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Trope was cut/disambiguated due to cleanup


** Banshees are ghosts of elven women slain during Arthas' conquest of Silvermoon, with [[MakeMeWannaShout only their voices left]] to express their hatred and suffering.

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** Banshees are ghosts of elven women slain during Arthas' conquest of Silvermoon, with [[MakeMeWannaShout only their voices left]] left to express their hatred and suffering.

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%%* BlackMagicianGirl: Jaina.


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** When Quel'thalas was introduced in ''Warcraft II'', it was depicted as a snowy place, probably due the fact that it was in the northernmost part of the continent. However, when it appeared again in ''III'', it was instead depicted as green and sunny, which had been its standard look ever since. Supplemental material stated that originally Quel'thalas had a much colder climate befitting its latitude, but elven mages enchanted the land into a state of perpetual springtime.
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** The Exodus of the Horde bonus missions in the ''Frozen Throne'' are called "[[Music/{{Hammerfall}} Riders of the Storm]]", "[[Music/BobSeger The Fires Down Below]]", and "[[Music/{{Megadeth}} Countdown to Extinction]]".

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** The Exodus of the Horde bonus missions in the ''Frozen Throne'' are called "[[Music/{{Hammerfall}} "[[Music/TheDoors Riders of on the Storm]]", "[[Music/BobSeger The Fires Down Below]]", and "[[Music/{{Megadeth}} Countdown to Extinction]]".
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** The first mission of the Exodus of the Horde bonus missions in the ''Frozen Throne'' is called "[[Music/{{Hammerfall}} Riders of the Storm]]".

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** The first mission of the Exodus of the Horde bonus missions in the ''Frozen Throne'' is are called "[[Music/{{Hammerfall}} Riders of the Storm]]".Storm]]", "[[Music/BobSeger The Fires Down Below]]", and "[[Music/{{Megadeth}} Countdown to Extinction]]".
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* FogOfWar: ''Warcraft I'' initially had the black shroud that was permanently revealed once explored, similar to ''Dune II''. ''Warcraft II'' and later required a unit in the area to maintain vision over an area.

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* FogOfWar: ''Warcraft I'' In 'Warcraft I,' the map is initially had the covered by a black shroud that was shroud, which is permanently revealed once explored, upon exploration, similar to ''Dune II''. ''Warcraft II'' 'Dune II.' In 'Warcraft II' and later required subsequent versions, a unit must be present in the an area to maintain vision over an area. it.
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Added example(s)

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* FogOfWar: ''Warcraft I'' initially had the black shroud that was permanently revealed once explored, similar to ''Dune II''. ''Warcraft II'' and later required a unit in the area to maintain vision over an area.
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Added example(s), Crosswicking

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* SpecialAbilityShield: The campaign-only Shield of the Deathlord increases [[ArmorPoints armor]], health, and {{Mana}}, and also gives the wielder a Permanent Immolation aura that damages enemies.
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** The Orcs can also load their Peons inside Burrows to both protect them and attack at range, similar to how the Terran can load their Marines inside Bunkers.
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* BorrowingFromTheSisterSeries: '''Warcraft III'' takes several cues from ''[[VideoGame/StarcraftI]]'' for game mechanics:
** The Undead summon structures instead of building them, allowing Acolytes to perform other actions while the summoning continues, much like Protoss warping in structures. They can only build structures in Blight, which is spread by their structures, much like Zerg Creep.
** Night Elf Wisps get consumed when building an Ancient, like how Zerg Drones get consumed when building any kind of structure.
** The Orc faction overall takes cues from the Protoss, their units being more expensive, costing more Food but being stronger one-versus-one than equivalent units of the other factions.
** The Undead basic infantry unit is fast, fragile and has a late-game upgrade to considerably increase their attack speed, similar to the Zerg Zergling.
** The Night Elf basic infantry unit is the only one that is ranged, similar to the Terran Marine. Their secondary infantry units attacks at very close range (but not outright melee) and can damage multiple units with their attack, like the Terran Firebat.
** The Undead Shade is a permanently invisible scout, similar to the Protoss Observer. Both also require their own, dedicated building to allow producing them.
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* BorrowingFromTheSisterSeries: '''Warcraft III'' takes several cues from ''[[VideoGame/StarcraftI]]'' for game mechanics:
** The Undead summon structures instead of building them, allowing Acolytes to perform other actions while the summoning continues, much like Protoss warping in structures. They can only build structures in Blight, which is spread by their structures, much like Zerg Creep.
** Night Elf Wisps get consumed when building an Ancient, like how Zerg Drones get consumed when building any kind of structure.
** The Orc faction overall takes cues from the Protoss, their units being more expensive, costing more Food but being stronger one-versus-one than equivalent units of the other factions.
** The Undead basic infantry unit is fast, fragile and has a late-game upgrade to considerably increase their attack speed, similar to the Zerg Zergling.
** The Night Elf basic infantry unit is the only one that is ranged, similar to the Terran Marine. Their secondary infantry units attacks at very close range (but not outright melee) and can damage multiple units with their attack, like the Terran Firebat.
** The Undead Shade is a permanently invisible scout, similar to the Protoss Observer. Both also require their own, dedicated building to allow producing them.
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** Night Elf Glaive throwers launch a bladed Frisbee, despite looking very much like their ballistae predecessors.

