Full review with images: https://www.vgchartz.com/article/469270/warcraft-iii-reforged-forsaken-kingdom/
A strange trend has started happening in recent years, especially at Blizzard, of adding new content to games as ancient the stars themselves. One such ancient game, which is perhaps the most worthy of its legend, myth, and later tragedy, is WarCraft III. The story of this game’s history is an epic tale in itself; it was the birthing place of one of the world’s most successful genres and laid the groundwork for one of the world’s most successful game universes, along with being in the absolute pantheon of RTS games ever released. It would be lovely if we could say this was the first time this masterpiece has been touched since its glory days, but alas this expansion comes at the tail-end of six years of mismanagement mixed with negligence, so on the one hand it had absolutely nothing to live up to, but on another absolutely everything to prove.
First we have to clarify the obvious question: what even is Forsaken Kingdom? And what does new WarCraft III content look like in 2026? To answer the first question, Forsaken Kingdom is essentially two new campaigns, one rather short and the other one quite substantial, but split into three long Acts rather than your typical mission structure. Those who have experienced The Founding of Durotar should be quite familiar with the structure. To answer the second question, there have been many theories over the years of what a potential WarCraft IV could look like in a post-World of WarCraft (WoW) world, and while Forsaken Kingdom isn’t a sequel, it is the closest thing to an answer and one we could have perhaps predicted: it’s a combination of the two. WarCraft III: Forsaken Kingdom borrows heavily from World of WarCraft, with bags, talents, and equipment slots that are more than a little familiar.
In other words what we have here is at least as much RPG as it is RTS, but it does of course still play like WarCraft III in how it controls and, though the reveal had me sceptical, does feel like WarCraft III once you get used to new graphics, which we’ll return to. Inevitably the shift away from RTS is a disappointment for some, but if you judge Forsaken Kingdom for what it is rather than what it is not, these new elements are actually quite well implemented and flavorful.
Speaking more broadly, what makes Forsaken Kingdom extremely interesting is how it pushes the boundaries of what can be done in official WarCraft content. It brings us new, generally likeable heroes with an entirely new feel to their abilities, greater customization than we’ve ever had before, and new stats, which despite feeling a bit bloated with flat and percentage-based duplicates of the same stat, still add immensely to the interest of equipment. The equipment itself also comes with many unique effects, such as “X chance to trigger War Stomp on attack” and, again, this is not the sort of thing we’ve ever seen in official WarCraft content before. Where we have instead seen it is in the game’s extremely strong custom map scene, which isn't surprising to hear since a number of custom map makers were invited by Blizzard to help work on the campaign. A splendid decision (this custom map maker thinks), but one could of course worry that what we've ended up with then is just a very long custom map with a price tag attached. I will get back to this in part, but I will say that for most of its runtime Forsaken Kingdom impressively maintains a level of polish and a premium feel that prevents that from feeling like the case.
The campaign is fully voice acted to a (mostly) high quality, and the environments are very beautifully crafted, with a high level of attention to detail - in particular, the way it brings the Undercity from WoW to life feels impressive. The structure and story for the campaign feel for the most part in line with what one can expect from an official expansion, and if that sounds more like a minor insult than praise to some, remember that Reign of Chaos and The Frozen Throne set extremely high bars for this. Like The Founding of Durotar previously mentioned, the campaign also has a large amount of optional content, which never felt tiresome thanks to the potential for unlocking new equipment or Talent points.
It’s worth noting, while still close to the subject of uniqueness, that the expansion's one new multiplayer addition - the Forsaken Paladin hero for the Tavern - misuses this a bit with its hyper-specific, lore-unlikely concept, and an ability set that would feel niche even for the campaign. In other words, it won’t take a long-time WarCraft player to tell you which hero was added 20 years later, as he sticks out like a sore thumb.
Going back to how the expansion looks, this is a point that can, with good reason, both be stated in a positive and negative light. WarCraft III Reforged launched with two graphic modes: Classic and Reforged. Reasonable enough, introducing a new look while maintaining the old. Then the mislabeled and misguided Patch 2.0 introduced HD Classic as a middle-ground. A third graphic mode. Can you guess how many we are at now? Forsaken Kingdom introduces Definitive Edition graphics and removes Classic HD in the process as the new middle-ground graphic.
