Showing posts with label news. Show all posts
Showing posts with label news. Show all posts

Friday, May 25, 2007

Warning: A Starcraft 2 scam on World of Warcraft

[source: wow.qj.net]

A poster named Goolz on the European World of Warcraft forums gave out some news on a scam that attempts to take advantage of people's anticipation of Starcraft 2. He posted an e-mail that asks for the contact information, CD-key, and even the player's actual name and address.

If you receive an e-mail asking for any of that information, don't respond to it. Blizzard would never ask for that information from you via e-mail. The e-mail came from a Hotmail account, blizzardsales@hotmail.com. Blizzard poster Vaneras spoke about this saying, "Yup, that is a bogus email for sure... I hope nobody falls for it. Just to make sure that everybody knows; We do not use hotmail addresses to send out emails to people."

Personally I believe that poster Pokerfaze said it best in his post about this scam: "A 12-14 year old could and will probably fall for this, all i can say is id like 20 min in a room with the person who made that scam preff alone and without cams."

You should check out the full details on the e-mail via our read link. Be sure to check back for more news on World of Warcraft.


Read full article: Warning: A Starcraft 2 scam on World of Warcraft



Thursday, May 24, 2007

StarCraft 2 Domain Names Getting Popular

A keyword domain can be very expensive. To be able to make it in the domaining business, online entrepreneurs take a look at at popular trends and invest in keywords related to upcoming movies, tv shows, or even games. Just take a look at one entrepreneur did - he bought some new starcraft2 domains. Tyler indicates:

…I’ve already received a bid close to 5-figures for SC2.net and Starcraft2.net from a known contact. I haven’t even put it up for sale and already there is demand for it :) However, I’m not selling it, at least not yet. I really am going to develop it, so I’d want an “offer I can’t refuse” if I were to sell them.


Read full article: StarCraft 2 Domain Names Getting Popular



Wednesday, May 23, 2007

Blizzard outlines Starcraft II gameplay

Studio's top creative talent discusses Starcraft II gameplay details at a Worldwide Invitational panel discussion.

[source: gamespot.com]


Believe it or not, even though the Blizzard Worldwide Invitational 2007 event is home to music concerts and some of the biggest game tournaments in the world, one of the most intriguing activities is actually sitting quietly in a theater. Three of Blizzard's top creative talents--creative director Andy Chambers, senior game designer Dustin Browder, and vice president of game design Rob Pardo--sat on a panel to discuss gameplay details for the company's newly announced sequel, Starcraft II.

Pardo began the discussion by revisiting several of the studio's previous games, going back as far as Warcraft II, which the vice president cited as the first Blizzard game to garner a significant following as a competitive multiplayer game. Pardo explained that the original Starcraft arose from the team's desire to create a fast-paced real-time strategy game like Warcraft II, but in a different universe, then described how Blizzard's subsequent RTS project, 2002's Warcraft III, took a very different approach by offering slower-paced gameplay with smaller armies, hero units, and many units with activatable abilities to appeal to "the average gamer." Pardo suggested that the units in both the original Starcraft and in the sequel will instead act as "movers and shooters"--mostly autonomous forces that generally lack special abilties but will be used in large control groups to "do their own thing" in battle, rather than requiring the micromanagement of high-level Warcraft III play.

Pardo continued to contrast Warcraft III against Starcraft II, explaining that Warcraft III had less of an emphasis on economic buildup to allow more focus on battles. The 2002 game, suggested the VP, also was much less about early-game victories. While that game did introduce "creeps"--neutral creatures that could be fought to gain experience points for your hero units--early armies in Warcraft III were generally capable of only harrassing your enemies, not defeating them outright. Pardo suggested that "with Starcraft II, [Blizzard is] really going back to its roots to make a true sequel to Starcraft"--a sequel where resource management will be much more central to gameplay, with less micromanagement of different units with special abilities, and in which full-on early-game "rushing" (making an all-out assault at or near the beginning of a new game session) will be much more viable.

In fact, the VP went on to state that the game will probably offer more early "tech tree" options--different development paths players can take by building different structures and researching different upgrades--which will make early-game scouting more important, and will make early-game rushing a more diverse, deeper strategy.

Pardo also suggested that Warcraft III might have been a more forgiving game for beginners--differences in skill levels seemed less pronounced in that game. The VP said that in Starcraft II, there will be many more nuances that will separate highly skilled players from beginners, and good players from great ones. So in contrast to the sometimes-protracted matches of Warcraft III, Pardo expects the average Starcraft II multiplayer match to last about 20 minutes of real time, possibly even as little as 15 minutes when played by the pros. Pardo pointed out that there will be numerous subtleties added to the game that expert players will learn to use to their advantage, such as a revamped "high ground" system. In the previous Starcraft, ground units that had a height advantage by standing on high ground gained attack bonuses, but would also reveal themselves when attacking. In the sequel, units with high ground will still gain the attack bonuses but will remain concealed by the "fog of war" (the black shroud that covers unexplored areas)--a fact that can be used together with other line-of-signt nuances to your advantage.

