Warcraft II: Tides of Darkness
Warcraft II: Tides of Darkness | |
---|---|
Developer(s) | Blizzard Entertainment |
Publisher(s) | PC, Mac OS Blizzard Entertainment (North America) Ubisoft (Europe) Saturn, PlayStation Electronic Arts (North America, Europe) Electronic Arts Victor (Japan) |
Designer(s) | Ron Millar |
Platform(s) | MS-DOS, Linux, AmigaOS 4, Mac OS, Sega Saturn, PlayStation, Microsoft Windows |
Release | PC, Mac OS Saturn, PlayStation |
Genre(s) | Real-time strategy |
Mode(s) | Single player, Multiplayer |
Warcraft II is a fantasy-themed real-time strategy (RTS) game published by Blizzard Entertainment and first released for MS-DOS in 1995 and for Mac OS in 1996. The main game, Warcraft II: Tides of Darkness, earned enthusiastic reviews, won most of the major PC gaming awards in 1996, and sold millions of copies. The rivalry between Blizzard's series and Westwood Studios's Command & Conquer series fueled the RTS boom of the late 1990s.
Later in 1996 Blizzard released an expansion pack Warcraft II: Beyond the Dark Portal and a compilation Warcraft II: The Dark Saga for the Sony PlayStation and Sega Saturn. The Battle.net Edition, released in 1999, provided Blizzard's online gaming service, Battle.net, and replaced the MS-DOS version with a Windows one.
Players must collect resources, and produce buildings and units in order to defeat an opponent in combat on the ground, in the air and in some maps at sea. The more advanced combat units are produced at the same buildings as the basic units but also need the assistance of other buildings, or must be produced at buildings that have prerequisite buildings. The majority of the main screen shows the part of the territory on which the gamer is currently operating, and the minimap can select another location to appear in the larger display. The fog of war completely hides all territory which the gamer's has not explored, and shows only terrain but hides opponents' units and buildings if none of the gamer's units are present.
Warcraft II's predecessor Warcraft: Orcs & Humans, released in 1994, gained good reviews, collected three awards and was a finalist for three others, and achieved solid commercial success. The game was the first typical RTS to be presented in a medieval setting and, by bringing multiplayer facilities to a wider audience, made this mode essential for future RTS titles. Warcraft: Orcs & Humans laid the ground for Blizzard's style of RTS, which emphasized personality and storyline. Although Blizzard's very successful Starcraft, first released in 1998, was set in a different universe, it was very similar to Warcraft II in gameplay and in attention to personality and storyline. In 1996 Blizzard announced Warcraft Adventures, a RPG (role-playing game) in the Warcraft universe, but canceled the game in 1998. Warcraft III, released in 2002, used parts of Warcraft Adventures's characters and storyline and extended the gameplay used in Warcraft II – a combination that surpassed Starcraft's success.
