Prodigious Polygons: The Models of the World of Warcraft—Mechanicals

I am an unabashed fan the models and art assets of World of Warcraft. Blizzard's genius art team has perfected an iconic and action figure-like approach to their art direction that I find endlessly appealing and fuels my imagination like nothing else.

Most of these models I present are from WOW's earlier days when technological constraints required strict polygon budgeting and pushed artists to the limit in creating distinctive designs that are "quick reads". In the recent years technology is less of a constraint and the Blizzard art team's recent offerings are (very similar to Games Workshop's modern real-life models) too detailed, too high-res, too convoluted. Yet, there are still some modern gems and you will find them here, especially in this post.

Mechanicals

Blizzard has a thing for magic robots and clockwork machines. The WOW universe has more mechanicals than any other setting outside of Eberron.  Incidentally, while preparing this post I was reminded I was reminded of Clark Ashton Smith's story "The Maze of Maâl Dweb" which contains one of the earliest mentions that I know of pertaining to an"arcane construct":
"The causey and the stairs were guarded by the silent, colossal automatons of Maal Dweb, whose arms ended in long crescent blades of tempered steel which were raised in implacable scything against any who came thither without their master's permission."
Smith's crescent-bladed automatons would be right at home among the following selection of my favorite mechanical models from World of Warcraft:


Apexis Golems
These guys belong to the Arakkoa, WOW's resident birdmen, who's excellent Skeksis-inspired model will get a writeup in a future post. Speaking of which, these golem have a real Dark Crystal thing going on, don't they? Ornate. Opulent. Spikey. The shoulder pauldrons look like the heads of their birdmen masters. I really like the fierceness and articulation of the taloned hands.



Arcane Golems
A solid, utilitarian design for these automations. You could easily envision them constructing a fortress as much as doing battle against army of undead. They were introduced in WOW's first expansion The Burning Crusade and, they've got BC fingerprints all over them: lots of crystals, color, and particle effects. I consider BC to be the sweet spot for model design—color and texture detail increased but polygons were still heavily budgeted. I think the barely defined heads really sell them a total wreaking unit.



Blood Golems
In the official lore Blood Golem aren't really powered by blood, rather a convoluted substance referred to as "anima." However, in my mind, Blood Golem are powered by the blood of sacrifice victims. You can tell that that was probably the original concept Blizzard artists were working with, but WOW is pretty PG-13, so an idea so grotesque probably got axed along the way. The swirling blood effect is beautiful and the color palette appropriately simplified. These are not far from how I pictured the automatons from "The Maze of Maâl Dweb." Some nice little touches here, particularly the little blood reservoirs on the shoulders of the larger golem and the cork-like protuberance on the top of both gives the golems the impression of being walking, blood-filled potion flasks. 



Alarm-o-bot
Not much to say here, this was too charming not to include. This little fellow has a clever, Disney-esque design and proves even cute stuff can be inspired.



Nightborne Construct
Possibly my favorite of the bunch. They belong to WOW's version of the dark elves and you can't see it really well from the images I put together, but their bodies have a centaur configuration, with a feline lower half instead that of a horse. They look like aggression incarnate and I can easily imagine them charging at the head of an army into a horde of naga. Check out the "light blades" on the center construct. I just noticed this, but his feet resemble traditional centaur hooves than the toes of the other two. These are pretty recent models, but the limited palette helps improve the "read" of their forms. Like most of the others in this post, the Nighborne Constructs minimally defined heads helps to establish their robotic nature.



Harvest Golem
Pure Halloween, these guys. To me, Harvest Golems are almost as iconic to WOW as orcs and humans. I remember seeing them in a promotional screenshot way back in 2003-2004 and thinking "This is the game for me." The cookie-cutter scarecrow concept is accentuated by the long claws which hint that the golem is also created for harvesting and threshing wheat. I also like how you can see that it's body is made of a barrel in the stripped away version. Great visual storytelling. In game, they can be found in the zone Westfall, an autumnal farmland which contributes even more to the Halloweenish feel of these guys.



Fel Reaver
Everybody who played WOW's first expansion has a Fel Reaver story. Despite being few in number and, at the time, probably the game's largest model, they still had a way of sneaking up on you, letting out that ungodly noise and ending you in one hit. Of all the designs presented in this post, this one looks the most traditionally mechanical. The venting on the front of the torso and the exhaust pipes on the back call to mind an infernal engine or furnace, while the tower-like extensions on the back remind me of a walking fortress, not unlike Imperator-class Titans from 40K



All images produced by me using the excellent WOW Model viewer.