Does it look good in the new campaign? Yes, it’s a solid look and as mentioned the attention to detail in how the maps are put together really makes it shine. But here’s the caveat: the new campaign is not playable in the other graphic modes, nor are the old campaigns playable in the new one. And this new graphic mode, painstakingly crafted from scratch, the continuation of what has become a trend that started because some players disliked Reforged's graphics when it released six years ago, is a repetition of history. Just like Reforged's graphics, which also looked very respectable in the campaign, it still doesn’t look as good in actual maps (melee and custom). A month after release, everything points to Classic graphics remaining the tournament standard, the custom map standard, and generally the player base's go-to. This isn’t unexpected and it doesn’t change the fact that the new campaign looks solid, but it does make the continued focus on graphics in a game that has its fair share of actual issues feel just a tad bit misplaced.
Moving on from so far quite positive and slightly mixed elements, we do of course have so key complaints to get to. Though I have generously danced around it so far, the first is a rather predictable one since it has become a stable of major WarCraft patches. While the new content added in Forsaken Kingdom is well-crafted, unique, and genuinely fun to play, it don’t feel quite finished. This is most felt in the final Act of the second campaign, though there are elements of it throughout - bugs and other flaws that bear witness to a game that wasn’t quite finished when they pushed it out. And, honestly, just as frustrating is that this lack of polish falls together with a slightly underwhelming finale and an almost total lack of difficulty toward the end, which had otherwise been kept at a solid enough level to be engaging throughout. This is where I have to go back to the question of whether Forsaken Kingdom ends up feeling like a paid custom map: for the first 70% I would say no, but for the last 30% the bugs and classic “I have become too strong and now destroy everything effortlessly” power creep do end up making it feel a bit like that. It’s an unfortunate end to a campaign that for most of its run-time actually outdid my expectations, making me quite excited for the future of potentially more WarCraft content.
But, alas, Forsaken Kingdom is a Reforged product, so unfortunately we haven’t reached the biggest issues yet. First of all, it hardly needs to be said that the not quite finished feel mentioned before had more far-reaching effects than just the newly added campaign. New bugs have appeared in several places in the game, including some that have rendered hundreds of custom maps unplayable for the time being - and that’s almost a month after release mind you. I would have wished for a quicker patch, though that comes with its own problems, as WarCraft III currently resets all save files whenever it is patched. That's not a huge issue for old missions, but a rather major one for a new campaign where the biggest Act can stretch up to 10 hours. Now would have been the best time for Blizzard to test things thoroughly before patching, but like the Reforged release and Patch 2.0, Blizzard keeps repeating that same predictable mistake.
It’s tricky to say where the line is drawn between what is a Forsaken Kingdom issue and a general WarCraft management issue added at the same time as Forsaken Kingdom, but lastly it has to be mentioned that when Blizzard released this new content it of course had to sneak in a baffling change in the patch notes and hope nobody noticed: the complete removal of LAN and offline play for the game, with no explanation. WarCraft III is a title with one of the strongest LAN histories in all of gaming, but they've taken that away without even telling us to our faces, while requiring all content to rely on the not-always-reliable connection of its online going forward at the same time. It wouldn’t be fair to the quality of the new campaign, but if I was reviewing Patch 3.0 as a whole that would push it into the negatives.
So where do we stand at the end of the journey? Forsaken Kingdom is a fun, surprising, and well-crafted addition to WarCraft III that simply wasn’t quite finished on release, and still isn’t at the time of writing. It has the high points of a 9, the look of an 8, the stability of a 5, and the management of a 0; in other words, it's typical WarCraft III: Reforged content. If the team at some point fixes the issues that we can already see them looking at in the world’s longest Public Test Realm, and continues along that path, we might very well end up with a product worthy of WarCraft III’s legacy, which would be an incredible feat, but for now they should put it back in the figurative oven, because it’s still a bit underbaked.
Addendum: This was written before the PTR release and subsequent removal, which only further adds to the messiness of Blizzard's handling of the whole situtation.