StarCraft Remastered
starcraft.com
starcraft.com
Given the impressive list of tune-ups, I'm hoping that some improvements will be made to mapmaking -- or perchance, even "modding", which was never really supported aside from third-party hacks. On the low end, support for mp3, Vorbis, or some other compressed audio format for custom sounds would be nice instead of .wav, but if they aimed higher they could rejuvenate a player-generated content community for years to come.
* I am pretty sure that Blizzard actually made an entire other game, Heroes of the Storm, using those same tools
The "technical roadblocks" were no easy way to monetize it as a map.
[1] http://www.polygon.com/2014/5/21/5735230/heroes-of-the-storm... [2] https://www.icy-veins.com/forums/topic/6778-heroes-of-the-st... [3] http://heroes.blizzplanet.com/blog/comments/heroes-of-the-st...
http://us.battle.net/arcade/en/
The paid product is for competitive multiplayer and the single-player campaigns.
>MedianXL is a mod. Desert Strike is a map.
http://hanselminutes.com/568/forgotten-empires-amazing-games...
I played a lot of AoE II and StarCraft back in the day.
Same exact research for open source game would likely only bring attention of actual developers and ML crowd. Oh, on top of that many would expect to see your data and source code.
It's all about training yourself so you can transition from macro to micro play more easily.
When you understand this watching somebody like Jaedong play zerg you'll understand how insane it is. He'll usually have hatcheries (buildings that build almost every zerg unit in the game) bind to 0-9 keys and then he'll manage and micro huge swarms of zerg units. Zerg are the quantity race in the game, you'll often have a ton of cheap units (e.g. zerglings or hydralisks) supplemented by few bigger units (ultralisks) and you have to manage them all (usually without keybinds), keep producing units, cast spells (using defilers) and do that all at around 400 apm (action per minutes) facing against another dude who is doing the same.
Obviously Starcraft ended up winning, but boy was TA an amazing game.
You could queue multiple units to build, adding in multiples of 1 or 5 (Supreme Commander later made this into an even more powerful system). You could queue an infinite amount of orders for each of your units - not just pathing waypoints but everything. I used to set my Commander up to do about 15 minutes of building at the start of the game.
You could tell buildings to "move" somewhere and all units coming out of those buildings would go there when built. You could tell construction units to patrol and they'd automatically repair damaged units and collect resources on the way. You could tell construction units to assist buildings and they'd help build new units. You could press Ctrl-A to select all units, Ctrl-W to select all fighting units, and other ones for airplanes, ships etc. And so on.
I think it pretty much shaped the attitude I have today where in game design, I think everything that has one "correct" answer should be automated away, and everything else made as simple as possible.
Of course when TA first came out the battle wasn't yet between TA and Starcraft, but between TA and Dark Reign.
Also, TA supports all screen resolutions your monitor does, so far from needing a Remaster, TA still looks surprisingly good today at high resolution. The interface (which is designed to work with 640x480) quickly gets tiny though.
This made the green race (forget their name) in Supreme Commander quite overpowered - as artillery doesn't suffer from line-of-fire and that race had the most powerful artillery.
The simulation of projectiles also made the game run like a dog, but we loved that slow dog.
> Do you have fond memories of LAN parties and dial-up connections, or have you heard stories of the good old days?
Very arrogant, coming from the company that killed the LAN parties by forcing always-online-DRM.
I'm very curious to see just how much they feel okay changing game-altering systems or behaviours. Ie. Even widescreen alters how the game will get played to some extent.
I think the hard part is knowing where to draw the line in order to keep it "authentic"
So they could theoretically force league's hands and move them off original SCBW, like how they've pressured Kespa in the past.
Apparently they made sure to keep a lot of what we would probably consider bugs. Goliaths and Dragoons still have "derpy" [they used this word] pathing and Reaver Scarabs will sometimes not connect or bug out.
The HD client will actually be able to play current version replays so it seems like they managed to stick to graphics and UI changes almost exclusively.
If they did things like apply random aesthetic changes (like dirt, grime, slightly different greebling) to structures of the same class then I think that would make the game look better - some games did that, for example CNC Generals had different models for the GLA Technical vehicle, and non-functional animation speeds for infantry units were randomised too.
This was probably one of the reasons it was extremely difficult for them to make any changes that are too wide-ranging even for starcraft 2 (which never pretended to be the same game).
[0]: http://nerdlypleasures.blogspot.fr/2015/03/the-case-for-comp...
I bought StarCraft 2 after it was released but I simply didn't like it, maybe I grew older and life was busy then. However, I think it's more about the focus was shifted, when adding fancy graphics effects, the RTS elements are gone, plus added complexity.
I think the remastered version will re-ignite the faded friendship between a group of guys/gals. The original game used to be our bond. However, the bond is fading over the years as I moved overseas, most folks have their own family/people/things to care about.
The best thing is: "Most importantly, the strategy gameplay that StarCraft perfected years ago remains unchanged."
Nuclear launch detected ;-)
(To be fair, Blizzard is excellent at doing balance. So good in fact that it also took a lot of the fun out of WoW; four hours of grinding for a +2% stat increase...)
Mac friendly would be nice too, especially considering Overwatch(?!) is Windows only.
> they dont have OpenGL 4.x
Nitpick: 4.1 is fully supported on my mid '14 Intel GPU. You sounded like OS X is locked at 3.3
https://github.com/Wargus/Stratagus
I think it needed Starcraft data files to work. I got an old CD from 1998 but never tried it.
