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  #18  
Old 09-28-2016, 09:58 PM
Vexenu Vexenu is offline
Planar Protector


Join Date: Feb 2012
Posts: 1,217
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I never thought there was anything wrong with the Kunark aesthetic. As Rygar noted, it's literally supposed to be a lost continent. You wouldn't expect it to look crisp, clean and highly detailed like the old world. It's supposed to feel rough and uninviting. OT and FV are colonial outposts, not true cities. And Cabilis is perfect as the re-established capital of a once-mighty empire now struggling to survive. I also enjoy all the old ruins and abandoned structures you find scattered across Kunark. They give a real feeling of history. The whole continent just feels very wild and unsettled compared to the old world, which I think is pretty clearly what they were going for. Looking at it with fresh eyes, there are so many cool things to find in Kunark that add to the feeling of exploring a wild, uncharted continent, i.e. the underground cave in Warslik's Wood, the hidden/keyed dungeons of Howling Stones, Sebilis and VP, the underwater skeleton cave in Field of Bone (most people still probably don't even know about that), the various monster forts (giants, drolvargs, Sarnaks, Goblins, frogloks), the strange Windmill in LoIO, the impenetrable jungle terrain in EJ, TT and SoNH, the abundance of undead dungeons (Kurns, Kaesora, CoM, Karnors, Charasis). The whole continent just feels very unknown, dangerous and mysterious compared to the old world. I think that Kunark complements classic very well, especially judging it from the criteria of being a first expansion. It does a tremendous job literally expanding the game without changing any major mechanics or deviating from the theme or feel of classic, and the lore was very well done also. A newly discovered ancient continent full of ruins, danger and mystery? Perfect.