Trying to rework puzzles and story without heaps of new animation was obviously no easy task. With Meretzky's help, Blizzard had a plan to redo the UI and reshape other portions of the game. In his opinion, despite their focus on the puzzles, the scope of their changes couldn't have turned Warcraft Adventures into a great game. He called Thrall's story "interesting and even a little big moving" and praised the voice acting, particularly Clancy Brown as Thrall. "Being able to get up close to the characters, weapons, and vehicles of the Warcraft world, and go inside buildings like the aviary and goblin workshop, was such a fun experience," he said." But the art was only serviceable, hardly great, and their changes would've made for okay puzzles, but certainly nothing that stood out from the other adventure games of 1997.
Still, with a potential roadmap for improvement, Blizzard took the unfinished build and those plans to E3. And that would prove to be the end.
"Someone called me, I think it was Bill, to let me know," Meretzky recalled. "He said that they'd shown the game around at E3 to a select group of people they trusted, and the consensus was that it was so far below Blizzard standards, that even with the improvements we'd designed, it still wouldn't be good enough to release. They decided that their choices were to invest a LOT more in the game, or kill it, and then decided to kill it. ... I think Blizzard made the right decision to not release the game, although it made me sad at the time. It wasn't a triple-A-quality game, and Blizzard was known for triple-A games. I'm sure it was a hard decision for them to make. They loved adventure games and wanted to make one, but instead had to kill their baby."