I heard it is cross platform.
I barely saw the difference when they showed the difference in the video.
Here are the details for the upcoming patch: http://www.teamliquid.net/forum/brood-war/520460-starcraft-v...
Blizzard has maybe the best track record for supporting their old games.
Missed an opportunity there folks.
(This game was a huge part of my childhood. Love it.)
See you soon...
Eventually I got that key and enjoyed many, many hours of online play with a good friend. I never did get to play the expansion, although I'm well aware it's considered the definitive experience.
Counter-Strike is similarly something else I had to miss out on, I just didn't have a way to purchase games digitally. Steam was around as well as services like Direct2Drive but my Mom didn't have a bank account, so I just accepted that I'd be missing out on these multiplayer experiences as a teenager.
I did manage to keep up my subscription to The Realm for a long time, but that was thanks to the wonderful concept of money in birthday cards. Once WoW launched it basically killed The Realm anyway, I could have spent that money more wisely in retrospect.
Starcraft was a rare multiplayer exception for me, along with Jedi Academy, and UT. It'll always have a place in my heart because of that.
Later in life, I ended up putting over 800 hours into CS:GO and now own over 300 games on Steam, so I lived my multiplayer dreams eventually.
I've shelled out enough for Hearthstone packs by now that I don't feel guilty about trading that now worthless huge chunk of The Realm Online gold for that valuable Starcraft CD key.
There happens to be a fresh private server with 100+ players during primetime!
All my old friends are here already as well, this was honestly awesome to find when I got up this morning.
The novelty was phenomenal to me at the tender age of 12.
Here was a chat room, and a game, all rolled into one. I'd never seen anything like it. I wanted my own account.
It would be a few years until that happened. When I was 15 I started with an annual subscription for 49.99, playing on my mother's computer at first after assuring her it wasn't a virus.
This was before the launch of DAoC, so maybe early 03? The game still had a relatively active population (500-750 players near peak hours, something I would scoff at today and declare dead. relative!)
After the launch of WoW in '04 the regulars became less regular and eventually the population was under 200, then 100, etc. It had 25 players online last time I got nostalgic and installed it to hear the startup tune.
Anyway, I had a great time with The Realm Online. I loved it. I made friends and liked talking to them. So I stuck around and watched it slowly wither away, at least until 2007-8 or so.
It was clear that the "developers" who purchased the rights to the game had no interest in developing the game any further.
I still think The Realm Online would do fine in the F2P space, stuffed full of microtransactions. The turn based combat would be perfect for a touchscreen. Apparently it's coded in a dead language invented by Sierra, so I'm not holding my breath. It'd be nice to see a private server, at least.
Over the years I made many friends, some of whom I still regularly play games with.
I imagine many folks had a similar experience with their first MMORPG, whenever I see people talk about Runescape or WoW, I always think of The Realm and my time with it.
The graphics of Broodwar are so much better for the audience’s sake (and I assume also for the players’) than Starcraft 2 or similar 3D games.
Having pixel sprites and a fixed isometric view is a huge advantage in character legibility/contrast.
3D everything demos well and looks more “realistic” (i.e. more like a high-budget space film), but it’s horrible when you’re trying to see past the clutter to figure out what’s going on.
All the rotating cameras and fancy animated backgrounds and tricky lighting and so on are pure gimmicks which distract from the gameplay.
It's not as if you have anything to gain by zooming in on a unit or rotate around it, pre-rendered graphics will look better and have less hardware demands.
In full 3d, animation can tell a player a lot about what is happening on the battle field, such as where the bounding boxes actually are near a unit, what the actual angle is they are using to target a unit, or how a unit is physically affected by different buffs/debuffs.
Although I find well made 2d games to be remarkable for their own reasons, I don't there is a legitimate argument as to which provides the superior gameplay.
I think you're conflating graphics and gameplay too much here; different games need to communicate different things. If anything, well made 2D games, because of their economy of expression, possess superior legibility once you learn to read the sprites.
And yet somehow with superior visual fidelity, Andromeda looks worse than Mass Effect 1. 'Better' animation technology not always the answer.
Especially since if anything dense clustering of units is way more common in SC2 because the pathing is more efficient.
Even the anti Broodwar fanboys can't get their hatred of it right.
I was semi-pro Age of X player from 2002 - 2008, Never had chance to switch pro, since AoEII/III(M) were not so hyped and there were little money comparing to W3, SC:BW and Quake3.
Still one of the best memories in my life.
Sounds like they weren't really wasted after all. :)
Play the two and you'll see the difference.
Remastering Starcraft should be done almost 10 years ago. While swimming in the money pool of WoW, Blz lost their entire charm of relentless demand on quality, innovation, and dedication.
They forcefully killed Starcraft with StarcraftII. They abandoned WarcraftIII, one of most popular game (among all genres) at its time. Warcraft III gets less balance patch then Starcraft, the game they intended to kill.
They remastered DiabloII, rebranded it DiabloIII. They released a great Moba game, called overwatch. After almost 10 years they witnessed WarcraftIII's demise and raise of the original Dota.
Now, they started reaping profit from their most loyal fans, with a remastered Starcraft. The very game that they tried to kill.
I think, to me, this is a milestone of Blz's own demise. Farewell Blz, you truly redefined yourself as a mediocre game developer.