Gameplay
Warcraft II is a real time strategy game (RTS),[1] in other words the contenders play at the same time and continuously, so that players have to move quickly rather than taking turns.[2][3] In Warcraft II one side represents the Human habitants of Lordaeron and allied races, and the other controls the invading Orcs and their allied races.[4][5] Each side tries to destroy the other by collecting resources and creating an army.[6] The game is played in a medieval setting with fantasy elements, where both sides have melee, ranged, naval and aerial units, and spellcasters.[1][7][8]
Modes
Warcraft II allows gamers to play AI opponents in separate Human and Orc campaigns, and in stand-alone scenarios.[7] Most of the campaign missions follow the pattern "collect resources, build buildings and units, destroy opponents". However, some have other objectives, such as rescuing troops or forts, or escorting important characters through enemy territory.[9]
The scenarios can be played against the AI or in multiplayer contests against up to seven other gamers. The DOS version initially provided multiplayer games by null modem cable, modem or IPX, and Mac gamers could also play via TCP/IP or AppleTalk.[10] Blizzard quickly released a facility to connect with Kali, which allows programs to access the Web by means of IPX.[1]
The game's map editor allows gamers to develop scenarios for use in multiplayer contests and against AI opponents. The editor runs under the Mac and also under either Windows 95 or, if the WinG library was installed, under Windows 3.[7][11]
Economy and war
Warcraft II requires players to collect resources, and to produce buildings and units in order to defeat an opponent in combat. The Human Town Hall and Orc Great Hall produce non-combatant builders that dig gold from mines and chop wood from forests and then deliver them to their Halls.[5] Both buildings can be upgraded twice, each increasing usable resources per load from the builders.[12] As all three resources become exhausted during the game, gamers must collect them efficiently,[12][13] and they must also retain forests as defensive walls in the early game when combat forces are small.[14]
Builders can also construct Farms, each of which provides food for up to four units, and additional units cannot be produced until enough Farms are built.[12] Farms are also the toughest perimeter defense.[14]
Humans and Orcs have sets of buildings with similar functions, but different names and graphics, for producing ground, naval, and air units.[1] All but basic combat units require the assistance of other buildings, or must be produced at buildings that have prerequisite buildings, or both.[12][15] Many buildings can upgrade combat units.[9] When advanced units appear, the Orcs have a strong advantage in ground combat, while the Humans have the more powerful fleet and spellcasters.[16] The most advanced ground combatants on each side can be upgraded and taught some spells, which are different for the two sides.[17] Some campaign missions feature hero units, which are more powerful than normal units of the same type, have unique pictures and names, and must not die, as that causes the failure of the mission.[18]
User interface
The main screen has five areas:[19]
- Along the top are the menu button and counts of the gamer's resources and Farm capacity.
- The largest area of the screen, to the right, shows the part of the territory on which the gamer is currently operating. This enables the gamer to select friendly units and buildings.
- The top left is the minimap, which shows the whole territory at smaller scale and highlights the part on which the gamer is currently operating. By clicking or dragging in the minimap, the gamer can select another location to appear in the larger display.
- The unit descriptions in the area in middle on the left shows the units and/or buildings. If units of the same type are selected, this area have an icon for each unit, showing the unit's vital statistics including the unit's health.
- If a single unit or building is selected, the area at the bottom left shows the actions the object can perform and all completed upgrades that apply to this type of unit or building.
Initially most of the main map and minimap are blacked out, but the visible area expands as the gamer's units explore the map. The fog of war completely hides all territory which the gamer's has not explored, and shows only terrain but hides opponents units and buildings if none of the gamer's units are present.[19] All functions can be invoked by both the mouse and shortcut keys, including game setup, the menu options and some gameplay functions including scrolling and pausing the game. Units and buildings can be selected by clicking or bandboxing, and then their actions can be controlled by the mouse or keys.[19]