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** Night Elf Glaive throwers launch a bladed Frisbee, giant shurikens, despite looking very much like their ballistae predecessors.
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* FunnyBackgroundEvent: In Jaina's first appearance, two sorceresses duel and one of them gets turned into a sheep.

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* FunnyBackgroundEvent: In Jaina's first appearance, two sorceresses duel and one of them gets turned into a sheep. The ''Reforged'' version of the cutscene adds a wizard in the background animating a War Golem, whose arm falls off near the end of the cutscene. The golem picks up the arm and puts it back in place, only for the arm to fall off again as the cutscene fades to black.
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* DisposableDecoyDoppelganger: From ''III'':
** '' The Blademaster's Mirror Image ability creates up to 3 copies of himself (with the same stats, but 0 damage) that can be used to scout, distract, tank, etc. Using the move also dispels all buffs and debuffs on the Blademaster.
** The Wand of Illusion item lets the caster make an illusion of the target unit that deals no damage.
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* BonesDoNotBelongThere: Most units whose corpses are flagged as being usable for abilities will leave skeletal corpses, even invertebrates like spiders and crabs. ''Reforged'' corrected this, and made invertebrate creeps no longer decay into skeletons (Nerubians still do because they're fantasy spider-people).
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Incorporating more information from the entry on the trope page.


* AdaptationInducedPlotHole: The ''Reforged'' version of "The Fall of Silvermoon" was rebuilt and has a new scene where Arthas sees a short channel of water that he and his troops cannot cross. He simply uses Frostmourne to create a large ice bridge. It's established in the previous mission "Key of the Three Moons" that Arthas was roadblocked when Sylvanas destroys a bridge (of the same size) and he had to find a Goblin Zeppelin to get across the river. This plot point was not changed in ''Reforged'', making Arthas' new [[ForgotAboutHisPowers ice bridge summoning powers come across as forgetting things he can do]]. To make things worse, there's another mission afterwards that was unchanged from the original game ("Into the Shadow Web Caverns") where the enemies destroy a bridge to prevent Arthas from crossing it, and he once again chooses to go around.

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* AdaptationInducedPlotHole: The ''Reforged'' version of "The Fall of Silvermoon" was rebuilt and has to be more like Silvermoon in ''World of Warcraft'', including having the Sunwell on a separate island from the rest of the city. There is a new scene where Arthas sees a short channel of water that separating him from the Sunwell. When faced with this, he and his troops cannot cross. He simply uses Frostmourne to create a large ice bridge. It's bridge for his troops to cross, which was depicted in ''[[Literature/{{Arthas}} Arthas: Rise of the Lich King]]''. However, it was established in the previous mission "Key of the Three Moons" that Arthas was roadblocked when Sylvanas destroys a bridge (of the same size) and he had to find a use Goblin Zeppelin Zeppelins and Way Gates to get across the river. This plot point mission was not changed in ''Reforged'', making Arthas' new [[ForgotAboutHisPowers ice bridge summoning powers come across as forgetting things an ability he can do]]. forgot to use originally]]. To make things worse, there's another mission afterwards later that was unchanged from the original game ("Into the Shadow Web Caverns") where the enemies destroy a bridge to prevent Arthas from crossing it, and he once again chooses to go around.around instead of creating an ice bridge.
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Trope was cut/disambiguated due to cleanup


** In ''Frozen Throne'' Varimathras [[KickTheSonOfABitch easily kills Garithos]] at the end of "A New Power In Lordaeron'' after being ordered by Sylvanas. In actual gameplay, Garithos can take on Varimathras and Sylvanas at the same time and win.

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** In ''Frozen Throne'' Varimathras [[KickTheSonOfABitch easily kills Garithos]] Garithos at the end of "A New Power In Lordaeron'' after being ordered by Sylvanas. In actual gameplay, Garithos can take on Varimathras and Sylvanas at the same time and win.