Pardo ended his part of the talk by emphasizing that Blizzard remains committed to making the three factions distinct, and to making Starcraft II's gameplay true to the original game, but also different and new. For instance, the VP cited the new Protoss units and abilities that have been shown, such as the ability to "warp-in" to different locations, and the powerful mothership unit. Pardo said Blizzard could have also attempted to create a "Terran version" and a "Zerg version" of these new units and abilities, but the team did not. It is instead looking to balance the factions against one another while keeping them distinct.

Pardo suggested that Starcraft II will, like the original game, be a game about "hard counters"--how certain units can be directly "countered" (defeated decisively) by specific counterunits. As an example, Pardo showed a brief demonstration of Protoss templar units, which are the counterunit to zerglings, annihilating a swarm of the tiny Zerg infantry with their "psi storm" ability. Said Pardo: "Yes, [Starcraft II] will stil be fast-paced and have 'multitasking' for resources and combat, but it'll be a very different game."

The floor was then given to game designer Dustin Browder, who used his time to cite specific examples of different units in play. To begin with, Browder showed a demonstration of the Protoss stalker, a ground-based unit that can attack both air and ground enemies and isn't all that tough, but can "blink" (warp in and out) to any location to which they have line of sight. The obvious uses of this handy ability include pursuing fleeing units by constantly "blinking in" in front of them, but they can also apparently be used as powerful base raiders.

In addition, extremely skilled players will be able to defeat slower-moving melee enemies with stalkers by sticking and moving, repeatedly blinking in and out of range. The designer showed a demonstration of stalkers up against a group of Protoss zealots, somewhat slow melee units that simply weren't able to close in for a hit as the stalkers kept blinking away and firing constantly, eventually winning the battle.

Browder showed how the new units and new abilties for existing units will help diversify gameplay and work within the counterunit system. For instance, the Protoss immortal, a ground-based tank unit, is extremely tough, but slow. It can therefore be countered by quick-thinking players with enough resources to build up counterunits, and therefore is also unable to effectively flee from a losing battle. However, it does possess a powerful energy shield that is triggered only from heavy-duty fire. This makes the immortal a natural counterunit for the Terran siege tank, whose powerful cannons can't do much against the immortal's energy shield. However, the slow-moving immortals themselves can be easily countered by a large swarm of zerglings, which don't deal enough damage to trigger the immortals' shields, and are too quick for the tank to outrun.

Browder then showed an additional example of the kind of subtleties that will separate skilled players from unskilled players. The Protoss phoenix, a flying unit, has a special "overload" ability that creates a damaging energy field around itself, then renders it immobile and helpless shortly afterward. Browder showed a simulated battle between a player with six phoenix units and another player with only four. The player with six phoenixes choked and used the overload ability too early, allowing the other player to dodge out of harm's way; then the player arranged the four phoenixes around the now-immobile six in a loose formation and overloaded the six into oblivion, which suggests that sheer numbers won't always prevail in the face of high-level skill in Starcraft II.

Browder then showed a demonstration of Protoss warp-in technology, which can be used to mount a powerful surprise offense by summoning a large army seemingly out of nowhere. However, the same tech can apparently be used for base defense; the designer showed how an early zergling raid on a Protoss base went sour as the tiny Zerg suddenly found themselves boxed in between Protoss buildings and a small contingent of melee-attacking zealots, with immortal tanks lobbing fire from a distance. The designer closed by stating that the team's goals are to "recapture the magic of the original Starcraft, which was a wonderful, wonderful game," and to "make Starcraft II about these three unique races by generating new tactics and strategies."

The panel then took questions, which revealed some intriguing new details about the sequel. An audience question about future beta plans prompted Pardo to state that Starcraft II will likely have a "closed beta by invitation, similar to [Blizzard's] other products--though this time, [Blizzard] will also enlist the help of pro players to help test for balance."

When asked about the status of the Terrans (who were decimated at the end of the Brood War expansion pack for the original Starcraft), creative designer Andy Chambers explained that "the UED terran forces were destroyed by Kerrigan's Zerg armies (though a few surviving companies may still be around somewhere)," and that the Terran faction in Starcraft II will primarily consist of the "evil empire" of the Terran Dominion. When asked about the status of lead character Jim Raynor, Chambers replied that since Starcraft II takes place four years after Brood War, "Raynor has been having some adventures for sure," but he declined to comment further.