Publication
After seeing the excellent response of Warcraft: Orcs & Humans, released in November 1994, Blizzard Entertainment started work on Warcraft II: Tides of Darkness. Development began in February 1995[20] and the game was released in December for MS-DOS and in August 1996 for the Macintosh.[21][22] Blizzard later explained that the small budgets of the time allowed short development times.[23] The response of Warcraft: Orcs & Humans also allowed Blizzard to recruit addition top-class developers.[24] The company's initial design combined modern and fantasy elements, such as fighter pilots ambushed by a fire-breathing dragon. However, they found that this was unsatisfactory, and that there was plenty of content for a fantasy RTS.[25] The initial release of Warcraft II: Tides of Darkness ran over a local area network using IPX but not over the Internet communications protocol TCP/IP. Kali, which used the Internet as if it was a local area network, became very popular and Blizzard quickly provided to gamers a program that make it easy to set up multiplayer Warcraft II games using Kali.[1]
In 1996 Blizzard published Warcraft II: Beyond the Dark Portal, an expansion pack developed by Cyberlore Studios,[26] with new Human and Orc campaigns, using new and much more powerful heroes.[18] Later that year the company released Warcraft II: Battle Chest, a compilation of Tides of Darkness and Beyond the Dark Portal, for DOS and Windows 3.[27]
Also in 1996, Blizzard released for the Sony PlayStation and Sega Saturn Warcraft II: The Dark Saga, which combined the campaigns of Warcraft II: Tides of Darkness and Warcraft II: Beyond the Dark Portal. The Dark Saga also allowed gamers to automate upgrade of buildings and production of units, and to select more troops at once, facilities that were not extended to the DOS and Mac versions.[9][28]
In 1999 Blizzard published the Warcraft II: Battle.net Edition for Windows and Mac, which combined the original game and the expansion pack, retained the Macintosh facilities and replaced the DOS version with a Windows version that included play by TCP/IP, and provided Blizzard's online service, Battle.net, for multiplayer games.[29] After considering new content, Blizzards preferred to make it easy for new and older fans to play each other. Battle.net Edition included some user interface enhancements from Starcraft – a hot key to center on events, assigning numbers to groups of units, and double-clicking to select all units of a type. However they excluded production queues and waypoints.[28]
Reception
Tides of Darkness
Aggregator | Score |
---|---|
GameRankings | 95%[30] |
MobyGames | 90[31] |
Publication | Score |
---|---|
The Adrenaline Vault | 91[13][31] |
Computer Games Magazine | [32] |
Entertainment Weekly | A[33] |
GameRevolution | 91%[34] |
GameSpot | 93% [35] |
Gamezilla | 89%[31] |
MobyGames | 79%[31] |
Warcraft II: Tides of Darkness earned enthusiastic reviews, elevating Blizzard to the elite along with Westwood Studios, id Software and LucasArts.[36] The rivalry between Blizzard's series and Westwood Studios' Command & Conquer series fueled the RTS boom of the late 1990s.[25][36]
Retrospective reviews by IGN and GameSpot emphasized the ability to join multiplayer games on local networks or using Kali, and the simple but effective map editor, with which some users published maps on the Web.[36][37] Another GameSpot review in 1996 commented that the campaigns are rather short, but the scenario builder and multiplayer options were ample compensation.[35]
In 1996 GameSpot and Computer Games Magazine regarded the AI as better than in Warcraft: Orcs & Humans,[35] and the latter also said that Warcraft II "surpasses the original game in almost every way".[32] GameSpot approved how the innovative fog of war forced players to scout continuously,[35] and IGN's retroview agreed.[36] The Adrenaline Vault noted that gamers must manage their resources, as all resources run out.[13] GameSpot's retrospective review was enthusiastic about the variety of strategies that gamers with different styles can use,[37] and The Adrenaline Vault noted one that maps set in winter it is often possible for ground units to walk on the ice.[13]
The IGN review considered WarCraft II in general a well-balanced game,[36] but GameSpot's retrospective review regarded Ogre-Mages with the Bloodlust spell as too powerful.[17][37] IGN found that searching for the survivors of a defeated opponent could be tedious, and that the first few missions were very easy, although the final ones were challenging.[36]
