengths</strong>: very tough, with powerful transformations for combat and the ability to summon animals.</li>
  <li><strong>Weakness</strong>: their bestial nature, which can show in their behaviour.</li>
  <li><strong>Best for</strong>: players who prefer combat and survivability over social finesse.</li>
</ul>

<p>Good if you like a resilient character who can take a beating.</p>

<h2 id="malkavian--the-seers">Malkavian — the seers</h2>

<p>The clan of madness and prophecy.</p>

<ul>
  <li><strong>Disciplines</strong>: Auspex (heightened senses), Dementation (madness), Obfuscate (invisibility).</li>
  <li><strong>Strengths</strong>: unique dialogue throughout the game, strong stealth and powerful crowd control.</li>
  <li><strong>Weakness</strong>: madness, which shapes every conversation.</li>
  <li><strong>Best for</strong>: players who have already finished the game, or who love strange, experimental writing.</li>
</ul>

<p>Brilliant, but best saved for a second run — we explain why in <a href="/retro/malkavian-the-clan-that-changes-the-whole-game/">our Malkavian article</a>.</p>

<h2 id="nosferatu--the-hidden">Nosferatu — the hidden</h2>

<p>Monstrous in appearance, masters of secrets and information.</p>

<ul>
  <li><strong>Disciplines</strong>: Animalism, Obfuscate, Potence.</li>
  <li><strong>Strengths</strong>: excellent stealth, strong in combat when needed and access to unique information.</li>
  <li><strong>Weakness</strong>: their appearance. Nosferatu <strong>cannot be seen by humans</strong> without breaking the Masquerade, so they must travel through sewers and shadows, and many social options are closed to them.</li>
  <li><strong>Best for</strong>: experienced players who want a challenging, stealth-focused run.</li>
</ul>

<p>A unique experience, but not one for the first night.</p>

<h2 id="toreador--the-charmers">Toreador — the charmers</h2>

<p>Artists, aesthetes and seducers, drawn to beauty in all its forms.</p>

<ul>
  <li><strong>Disciplines</strong>: Auspex, Celerity, Presence.</li>
  <li><strong>Strengths</strong>: strong in persuasion and seduction, with speed for combat and senses for awareness.</li>
  <li><strong>Weakness</strong>: a fascination with beauty that can distract them.</li>
  <li><strong>Best for</strong>: players who want to talk their way out of most problems while still being able to fight.</li>
</ul>

<p>A great balanced choice for a first run, especially if you enjoy dialogue.</p>

<h2 id="tremere--the-blood-mages">Tremere — the blood mages</h2>

<p>Members of a secretive, hierarchical clan of sorcerers.</p>

<ul>
  <li><strong>Disciplines</strong>: Auspex, Dominate (mind control), Thaumaturgy (blood magic).</li>
  <li><strong>Strengths</strong>: blood magic is extremely powerful, especially later in the game, making difficult fights much easier. Dominate offers useful social and combat options.</li>
  <li><strong>Weakness</strong>: their clan’s rigid hierarchy and the distrust of other vampires.</li>
  <li><strong>Best for</strong>: players who want a powerful, versatile character.</li>
</ul>

<p>Many veterans consider them the strongest clan overall. An excellent first pick.</p>

<h2 id="ventrue--the-aristocrats">Ventrue — the aristocrats</h2>

<p>Leaders, executives and manipulators, the blue bloods of vampire society.</p>

<ul>
  <li><strong>Disciplines</strong>: Dominate, Fortitude, Presence.</li>
  <li><strong>Strengths</strong>: excellent in social situations, with mind control and resistance to damage.</li>
  <li><strong>Weakness</strong>: they’re picky about whose blood they can drink, which makes feeding a little more awkward.</li>
  <li><strong>Best for</strong>: players who want a commanding social character with good survivability.</li>
</ul>

<p>A good choice if you enjoy dialogue and don’t mind managing your feeding.</p>

<h2 id="building-your-character">Building your character</h2>

<p>Regardless of clan, a few principles apply:</p>

<h3 id="invest-in-dialogue-skills">Invest in dialogue skills</h3>

<p><strong>Persuasion</strong>, <strong>Intimidation</strong> and <strong>Seduction</strong> open up alternative solutions throughout the game, often letting you avoid fights or gain better rewards. Many of the best moments in Bloodlines come from conversation.</p>

