's newest expansion,, is a fun, summery jaunt into a set that is equal parts fun and innovative. In my third or fourth hour of Standard deck exploration, however, a familiar feeling of apathy started to emerge. Looking to switch things up, I dove into Arena for another three or so hours, enjoying the blend of class cards and abilities that are currently part of its features. Again, that same feeling, a malaise that drained some of the color out of Azeroth's most famous beachgoers, slowly built up. It was time for — but wait, that mode doesn't update with the release. Maybe Duels — no, that got shuttered.
Well, then. It was time to take another break and wonder why I'm not playing a few weeks later when I inevitably enter the same cycle — a few hours each day for a week or less, gradually becoming disinterested until the next wave of content draws me back in. is a good time. It's even advertised right in the client, a giant splash image of a beach party and excitement. What it isn't is a fix to 's biggest problem and a design philosophy that has plagued my personal enjoyment of the game for a long time now — it has too many modes without the full attention and support to make them compelling.
Dungeons of Hinterberg is a beautiful and cozy adventure with excellent level design, but hardcore challenge-seekers need not apply.
Earlier — just a week ago, in fact — I wrote about how the future of looked bright. In speaking with its team members, it's clear they have a passion for the game that transcends my humble interest in it; these are people who have a fundamental understanding of what makes the game so desirable to so many. But even in that interview, there was a nagging sense that maybe there wasn't a focus on every game mode equally, and my worry is that it's juggling a bit too much, even as it scales down its number of options, to make the core product as good as it was at its peak.
One of the unique strengths of over competitors like, say,, is that it is
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