In 1996 GameSpot, Computer Games Magazine and Entertainment Weekly praised the SVGA graphics.[32][33][35] The retrospective reviews by IGN and GameSpot enjoyed smaller details, such as the increasingly humorous responses when a gamer's units were repeatedly clicked,[36][37] the "critters" that wandered around, and the detonating of Sappers/Bombers.[36] WarCraft II won most of the major PC gaming awards in 1996, and sold millions of copies. Gamers were still playing in 2002, on DOS or using the Battle.net edition.[36]
Beyond the Dark Portal
MobyGames' survey of reviews calculated a composite of 87% for the DOS version of Warcraft II: Beyond the Dark Portal.[38] GameSpot and MacGame agreed that the missions are difficult and that gamers must think more carefully about strategy.[18] GameSpot added that heroes are more powerful than in Warcraft II: Tides of Darkness but letting them die loses the mission, and that the 24 new single-player scenarios and nearly 50 multi-player scenarios are very good value for money.[18]
Dark Saga
GameSpot was pleased that the ports of the consoles Sony PlayStation and SEGA Saturn, combining Warcraft II: Tides of Darkness and Warcraft II: Beyond the Dark Portal, are practically identical.[39][40] Video Game Critic and different reviewers in GameSpot for the PS and Saturn suggested that gamers with PCs should not buy the console versions, but recommended the game to those who use only consoles.[39][41][42] Absolute PlayStation and Electronic Gaming Monthly omitted comparisons with the PC and praised the console versions.[40][43]
Absolute PlayStation and Electronic Gaming Monthly commented that the console versions have no multiplayer capability, but were impressed with the number of campaign and skirmish maps.[40][43] The two GameSpot reviews noted that, while most campaign missions follow the "resource, build, destroy" pattern, some have other objectives.[39][42]
Absolute PlayStation and Electronic Gaming Monthly regarded the console buttons easy to use.[40][43] However, Video Game Critic found that, despite Blizzard's streamlining of the UI, the PS buttons are still a clumsy substitute for a mouse.[41] GameSpot's review for the PS noted that the gamer can to auto-upgrade buildings, auto-build units, and select more troops at once than in the PC version.[39]
Absolute PlayStation praised the graphics and sound, while Electronic Gaming Monthly regarded the graphics as serviceable but praised the sound.[43] However, Video Game Critic complained that the units were indistinct and load times very long on the PS.[41]
Battle.net Edition
GameSpot thought the AI was predictable but very efficient and the multiplayer facilities, while four years old, make it more enjoyable than at least half the new RTS games released in 1999. The Battle.net service was already reliable after refined through experience on Diablo and StarCraft, and the fact that it was free would be attractive both to new users and those of earlier editions. While the production values were those of 1995, the cartoonish graphics and excellent sound effects and musical score were still enjoyable in 1999.[28]
Predecessor and sequels
Predecessor
Warcraft: Orcs & Humans, released in 1994, gained good reviews.[44] It won PC Gamer’s Editors' Choice Award, Computer Life’s Critics' Pick and the Innovations Award at the Consumer Electronics Show, Winter 1995, and was a finalist for Computer Gaming World’s Premier award, PC Gamer’s Strategy Game of the Year and the Academy of Interactive Arts & Sciences's Best Strategy award.[45] In November 1995 Entertainment Weekly reported that WC:O&H ranked 19th of the top 20 CDs across all categories.[46]
The game was the first typical RTS to be presented in a medieval setting, and its units included spellcasters as well as melee and ranged units.[6] Although Modem Wars, released in 1988,[47] was the first RTS with multiplayer games by means of modems,[48] WC:O&H brought multiplayer to a wider audience and added the use of LANs. This made multiplayer facilities essential for future RTS titles.[49]
WC:O&H laid the ground for Blizzard's style of RTS, in which personality was a distinctive element. The humorous responses to clicking a unit repeatedly became a trademark. The game introduced characters that also appeared in the enormously successful massively multiplayer online role-playing game World of Warcraft. The company's manuals presented detailed backstories and artwork.[50] In all the Blizzard RTS games and in World of Warcraft, units must be managed carefully, rather than treated as expendable hordes.[51]
Sequels
In 1996, Blizzard announced Warcraft Adventures, a RPG (role-playing game) in the Warcraft universe.[36] They wanted to show a nobler side of the Orcs and a darker one of the Humans, in a game in which the story and humor were central rather than background. However, Warcraft Adventures always seemed a step behind the competition, especially LucasArts' recently released Curse of Monkey Island and announced Grim Fandango.[52] IGN's reviewer wrote, "Then again, Blizzard itself was in a kind of turmoil of its own at the time, with many long-time employees leaving to form spin-offs, while dozens of new employees came in to work on StarCraft, Diablo II, Battle.net, and the company's many other projects. To add to the chaos, Blizzard itself would eventually be bought out by Sierra."[36] Just before the 1998 E3 trade fair Blizzard canceled Warcraft Adventures.[52][53][54]