* YouHaveOutlivedYourUsefulness: [[DarkActionGirl Sylvanas Windrunner]] promises to give the Capital to Grand Marshall Garithos if he aids her in destroying the Dread Lord Balnazzar. After a two-pronged attack, [[OutGambitted their joint forces overwhelm those of Balnazzar]], and he is (seemingly) killed. [[FantasticRacism Garithos]] then demands that Sylvanas leave his city, and she has no problem commanding her lieutenant, Varimathras, [[KickTheSonofABitch to kill him]].

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* YouHaveOutlivedYourUsefulness: [[DarkActionGirl Sylvanas Windrunner]] promises to give the Capital to Grand Marshall Garithos if he aids her in destroying the Dread Lord Balnazzar. After a two-pronged attack, [[OutGambitted their joint forces overwhelm those of Balnazzar]], and he is (seemingly) killed. [[FantasticRacism Garithos]] then demands that Sylvanas leave his city, and she has no problem commanding her lieutenant, Varimathras, [[KickTheSonofABitch to kill him]].him.
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I originally wrote the Adaptational Context Change example to be for Adaptation Induced Plot Hole, but I felt context change was probably the more appropriate trope. The Plot Hole example I think stands pretty strong though.

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* AdaptationalContextChange: In the ''Reforged'' version of "The Culling", the map is rebuilt and looks more like Stratholme in ''[=WoW=]'', and the map adds some MiniBoss encounters from the Caverns of Time instance, Meathook and Salramm the Fleshcrafter. In their original instance in ''[=WoW=]'', these MiniBoss encounters show up after facing several waves of enemies, but in ''Reforged'', they hide in the houses and spawn from them when the player reaches a key number of culled humans. The newly rebuilt level still has waves of Undead that will attack Arthas' base, so it is a big departure for them to be in the houses instead.
* AdaptationInducedPlotHole: The ''Reforged'' version of "The Fall of Silvermoon" was rebuilt and has a new scene where Arthas sees a short channel of water that he and his troops cannot cross. He simply uses Frostmourne to create a large ice bridge. It's established in the previous mission "Key of the Three Moons" that Arthas was roadblocked when Sylvanas destroys a bridge (of the same size) and he had to find a Goblin Zeppelin to get across the river. This plot point was not changed in ''Reforged'', making Arthas' new [[ForgotAboutHisPowers ice bridge summoning powers come across as forgetting things he can do]]. To make things worse, there's another mission afterwards that was unchanged from the original game ("Into the Shadow Web Caverns") where the enemies destroy a bridge to prevent Arthas from crossing it, and he once again chooses to go around.
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* FireIceLightning: ''Reign of Chaos'' introduced the Orb of Fire (attacks have splash damage), the Orb of Frost (attacks slow the target) and the Orb of Lightning (attacks dispel buffs and deals extra damage to summoned units).

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** In ''Warcraft I'' and ''II'', the Orcish Horde had no healing spells (although Berserkers in ''Warcraft II'' had the ability to slowly regain lost health, and Death Knights could heal themselves with Death Coil). In the expansion for ''II'', the Orc heroes (whose deaths meant mission failure) had way more HP then their human counterparts to make up for this. Even after their HeelFaceTurn in ''Warcraft III'', the orcish Horde only had the Witch Doctor's Healing Ward (which requires an assload of research to actually unlock) till the expansion added the Shadow Hunter.

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** In ''Warcraft I'' and ''II'', the Orcish Horde had no healing spells (although Berserkers in ''Warcraft II'' had the ability to slowly regain lost health, and Death Knights could heal themselves with Death Coil). In the expansion for ''II'', the Orc heroes (whose deaths meant mission failure) had way more HP then their human counterparts to make up for this. Even after their HeelFaceTurn in ''Warcraft III'', the orcish Horde only had the Witch Doctor's Healing Ward (which requires an assload of research to actually unlock) till the expansion added the Shadow Hunter.Hunter and the Voodoo Lounge to buy early healing items.



* NonEntityGeneral: Sometimes given a name and face in the sequels, such as Doomhammer for the Horde and Turalyon for the Alliance.

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** Played straight with the Naga, who don't have any unit or hero capable of healing.
* NonEntityGeneral: Sometimes given a name and face in the sequels, such as Doomhammer for being the ''Warcraft 1'' Horde player and Turalyon for the Alliance.Alliance ''Warcraft II'' player pre-expansion.



** Similarly to the above, in ''Warcraft II'', despite being called the "Orcish Horde", only two of the eight units are actually orcs (the Peon and the Grunt), the rest being Trolls, Goblins, Ogres, Undead and Dragons. Thankfully averted in ''III'' which gives the Horde a wider Orc representation in both units and heroes.



* OminousFloatingCastle: The Undead Necropolis.

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* OminousFloatingCastle: The Undead Necropolis. Though it can still be attacked by melee units.

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