Warcraft Arclight Rumble Preview – I don’t know anything about Warcraft, but I’m enjoying Arclight Rumble

As the title suggests, I’m not someone who really cares about the Warcraft series or its MMO counterpart, World of Warcraft. I remember playing a Warcraft game on PC circa 2003, so it might have been Warcraft III: Reign of Chaos, but other than that I never really paid attention to the series. All of this to say, if you’re looking for a die-hard Warcraft fan’s take on the Warcraft Arclight Rumble series’ first move into mobile, I’m not yours.

However, as someone who doesn’t care about Warcraft…I really like Warcraft Arc Rumble. I’m only allowed to talk about the gameplay today – not that you want to dive into the meaning of the lore for someone like me – and in that regard, I’d say Warcraft has been a success in its opening hours.

I also want to emphasize the “open time” because as any mobile player probably knows, typical issues arise later in time, such as feeling like it costs real world money to advance. I’m not sure if this is going to happen to me, but so far the gameplay and its associated challenges have been easy enough that I haven’t even considered spending money to improve my edge on the battlefield.

If you’ve seen the game’s trailer, you already know that Arclight Rumble is an arcade game that can be played in a World of Warcraft tavern. You control miniature characters (whose whimsical and fantastic art designs look great) on a small battlefield. Sometimes the field provides a direct path to the enemy, while other times it’s covered in bridges and unique points of interest to shake things up.

Arclight Rumble uses a mechanism similar to rock-paper-scissors to determine the success of your creation. There are basically three types of minifigures: ranged, melee and flying. Ranged attackers can easily take out flying enemies, flyers are good at fighting melee types, and melee units fight back against ranged units. It’s a tried and true formula that works well here.

A cannon sits on your battlefield, and if the enemy destroys it, you lose. A boss-like enemy guards their side; destroy them and you win. You can ignore the rock-paper-scissors mechanic in open levels. If you send enough minifigures, they’ll kill the boss in no time. But as the game progressed further, I was soon punished for playing carelessly. In fact, in many cases I can’t win without strategically taking out specific units by paying attention to their attack types.

For example, a match starts with two melee enemies and a ranged enemy halfway from my cannon. Of course, I need to destroy them ASAP. I sent a ranged pawn to neutralize the melee threat, but it was quickly picked up by the rival ranger hiding behind my two melee targets. To beat the trio, I first needed to use a lightning spell attack – not a small one, but a spell I could cast in any area of ​​the map – before killing the ranged fighter, and after sending the flyer to melee the enemy. After doing so, I easily overcame this challenge and moved on to defeat the boss. The challenge was enough to keep the game interesting, but not so hard that I would get mad and switch to something else on my phone, which kept me coming back to play rounds again and again.

Paying attention to enemy types is only half the challenge, though, as you also have to pay attention to your gold. Each minifigure needs gold coins to be summoned to the battlefield, and the gold coins are constantly replenished slowly. So you need to strategically deploy special mining figurines to find treasure chests or gold mines. Assuming enemies don’t destroy them, they’ll send you gold directly, making it easier to summon multiple units, which is crucial to winning. Using my game time not only allowed me to plan my actual attacks, but my gold panning moves also kept me on the alert.

That’s because you can’t really take the time – each game is usually less than five minutes, and if time runs out, you’ll have less than a minute to go into a special overtime mode where gold replenishes speed up to beat enemies forever. Opponents also have this overtime advantage, so you need to defend as well. If you don’t beat the enemy and they don’t beat your cannon, it’s a draw, hey – better than a loss. Of course, it’s all about winning, as this rewards your characters with the most experience, and as they level up, they get stronger.

It all adds up to a mobile experience that I love to play, which is especially surprising since not only am I new to WoW, but I’m not a typical mobile gamer either. Because each game only takes a few minutes, Warcraft Arclight Rumble is easy to pick up and play, and more engaging than scrolling Doomsday on Twitter when I need to kill a few minutes. Now, Warcraft Arclight Rumble doesn’t appear to be a major game-changer in mobile, but it’s simple and fun. Assuming the rest of the game is as promising as these opening hours, I could see myself making progress throughout the campaign that I never expected when the game was released earlier this month.


Are you excited to see Warcraft rumble? Let me know in the comments below!