<h3 id="pick-one-combat-style">Pick one combat style</h3>

<p>Don’t spread your points too thin. Choose melee, firearms or disciplines as your main way of fighting, and invest consistently.</p>

<h3 id="dont-neglect-stealth">Don’t neglect stealth</h3>

<p>Sneaking is useful for every clan, and essential for some.</p>

<h3 id="technical-skills">Technical skills</h3>

<p><strong>Hacking</strong> and <strong>lockpicking</strong> unlock optional content, shortcuts and loot. They’re not essential, but they add a lot.</p>

<h3 id="humanity-and-the-masquerade">Humanity and the Masquerade</h3>

<p>Your <strong>Humanity</strong> reflects how much of your human side remains. Killing innocents lowers it, making you more prone to frenzy. Breaking the <strong>Masquerade</strong> — using powers or feeding in front of witnesses — has consequences. Play carefully.</p>

<h2 id="comparison-at-a-glance">Comparison at a glance</h2>

<table>
  <thead>
    <tr>
      <th>Clan</th>
      <th>Combat</th>
      <th>Social</th>
      <th>Stealth</th>
      <th>Difficulty</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>Brujah</td>
      <td>High</td>
      <td>Medium</td>
      <td>Low</td>
      <td>Easy</td>
    </tr>
    <tr>
      <td>Gangrel</td>
      <td>High</td>
      <td>Low</td>
      <td>Medium</td>
      <td>Easy</td>
    </tr>
    <tr>
      <td>Malkavian</td>
      <td>Medium</td>
      <td>Unique</td>
      <td>High</td>
      <td>Medium</td>
    </tr>
    <tr>
      <td>Nosferatu</td>
      <td>Medium</td>
      <td>Low</td>
      <td>High</td>
      <td>Hard</td>
    </tr>
    <tr>
      <td>Toreador</td>
      <td>Medium</td>
      <td>High</td>
      <td>Medium</td>
      <td>Easy</td>
    </tr>
    <tr>
      <td>Tremere</td>
      <td>High</td>
      <td>Medium</td>
      <td>Medium</td>
      <td>Easy</td>
    </tr>
    <tr>
      <td>Ventrue</td>
      <td>Medium</td>
      <td>High</td>
      <td>Low</td>
      <td>Medium</td>
    </tr>
  </tbody>
</table>

<h2 id="our-recommendation">Our recommendation</h2>

<ul>
  <li><strong>Want an easier first run?</strong> Tremere or Brujah.</li>
  <li><strong>Want to talk more than fight?</strong> Toreador or Ventrue.</li>
  <li><strong>Want a balanced experience?</strong> Toreador.</li>
  <li><strong>Already finished it once?</strong> Malkavian, then Nosferatu.</li>
</ul>

<p>Whichever you pick, install the unofficial patch before you start — we explain why in <a href="/retro/bloodlines-why-santa-monica-never-dies/">Bloodlines: why Santa Monica never dies</a>. Then step out into the night and see where your blood takes you.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="guides" /><summary type="html"><![CDATA[Choosing a clan is the most important decision you make in Vampire: The Masquerade – Bloodlines. It determines your disciplines (vampiric powers), shapes your dialogue options and, in some cases, changes how you’re allowed to move through the world. Some clans make the game easier; some make it stranger; one makes it a completely different experience.]]></summary></entry><entry><title type="html">Torchlight 1, 2 and 3: which one should you start with today?</title><link href="/guides/torchlight-which-one-to-start-with/" rel="alternate" type="text/html" title="Torchlight 1, 2 and 3: which one should you start with today?" /><published>2026-09-30T00:00:00+02:00</published><updated>2026-09-30T00:00:00+02:00</updated><id>/guides/torchlight-which-one-to-start-with</id><content type="html" xml:base="/guides/torchlight-which-one-to-start-with/"><![CDATA[<p>The <em>Torchlight</em> series was born in 2009 at <strong>Runic Games</strong>, a studio in Seattle founded by veterans of Blizzard North and of the team behind <em>Fate</em>. The pitch was clear: a colourful, accessible loot-driven action RPG, with a pet that follows you around and can run back to town to sell whatever you don’t want.</p>

<p>Since then there have been three numbered entries, made under very different circumstances and with very different results. If you’re curious about the series, the question is simple: which one first? Here’s everything you need to decide.</p>

