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[[Image:WarcraftIII orcshumans.png|thumb|left|''Warcraft III'' game in action, with human soldiers (red) attacking an Orc base (blue).]] |
[[Image:WarcraftIII orcshumans.png|thumb|left|''Warcraft III'' game in action, with human soldiers (red) attacking an Orc base (blue).]] |
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A game of ''Warcraft III'' takes place on a map of varying size, with terrain features like rivers, mountains, seas, or cliffs. In Campaign mode, the map is initially covered with the Black Mask, meaning nothing can be seen in that area until it is explored.<ref name="p22" /> Otherwise, areas that have been explored previously but now are not within sight range of an allied building or unit are covered with the "[[Fog of war]]"- though the terrain remains visible, changes such as enemy troop movements and building construction are unseen.<ref name="p22">{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Fog of War | pages=22| language=English}}</ref> Players must construct settlements and bases to gain resources, defend against other players, and train units to attack enemy bases and NPCs. There are three main resources that are managed in ''Warcraft III'': [[gold]], [[lumber]], and [[food]].<ref>{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Economy | pages=21| language=English}}</ref> The first two are required to construct units and buildings, while food restricts the maximum number of units the player may control at one time.<ref>{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Upkeep | pages=22 | language=English}}</ref> |
A game of ''Warcraft III'' takes place on a map of varying size, such as large plains and fields, with terrain features like rivers, mountains, seas, or cliffs. In Campaign mode, the map is initially covered with the Black Mask, meaning nothing can be seen in that area until it is explored.<ref name="p22" /> Otherwise, areas that have been explored previously but now are not within sight range of an allied building or unit are covered with the "[[Fog of war]]"- though the terrain remains visible, changes such as enemy troop movements and building construction are unseen.<ref name="p22">{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Fog of War | pages=22| language=English}}</ref> Players must construct settlements and bases to gain resources, defend against other players, and train units to attack enemy bases and NPCs. There are three main resources that are managed in ''Warcraft III'': [[gold]], [[lumber]], and [[food]].<ref>{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Economy | pages=21| language=English}}</ref> The first two are required to construct units and buildings, while food restricts the maximum number of units the player may control at one time.<ref>{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Upkeep | pages=22 | language=English}}</ref> |
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The game also introduces creeps, computer controlled units that are hostile to all players.<ref name="p28">{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Wandering Monsters and Wildlife | pages=28| language=English}}</ref> Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points and special items to a player's hero.<ref name="p28"/> This encourages players to be aggressive instead of [[Turtle (game term)#RTS games|turtling]]. ''Warcraft III'' also introduced a day/night cycle to the series.<ref name="p21">{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Day/Night Cycle | pages=21| language=English}}</ref> Besides having advantages or disadvantages for certain races, at night most creeps fall asleep, making nighttime scouting safer; however, the [[line of sight]] for most units is also reduced. Other minor changes to the gameplay were due to the [[3D computer graphics|3D]] [[terrain]]. For instance, units on a cliff have an attack bonus when attacking units at lower elevations.<ref name=faq>{{cite web|author=Blizzard|url=http://www.battle.net/war3/faq/features.shtml|title=Warcraft III FAQ|work=battle.net|accessdate=Feb 25|accessyear=2007}}</ref> |
The game also introduces creeps, computer controlled units that are hostile to all players.<ref name="p28">{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Wandering Monsters and Wildlife | pages=28| language=English}}</ref> Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points and special items to a player's hero.<ref name="p28"/> This encourages players to be aggressive instead of [[Turtle (game term)#RTS games|turtling]]. ''Warcraft III'' also introduced a day/night cycle to the series.<ref name="p21">{{cite book | year=2002 | editor=Blizzard Entertainment | title=''[[Warcraft III]]'' Instruction Manual: Day/Night Cycle | pages=21| language=English}}</ref> Besides having advantages or disadvantages for certain races, at night most creeps fall asleep, making nighttime scouting safer; however, the [[line of sight]] for most units is also reduced. Other minor changes to the gameplay were due to the [[3D computer graphics|3D]] [[terrain]]. For instance, units on a cliff have an attack bonus when attacking units at lower elevations.<ref name=faq>{{cite web|author=Blizzard|url=http://www.battle.net/war3/faq/features.shtml|title=Warcraft III FAQ|work=battle.net|accessdate=Feb 25|accessyear=2007}}</ref> |
Revision as of 20:27, 15 January 2008
Warcraft III: Reign Of Chaos | |
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![]() North American boxart | |
Developer(s) | Blizzard Entertainment |
Publisher(s) | ![]() ![]() ![]() |
Designer(s) | Rob Pardo |
Platform(s) | Windows, Mac OS and Mac OS X |
Release | ![]() ![]() ![]() |
Genre(s) | Real-time strategy |
Mode(s) | Single player, Multiplayer |
Warcraft III: Reign of Chaos (War3 or WC3) is a real-time strategy computer game released by Blizzard Entertainment in July 2002. It is the second sequel to Warcraft: Orcs & Humans, the third game set in the Warcraft Universe.