Blizzard released Starcraft in 1998 for Windows 95/98, in 1999 for the Mac,[55] and in 2000 for the Nintendo 64.[56] The game's mechanics are based in those of Warcraft [57][58] – the UI is similar;[59][60] builders collect two types of resources,[58] which can be depleted;[61] to construct a type of unit, players must first construct all the prequisite buildings.[57] However, Starcraft also introduced new features: the theme was based on science fiction rather than medieval fantasy;[59] it was the first RTS to balance successfully three totally different races, and the campaigns were connected into a single story single.[57][59] The Windows version was the fast-selling game of 1998,[57][62] at 1.5 million copies.[63] According to Blizzard Entertainment, StarCraft has won 37 awards.[45]
The company released Warcraft III in 2002.[64][65] Reviews were extremely positive,[66][67] the first printing sold 5 million copies,[65] and the game won 52 awards.[45] Although Blizzard had announced the game in 1999 as a hybrid of RTS and RPG, by the time of release the game was based on the RTS features of Warcraft II – collecting resources, constructing a base, building a variety of units, defending the gamer's base and destroying the opponent's.[65] However, while the Orcs and Humans of Warcraft II are very similar, those of Warcraft III have distinct capabilities and two additional races are unique in their methods of construction and their combat abilities and tactical preferences.[68] As a result Warcraft III's races are nearly as different as those of StarCraft.[65][69]
Storyline
The Second War
The First War brought the Fall of Azeroth, following the Orc campaign in Warcraft: Orcs & Humans. The survivors of Azeroth have fled by sea to the Human kingdom of Lordaeron, and the Orcs have decided to conquer Lordaeron, in what is known as the Second War. Both sides have acquired allies and new capabilities, including naval and air units, and more powerful spellcasters.[5]
In the Second War the Orcs are successful at first, but the Humans and allies take the initiative,[70] helped by two civil wars among the Orcs.[71] At the final battle round the Dark Portal in Azeroth,[70] the Alliance exterminates one Orc clan and captures the Orc supreme commander and the remnants of his forces. Hoping to avoid further invasions, the Alliance destroys the Portal.[71]
Through the Portal
After the Second War the Alliance lost the allegiance of the Elves, who thought the Alliance had not done enough to defend the Elves' home, and of two Human kingdoms, which advocated exterminated the remaining Orcs rather than keeping them in captivity. One Orc clan that had fought in the Second War's final battle was unaccounted for. Although the Dark Portal had been destroyed, a tear in reality hovered over the ruin.[71] A few years later,[72] the Portal and rift were hidden by a strange darkness, and there were the sounds of hundreds warriors rushing away through the rift, followed by shrieking Dragons, and finally by the repeating phrase, "We will return ..." When the darkness lifted, Alliance scouts found the ground around the Portal trampled to mud – apparently the elusive Orc clan had escaped to their race's homeworld, Draenor.[71]
The greatest Orc shaman led an army from Draenor into Azeroth, apparently hoping to steal magical artifacts with which to create further Portals. The Alliance, expecting an attack, sent through the Portal an army led by the Alliance's supreme commander, its greatest heroes and the mage who had destroyed the Azeroth Portal. It seems they destroyed the counterpart of the Azeroth Portal, but it was not known whether the force escaped from Draenor.[70]
Notes
- ^ a b c d e Geryk, Bruce. "GameSpot Presents: A History of Real-Time Strategy Games – The Sequels". Retrieved 5 Feb 2010.
- ^ Geryk, Bruce. "GameSpot Presents: A History of Real-Time Strategy Games – Introduction". Retrieved 2009-11-17.
- ^ Cobbett, Richard (September 27, 2006). "The past, present and future of RTS gaming – TechRadar UK". Future Publishing Limited. Retrieved 23 November 2009.
- ^ Fahs, Travis (August 18, 2009). "IGN Presents the History of Warcraft – War with Westwood". IGN. Retrieved 5 Feb 2010.
- ^ a b c WC2 Tides: Manual Alliance & Orc Units, pp. 42–47, 69–74
- ^ a b Geryk, Bruce. "GameSpot Presents: A History of Real-Time Strategy Games – The First Wave". Retrieved 2009-11-17.