<h2 id="what-all-three-have-in-common">What all three have in common</h2>

<p>Before the differences, the shared foundation:</p>

<ul>
  <li><strong>Action RPG combat</strong>: you click (or use a controller) to attack, use skills and drink potions, fighting hordes of monsters in real time.</li>
  <li><strong>Loot</strong>: enemies drop weapons and armour of different rarities, with random properties. Finding better gear is the main loop.</li>
  <li><strong>Pets</strong>: a companion fights alongside you, can carry items and can be sent back to town to sell your junk. It’s the series’ signature feature.</li>
  <li><strong>A bright, stylised art style</strong>: Torchlight has always favoured colour and cartoonish proportions over grimdark realism, which has helped it age gracefully.</li>
  <li><strong>Accessibility</strong>: none of the games are hard to get into. They’re designed for relaxed sessions as much as long nights.</li>
</ul>

<h2 id="torchlight-2009-the-bottomless-mine">Torchlight (2009): the bottomless mine</h2>

<h3 id="what-it-is">What it is</h3>

<p>The first game is a <strong>linear descent</strong> into the depths beneath the mining town of Torchlight. A corrupting mineral called <strong>Ember</strong> has been unearthing horrors in the mines, and you go down, floor by floor, through mines, ruins, crypts and stranger places, returning to town between trips.</p>

<h3 id="classes">Classes</h3>

<ul>
  <li><strong>Destroyer</strong>: melee warrior.</li>
  <li><strong>Vanquisher</strong>: ranged fighter with bows and guns.</li>
  <li><strong>Alchemist</strong>: spellcaster with magic and summons.</li>
</ul>

<h3 id="why-play-it">Why play it</h3>

<p>It’s <strong>short, direct and free of distractions</strong>. There are no open zones, no map full of icons, no complicated systems. Just one more floor, one more piece of loot. It’s perfect for a few evenings, and it runs on practically any computer.</p>

<h3 id="downsides">Downsides</h3>

<ul>
  <li><strong>Single-player only.</strong> The lack of multiplayer was the most common complaint at launch.</li>
  <li><strong>Simpler</strong> than its successors, with less build variety and a thinner story.</li>
  <li><strong>Repetitive</strong> in long sessions, given the linear structure.</li>
</ul>

<p>We review it in more detail in <a href="/reviews/torchlight-review-revisited/">Torchlight (2009), revisited</a>.</p>

<h2 id="torchlight-ii-2012-the-peak">Torchlight II (2012): the peak</h2>

<h3 id="what-it-is-1">What it is</h3>

<p>The sequel expands everything. Instead of a single mine, you travel across <strong>open zones</strong> — plains, deserts, forests — with towns, side quests and optional dungeons. The story follows the corruption of one of the heroes from the first game, and the pacing is excellent from start to finish.</p>

<h3 id="classes-1">Classes</h3>

<ul>
  <li><strong>Engineer</strong>: heavy melee fighter using steam-powered gear and robots.</li>
  <li><strong>Berserker</strong>: fast melee fighter channelling animal spirits.</li>
  <li><strong>Embermage</strong>: elemental spellcaster.</li>
  <li><strong>Outlander</strong>: ranged fighter mixing guns and glaives with dark magic.</li>
</ul>

<h3 id="why-play-it-1">Why play it</h3>

<ul>
  <li><strong>Co-op</strong>, online and over LAN, which transforms the experience.</li>
  <li><strong>Mod support</strong>, with a dedicated editor and a strong community that has produced new classes, content and overhauls.</li>
  <li><strong>A very satisfying skill system</strong>, with clear trees and strong synergies.</li>
  <li><strong>Pacing</strong>: zones never outstay their welcome, and loot flows generously.</li>
  <li><strong>Replayability</strong>: New Game Plus, harder difficulties and Hardcore mode for permadeath.</li>
</ul>

<h3 id="downsides-1">Downsides</h3>

<ul>
  <li><strong>The endgame</strong> is a little thin without mods, though the “mapworks” offer extra dungeons.</li>
  <li><strong>Balance</strong> is not always perfect, and some builds are clearly stronger than others.</li>
</ul>

<p>It has since been released on consoles too, so you can play it on a TV with a controller.</p>

<h2 id="torchlight-iii-2020-the-experiment">Torchlight III (2020): the experiment</h2>

<h3 id="what-it-is-2">What it is</h3>

<p>The third game had a complicated birth. It began life as <strong>Torchlight Frontiers</strong>, a free-to-play online game, under a new studio, <strong>Echtra Games</strong>. During development it was reworked into a paid, numbered sequel. That history shows in its design.</p>