Chambers also suggested that the ancient Xel'Naga, which helped both the Protoss and Zerg races become what they are (but were later destroyed by the Zerg) will also figure into Starcraft II's story "in a rather epic tale." To cap the presentation, Browder fielded a final question that may come as a relief to some players: There are "no plans at this time for naval combat in Starcraft II."


Read full article: Blizzard outlines Starcraft II gameplay



Monday, May 21, 2007

PC Gamer is up to date

[source: digg.com]


PC Gamer already picked up the story. The new issue is coming out soon.

pc gamer


Read full article: PC Gamer is up to date



Saturday, May 19, 2007

StarCraft II Official Press Release - StarCraft II Unveiled

[source: The official SC2 press release]

Blizzard Entertainment® announces highly anticipated sequel at 2007 Worldwide Invitational event in South Korea

SEOUL, South Korea – May 19, 2007 – Blizzard Entertainment® today unveiled StarCraft® II, the sequel to its award-winning real-time strategy game StarCraft, at the 2007 Blizzard Worldwide Invitational event in Seoul, South Korea. The announcement took place inside the Olympic Gymnastics Arena, in front of thousands of attendees, who received a presentation that included a StarCraft II cinematic trailer and a gameplay demonstration by the development team.

Designed to be the ultimate competitive real-time strategy game, StarCraft II will feature the return of the Protoss, Terran, and Zerg races, overhauled and re-imagined with Blizzard's signature approach to game balance. Each race will be further distinguished from the others, with several new units and new gameplay mechanics, as well as new abilities for some of the classic StarCraft units that will be making a reappearance in the game. StarCraft II will also feature a custom 3D-graphics engine with realistic physics and the ability to render several large, highly detailed units and massive armies on-screen simultaneously.

"With StarCraft II, we'll be able to do everything we wanted to do with the original StarCraft and more," stated Mike Morhaime, president and cofounder of Blizzard Entertainment. "We recognize that expectations are high following the long-running popularity of the original game, but we plan to meet those expectations and deliver an engaging, action-packed, competitive experience that StarCraft players and strategy gamers worldwide will enjoy."

StarCraft II will include a unique single-player campaign, as well as fast-paced online play through an upgraded version of Blizzard's renowned online gaming service, Battle.net®. In addition, the game will come with a powerful, full-featured map editor that will put the same tools used by Blizzard's designers into the hands of players.

Blizzard is developing StarCraft II for simultaneous release on the Windows® and Macintosh® PC platforms. Further information about the game, including details on the single-player, multiplayer, and map-editor features, as well as system requirements, pricing, and availability, will be announced in the months ahead. To learn more about StarCraft II, please visit the official website at www.starcraft2.com.

About the StarCraft Series
Since its debut in 1998, the original StarCraft has won unprecedented critical acclaim and has remained a staple of tournament gaming worldwide. The game's expansion set, StarCraft: Brood War, also released in 1998, is still considered by many to be one of the best add-on products ever created. To date, the series has sold more than 9.5 million copies worldwide. StarCraft's gritty sci-fi universe has also spawned numerous complementary products, including several novels and action figures, as well as a pen-and-paper role-playing game.

About Blizzard Entertainment, Inc.
Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® series, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Vivendi Games, is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard's track record includes ten #1-selling games and multiple Game of the Year awards. The company's online-gaming service, Battle.net, is one of the largest in the world, with millions of active users. In South Korea, Blizzard is regarded as having played a major role in bringing about the birth of professional gamers and game broadcasting. Furthermore, its games are acknowledged as one of the key drivers behind the popularization of South Korea's PC game room business.


Read full article: StarCraft II Official Press Release - StarCraft II Unveiled



StarCraft II Unveiled!

[source: Blizzard news]

We're pleased to announce our latest project: StarCraft II! The epic interplanetary battle between the Protoss, Terran, and Zerg will take on new dimensions in this sequel to the classic real-time strategy original. With new units and functionality for each race, upgrades to several familiar units, and a powerful 3D engine that supports explosive fast-paced combat between massive armies, StarCraft II will be the ultimate competitive real-time strategy game.

Highlights of StarCraft II include:

* Tightly balanced competitive real-time strategy gameplay that recaptures and improves on the magic of the original game
* New units and gameplay mechanics that further distinguish the Protoss, Terran, and Zerg races
* An all-new 3D engine that supports fast-paced play with realistic physics, massive units, and massive army sizes
* A groundbreaking single-player campaign that continues the epic StarCraft story
* A powerful map editor that puts the tools used by the game's designers into the hands of players

We'll be revealing much more information about our plans for StarCraft II in the months ahead, so please stay tuned to www.starcraft2.com for the latest updates. In the meantime, you can check out the announcement press release here for further details.


Read full article: StarCraft II Unveiled!