One last farewell to Tuska, now that the event has wrapped up. In some ways, this adventure reminded me of the utterly fantastic fantasy of Discworld, with sci-fi elements throw on top for good measure. But after the initial setup, the story, much like an inert rock hurtling through space, moved along via momentum without going anywhere.
It certainly was lucky for Gielinor that some wizard was studying astromancy the whole time and could help us out of the proverbial pickle. But what does astromancy do other than get heroes into space? What is the story of the small anima worlds destroyed by Tuska that proved to be the vehicle of her literal downfall? Is there more to be explored in space? And even during the course of the fight, clues like the World Window near the nape of Tuska's neck were dropped but somehow I never figured out what they meant.
So yes, the adventure devolved into a repetitive marathon of hopping anima worlds and then hanging out on Tuska's back. By the time Vorago punched Tuska in the face, it lacked the satisfying & complementary sense of accomplishment and instead just felt like a merciful release after a tedious lecture.
One odd thing about the cutscenes at the end: watching them counts as visiting the top of the Wizards' Tower if you hadn't before now. Perched atop the magical building, you watch Tuska fly over Draynor and south into the waters near the wizards' retreat.
What's annoying is that Tuska comes down to the west of the Bandit Camp south of al Kharid in member territory. Unlike previous World Events that have altered the landscape in free areas, the aftermath of this event is open only to members. So having put it off for long enough, I think I'll address membership next time.
Good hunting!
~ Tidwin ~




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