- ^ a b c "Warcraft II: Tides of Darkness – PC Review – Coming Soon Magazine". Coming Soon Magazine!. 1996. Retrieved 30 November 2009.
- ^ WC2 Tides: Manual Alliance & Orc Units, pp. 48–50, 75–77
- ^ a b c Fielder, Joe (September 30, 1997). "Warcraft II: The Dark Saga Review for PlayStation – GameSpot". GameSpot. CBS Interactive Inc. Retrieved 30 November 2009.
- ^ WC2 Tides: Manual Multiplay, pp. 17–20
- ^ WC2 Tides: Manual Map Editor, pp. 24–27
- ^ a b c d WC2 Tides: Manual Alliance & Orc Buildings, pp.51–54, 78–81
- ^ a b c d "The Adrenaline Vault – Review – Warcraft 2". NewWorld.com, Inc. Archived from the original on Nov 25, 1999. Retrieved 30 November 2009.
- ^ a b "Warcraft II Strategy: General Strategy". Battle.net. Blizzard Entertainment. Retrieved 16 March 2010.
- ^ WC2 Tides: Manual Alliance & Orc Dependencies, pp.55–56, 82–83
- ^ "Warcraft II Strategy: Orcs vs Humans!". Battle.net. Blizzard Entertainment. Retrieved 16 March 2010.
- ^ a b WC2 Tides: Manual Paladin & Ogre-Mage Spells, pp. 48, 75
- ^ a b c d Dulin, Ron (May 21, 1996). "Warcraft II: Beyond the Dark Portal Review". GameSpot. CBS Interactive Inc. Retrieved 11 February 2010.
- ^ a b c WC2 Tides: Manual Tutorial, pp. 6–16
- ^ Keighley, Geoffrey. "GameSpot Presents: Eye of the Storm – A Million Orcs". GameSpot. CNET Networks, Inc. Retrieved 11 May 2010.
- ^ "Warcraft II: Tides of Darkness – MobyGames". MobyGames. Retrieved 29 November 2009.
- ^ Roca, Jr., Michael. Review - Warcraft 2: Tides of Darkness.
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- ^ Keighley, Geoffrey. "GameSpot Presents: Eye of the Storm – Passing Muster". GameSpot. CNET Networks, Inc. Retrieved 10 May 2010.
- ^ a b Fahs, Travis (August 18, 2009). "IGN Presents the History of Warcraft – War with Westwood". IGN. Retrieved 9 February 2010.
- ^ "Warcraft II: Beyond the Dark Portal – MobyGames". MobyGames. 1996. Retrieved 29 November 2009.
- ^ Harang, Jason. "Warcraft II: Battle Chest". MobyGames. Retrieved 12 February 2010.
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(help) - ^ "Warcraft II: Battle.net Edition – MobyGames". MobyGames. Retrieved 29 November 2009.
- ^ "Warcraft II: Tides of Darkness for PC – GameRankings". Game Rankings. CBS Interactive Inc. Retrieved 30 November 2009.
- ^ a b c d "Warcraft II: Tides of Darkness – MobyGames". MobyGames. 1996. Retrieved 30 Nov 2009.
- ^ a b c Keating, Tim (1996). ""We're under attack!"". Computer Games Magazine. Archived from the original on January 30, 2003. Retrieved April 14, 2010.
- ^ a b Kim, Albert (March 22, 1996). "Warcraft II - News - EW.com". EW.com. Entertainment Weekly. Retrieved 30 November 2009.
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- ^ a b c d e Dulin, Ron (May 1, 1996). "Warcraft II: Tides of Darkness Review for PC – GameSpot". GameSpot. CBS Interactive Inc. Retrieved 30 November 2009.
- ^ a b c d e f g h i j k Bates, Jason (January 31, 2002). "IGN: PC Retroview: WarCraft II". IGN.com. IGN Entertainment, Inc. Retrieved 30 November 2009.
- ^ a b c d Colayco, Bob. "The Greatest Games of All Time: Warcraft II: Tides of Darkness – Features at GameSpot". GameSpot. CBS Interactive Inc. Retrieved 30 November 2009. The full list is at GameSpot Editorial Team. "The Greatest Games of All Time". GameSpot. CBS Interactive Inc. Retrieved 30 November 2009.
