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Warcraft Rumble: A Simplified Mobile Sequel That Falls Short

A fair part of me finds it very sad that when sequels to big, beloved, old classics are released for our phones, the “adaptations” that happen mean more or less that mobile games aren’t even where the series started, or today. Little Big Planet is an example of a mobile title that has little to do with Media Molecule’s original title. Doom (Mighty Doom) is another, as is The Elder Scrolls: Blades, with very, very little relationship to the original series. Warcraft Rumble falls into the same category, and in my opinion, after the success of Diablo Immortal, it’s a shame Blizzard chose that path instead of a more classic strategy game.

The graphics are a little too cute, it looks like Warcraft. It’s more reminiscent of Clash Royale than anything else.

Warcraft Rumble is a cute little Clash Royale copy where the “strategy” portion is limited to a few missions per level. Each level consists of a short map where the end (at the top of the image) is guarded by a mini-boss, and the way to get there revolves around building up a small army of miniatures and making their way to the end. Along the way, they’ll encounter enemy armies, and it’s up to you to build the right soldiers so they can attack both ground targets and air enemies, then change that up by using special attacks like lightning and can be launched each match One time bomb. In order to build up troops (like the old Warcraft vanilla), you need to gather gold, which is done by building small harvesting trolls that run to the nearest gold cache and start their work there.

Compared to the look in Warcraft 2 and especially Warcraft 3, the setting is hysterically simplified, but that doesn’t mean there’s no depth. Rumble gets really hard, really fast, because you have to think before the match starts, build up the right troops in the right order, dispatch them at slightly different times, and make sure to take over stationary ballistas placed by the enemy. You can then build up new troops close to the map’s mini-bosses, thus “advancing” to the final objective. It’s also important to upgrade your troops after you’ve completed about ten maps, choose the correct “leader/hero” that best suits your playstyle, and read the tips given before the match begins. Sometimes it might be that you need to kill specific enemy soldiers first to get to the mini-boss more easily, or the boss itself is extra weak to a certain type of attack.

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Rumble is free, so microtransactions are included, and before you know it, Blizzard gives you a starter pack for coins to buy new soldiers and expand your army. This part is neatly integrated, like in Clash Royale or Clash of Clans, of course it is possible to play Rumble without committing a dime, but if you don’t open your wallet to spend it, it also quickly become very difficult. There’s also a rather fancy AI system here, which means that all enemies on the map get harder with each level you go up, and surprisingly, this includes the initial level you completed a few hours ago too . So if you get stuck, you can’t go back to the “easier” levels to collect coins and experience, because those also become just as challenging as the level you just got stuck on. It’s a clever way to force players to spend real money when you get stuck a few times, and while I can appreciate the idea, it should work, it feels greedy.

The simple design has depth, but the levels lack scope and become crowded and too difficult.

In terms of gameplay, Rumble is too challenging for those who don’t spend real money and lack the rewarding feeling of wanting to play another level, as Warcraft 2 and 3 have always done. While the “strategy” section worked well, it was too simple for me, even for my money, and the combat felt too small, lacking the breadth, scope, or sense of “adventure” that Warcraft has always provided. The layout is too small, cramped, and limited, and the low number of soldiers who decide each battle tires me out sooner than I’d like. In my opinion, Clash Royale feels like a more chaotic and fun game with a more successful setting.

I’m not particularly fond of the design either, it feels cute and a lot like a mobile game. Warcraft 2 and 3 have very good designs and the look would be great here with newer details and higher res, conversely Blizzard probably watched Supercell’s Clash games too many times and lost it in the process own signature aesthetic. It looks too much like a pure child’s play, and too much like Warcraft. Still, the feature sheet is fine. It’s like a cross between World of Warcraft and Hearthstone, with a very clever interface and navigation, despite the fact that there are close to 1000 buttons and icons to click. When it comes to sound, my judgment ends up being the same as the graphics. Iconic voices and lines from Warcraft 2 and 3 (Now, Your Majesty! Lord, we are under attack! We move in your name, King!) are replaced by voice acting and lines that don’t sound like they belong in the Warcraft world, but Belonging to Clash Royale, that says nothing about the atmosphere.

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Warcraft Rumble has been in development for several years, and has been in beta testing for almost 12 months, and to me, it’s been a long time coming. However, after five days of finishing the game, I can conclude that Blizzard have simplified and watered down their own concept while limiting playability to hysterical difficulty for those not spending real money, it’s here. The Rumble does some things really well, but it’s not a game I’d continue with my iPhone 14 Pro Max. Sadly.

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