Daily Offerings: Deep Carbon Observatory, Outer Wilds

Deep Carbon Observatory

I cracked this open after my recent reading of Yoon Suin. First off, we've got another giant velvet worm and this one is bad because it emerges from a log which is presumably used by a flood survivor to escape drowning. This book is full of nasty creatures and I'll be damned it Patrick Stuart doesn't manage to make cephalopods frightening again. In 2020 Lovecraft-saturation has gotten so bad that tentacled monstrosities don't even get a blip of excitement out of me, but Stuart's squid and cuttlefish are convincingly malignant, particular his grave-robbing cuttlefish, which dart in and out of flooded tombs like "alien ghosts." Cuttlefish are the creepiest cephalopods in my opinion, there's just something greedy and foul about them. I am reminded of a nightmare I had years ago where I was stuck in a spaceship that was equipped with an aquarium that contained a large, sentient cuttlefish, which communicated to me via digital speaker connected by wires to it's cuttlefish head. It told me evil things in it's fuzzy robot voice...

Patrick Stuart's blog can be found here. His books are OSR classics.

thetimes.co.uk

Outer Wilds

Outer Wilds is a video game that gives me big time Relenless: Twinsen's Adventure (Little Big Adventure to my European friends) vibes: it's a light-hearted adventure in charming, toy-like universe. I try not to get to deep in things with these daily takes, so just know that the central conceit of the game is you explore a miniature solar system in a rickety space-lander. The sun explodes after 22 min. of gameplay and you start the whole thing over again like Groundhog Day, except now, due to your previous explorations, you now know solutions to puzzles and shortcuts that make your exploration all quicker this time around. It's an satisfying game play loop that facilitates constant exploration. There are some genius set pieces built around this 22 min. countdown, including a hollow planet that slowly crumbles into a black hole at it's center, making only certain sections accessible at only certain times. There is a lot of Myst in this game, though the humor and art style of OW prevent it from achieving that sort of profound, mature gaming experience...but it comes close.

Outer Wilds just recently came to Steam.

Daily Offerings: Yoon Suin, Amid Evil

Yoon Suin

I finally got around to this OSR classic though I'm not quite finished reading it. It feels to me very Clark Ashton Smith-ish in it's far-flung, East Asian inspired setting and even shares Smith's love of exotic cruelty and unwholesome monsters. I've made it through the book's initial lore dump (a crude way to describe something so beautifully written) and I'm wandering in the more game-y portion of the book. I'm not a "rules guy" but there's so much great world here I may indeed end up pouring over every little encounter. Is it me or does Noisms (aka David McGrogan) have a thing for velvet worms? There are at least three varieties I remember in the bestiary. Don't get me wrong, I COMPLETELY get it—I myself have been fascinated with the things for years. Fascinated in a disgusted sort of way. I find velvet worms to be such completely reprehensible nightmares that I wouldn't want within two miles of me in real life, but watch Youtube videos of them with morbid attention.

Yoon Suin will get a full post in the near future. The authors blog is linked above.

Amid Evil

This a throw-back FPS video game, meaning it was released in 2019 but the graphics look like they are from 1997. It's inspired by the extreme, horror-tinged fantasy worlds of actual 90's games like Heretic and Hexen, where you run around creepy, polygonal labyrinths hunting fiends with melee weapons that can shoot magic projectiles. It is a difficult game and I'm not ashamed to say I played on "easy". Gameplay is usually is the least of my concerns when I play video games these days. I played Amid Evil for one reason: the downright inspired level design. Of all of these visually stunning levels, the final series, dubbed The Void, were my favorite. We've all seen "voids" before in various media—basically "alternative hell"—dark, vacuous places, haunted by abstract, alien intelligences that are usually just grotesque heads floating in the ether. Amid Evil's The Void is a void of precarious and impossibly tilted pathways that seem to end in empty space, only have a new section of path zoom into place at the last second. A void where M. C. Esher stairways meander through a forest of glistening monoliths, ending on a plane upside down to the one you just left. It's not a dull, colorless void, it's full of color...but it's a lurid Suspiria style of color. All of this culminates in The Enigma Gate, the last level before the final boss. It's frantic level where you try to hit all of the switches to a titanic gate while being accosted an ever-multiplying horde of shadow men and void dragons. I found this level to be, at points, flat-out distressing. The the constant scrambling from enemies, the disorienting layout, and the ungodly noise. In other words, the best void ever.


Here's a nice little video of The Enigma Gate with no commentary. Honorable mention also goes to the section of the game referred to as The Forges which for some reason reminded me of those nightmare inducing final levels of the Sega Genesis masterpiece Ecco the Dolphin.

Amid Evil
is on Steam and probably most other digital games services. I hope to get a chance to write about it more.