<h3 id="classes-2">Classes</h3>

<ul>
  <li><strong>Dusk Mage</strong>: balances light and shadow magic.</li>
  <li><strong>Forged</strong>: an automaton that manages heat.</li>
  <li><strong>Railmaster</strong>: fights alongside his own train, laying tracks across the battlefield.</li>
  <li><strong>Sharpshooter</strong>: a ranged class.</li>
  <li><strong>Cursed Captain</strong>: added later, a pirate captain with a cannon arm.</li>
</ul>

<h3 id="why-play-it-2">Why play it</h3>

<ul>
  <li><strong>Personality</strong>: classes like the Railmaster are genuinely fun ideas.</li>
  <li><strong>Relics</strong>: each character picks a relic that adds a second skill tree, allowing interesting combinations.</li>
  <li><strong>Your fort</strong>: a personal base you can decorate and upgrade.</li>
  <li><strong>Co-op</strong>: like the second game, it’s more fun with friends.</li>
</ul>

<h3 id="downsides-2">Downsides</h3>

<ul>
  <li><strong>Its origins show</strong>: zones that resemble each other, fetch quests and a structure that recalls online games.</li>
  <li><strong>Flat loot</strong>: finding special items rarely excites.</li>
  <li><strong>Less charm</strong>: the art is still colourful, but less distinctive than its predecessors.</li>
</ul>

<p>We go into more depth in <a href="/reviews/torchlight-iii-revisited/">Torchlight III, revisited</a>.</p>

<h2 id="comparison-at-a-glance">Comparison at a glance</h2>

<table>
  <thead>
    <tr>
      <th> </th>
      <th>Torchlight</th>
      <th>Torchlight II</th>
      <th>Torchlight III</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>Year</td>
      <td>2009</td>
      <td>2012</td>
      <td>2020</td>
    </tr>
    <tr>
      <td>Studio</td>
      <td>Runic Games</td>
      <td>Runic Games</td>
      <td>Echtra Games</td>
    </tr>
    <tr>
      <td>Structure</td>
      <td>Linear dungeon</td>
      <td>Open zones</td>
      <td>Zones and hub</td>
    </tr>
    <tr>
      <td>Multiplayer</td>
      <td>No</td>
      <td>Yes</td>
      <td>Yes</td>
    </tr>
    <tr>
      <td>Mods</td>
      <td>Yes</td>
      <td>Yes, strong scene</td>
      <td>Limited</td>
    </tr>
    <tr>
      <td>Best for</td>
      <td>A short, focused run</td>
      <td>Most players</td>
      <td>Fans of the series</td>
    </tr>
  </tbody>
</table>

<h2 id="our-recommendation">Our recommendation</h2>

<p><strong>Start with Torchlight II.</strong> It’s the most complete, the one that has aged best and the one that will give you the most hours, solo or with friends. Its mix of open zones, strong classes, co-op and mod support make it one of the best action RPGs of its generation.</p>

<p>If it hooks you, the first game is a nice <strong>dessert</strong> for discovering the origins. It’s short, cheap and charming, and seeing where the series came from is part of the fun.</p>

<p>The third game, only if you’re already a fan of the series and want more. It has good ideas, and it’s fine in co-op, but it isn’t the evolution the series deserved.</p>

<h2 id="tips-for-your-first-run">Tips for your first run</h2>

<ol>
  <li><strong>Pick a class that matches how you like to play</strong>: melee if you want to be in the thick of it, ranged or magic if you prefer to keep your distance.</li>
  <li><strong>Use your pet constantly</strong>: send it to town whenever your bags fill up.</li>
  <li><strong>Don’t hoard</strong>: sell or discard items you won’t use. Loot is generous.</li>
  <li><strong>Try fishing</strong>: in the first two games, fish can temporarily transform your pet into other creatures.</li>
  <li><strong>Play with a friend</strong>: in the second and third games, co-op makes everything better.</li>
</ol>

<p>Whatever you choose, Torchlight is a series that respects your time. Pick one, grab your pet and head down.</p>]]></content><author><name>Nordic Gamer Staff</name></author><category term="guides" /><summary type="html"><![CDATA[The Torchlight series was born in 2009 at Runic Games, a studio in Seattle founded by veterans of Blizzard North and of the team behind Fate. The pitch was clear: a colourful, accessible loot-driven action RPG, with a pet that follows you around and can run back to town to sell whatever you don’t want.]]></summary></entry></feed>