- ^ "Warcraft II: Beyond the Dark Portal for DOS – MobyGames". MobyGames. Retrieved 11 February 2010.
- ^ a b c d Fielder, Joe (September 30, 1997). "Warcraft II: The Dark Saga Review for PlayStation – GameSpot". GameSpot. CBS Interactive Inc. Retrieved 12 February 2010.
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- ^ a b Fielder, Joe (S ep 30, 1997). "Warcraft II: The Dark Saga Review for Saturn – GameSpot". Warcraft II: The Dark Saga Review for Saturn – GameSpot. Retrieved 12 February 2010.
{{cite web}}
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(help) - ^ a b c d "Warcraft 2 – Review – Absolute Playstation". Absolute PlayStation. Retrieved 12 February 2010.
- ^ "WarCraft: Orcs & Humans – MobyRank". MobyGames. 1999. Retrieved 17 Nov 2009.
- ^ a b c "Blizzard Entertainment: Awards". Blizzard Entertainment. Retrieved 2009-11-18.
- ^ "Battle Access". Entertainment Weekly (299). Entertainment Weekly. November 03, 1995. Retrieved 26 Nov 2009.
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- ^ Bailey, Kat (November 16, 2009). "WarCraft and the Birth of Real-time Strategy". The 1UP Network. Retrieved 2009-11-18. Although this is tagged as a blog, Kat Bailey is a regular writer for The 1UP Network, see for example Bailey, Kat (2008). "Top 5 Overlooked Prequels". Retrieved 2009-11-18.
- ^ Hoeger, Justin. "Retronauts Presents: Blizzard vs. Westwood". The 1UP Network. Retrieved 2009-11-18.
- ^ a b Fahs, Travis (August 18, 2009). "IGN Presents the History of Warcraft – The Lost Chapter". IGN. Retrieved 2009-11-17.
- ^ Chin, Elliott. "Graveyard: Warcraft Adventures". GameSpot. Retrieved 15 March 2010.
- ^ Bell, Erin (June 4, 2003). "WarCraft III: Reign Of Chaos - GameCritics.com". GameCritics. Retrieved 14 February 2010.
- ^ "StarCraft – MobyGames". MobyGames. Retrieved 13 February 2010.
- ^ "StarCraft 64". IGN. Retrieved 2008-04-19.
- ^ a b c d Farkas, Bart (September 20, 1999). "Inside Mac Games Review: StarCraft". Inside Mac Games. pp. 1–4. Retrieved 13 February 2010.
- ^ a b Anthony, James. "StarCraft review on GameBlitz". GameBlitz. Retrieved 13 February 2010.
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{{cite web}}
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(help) - ^ "Warcraft III Announced". IGN.com. IGN Entertainment. Retrieved 13 February 2010.
- ^ a b c d Kasavin, Greg (July 3, 2002). "WarCraft III: Reign of Chaos Review". GameSpot. CBS Interactive Inc. pp. 1–3. Retrieved 13 February 2010.
- ^ "Warcraft III Rankings". gamerankings.com. Retrieved Feb 13, 2010.
- ^ "Warcraft III: Reign of Chaos: Reviews". metacritic.com. Retrieved Feb 13, 2010.
- ^ "Warcraft III: Reign of Chaos Review – The Gamers Temple". The Gamers Temple. Soltar Enterprises. pp. 1–2. Retrieved 14 February 2010.
- ^ Adams, Dan (July 2, 2002). "WarCraft III: Reign of Chaos – PC – Review at IGN". IGN Entertainment. pp. 1–2. Retrieved 14 February 2010.
- ^ a b c WC3 Reign: Manual pp. 2–3
- ^ a b c d WC2 Tides: Manual Aftermath, pp. 85–86
- ^ Blizzard does not state when, but the event was soon after the completion of a castle build to guard the tear in reality, WC2 Tides: Manual Athermath, pp. 85–86