The game proved to be one of the most anticipated and popular computer game releases ever, with 4.5 million units preordered and over one million additional units sold within a month. [1] Warcraft III won many awards including "Game of the Year" from more than six different publications.[2]
Warcraft III contains four playable races:[3] Humans and Orcs, which had previously appeared in Warcraft: Orcs & Humans and Warcraft II: Tides of Darkness, and the Night Elves and Undead, which are new to the Warcraft mythos.[4] Warcraft III's campaign is laid out similarly to that of StarCraft, being told through all four of the game's races in a progressive manner.
An expansion pack, The Frozen Throne, was released in 2003. Later on, the Warcraft III Battle Chest was released, which includes both games in the same box, with guides from BradyGames.
Collector's Edition
Blizzard Entertainment released two versions of the game: the regular edition and a limited Collector's Edition. The collector's edition box contained a Warcraft III cinematic DVD, including behind-the-scenes features and the cinematics of all prior Warcraft games; a Collector's Edition Soundtrack; a Collector's Edition instruction manual; The Art of Warcraft book; and lithographic prints.
Gameplay
The gameplay of Warcraft III is markedly different from its predecessors. The campaign mode inserts the player in a long, plot-driven sequence, and a variety of conventional scenarios, where the player must defeat an enemy, similar to previous Warcraft games. Multiplayer mode allows a player to play against other people, via the internet, instead of playing against computer-controlled characters.
A game of Warcraft III takes place on a map of varying size, such as large plains and fields, with terrain features like rivers, mountains, seas, or cliffs. In Campaign mode, the map is initially covered with the Black Mask, meaning nothing can be seen in that area until it is explored.[5] Otherwise, areas that have been explored previously but now are not within sight range of an allied building or unit are covered with the "Fog of war"- though the terrain remains visible, changes such as enemy troop movements and building construction are unseen.[5] Players must construct settlements and bases to gain resources, defend against other players, and train units to attack enemy bases and NPCs. There are three main resources that are managed in Warcraft III: gold, lumber, and food.[6] The first two are required to construct units and buildings, while food restricts the maximum number of units the player may control at one time.[7]
The game also introduces creeps, computer controlled units that are hostile to all players.[8] Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points and special items to a player's hero.[8] This encourages players to be aggressive instead of turtling. Warcraft III also introduced a day/night cycle to the series.[9] Besides having advantages or disadvantages for certain races, at night most creeps fall asleep, making nighttime scouting safer; however, the line of sight for most units is also reduced. Other minor changes to the gameplay were due to the 3D terrain. For instance, units on a cliff have an attack bonus when attacking units at lower elevations.[4]
Player units
In previous Warcraft games, there were only two playable races, Orcs and Humans, which had more similarities than differences. Barring cosmetic differences, most Orc units were identical to their Human counterparts. In Warcraft III, the Night Elves and Undead were added as playable races.[3] Additionally, as in StarCraft, each race has a unique set of units, structures, technologies, and base-building methodology.
Warcraft III adds powerful units called heroes. For each enemy killed, heroes gain experience points, progressing in levels and gaining new spell options (bringing RPG elements to the series).[10] Certain heroes can also apply beneficial auras to allied units. Heroes can equip items to increase skills, defense, and other abilities. The highest attainable level in a normal game is ten. At level six, the hero can obtain an "ultimate" skill that is more powerful than the others. Heroes can also utilize the various natural resources found throughout the map, such as controllable non-player characters, and shops containing usable items.[11]
While "hero" units existed in Warcraft II and StarCraft, Warcraft III greatly expanded their role. In earlier games, Hero units were only available in campaign mode, and were merely slightly modified versions of regular units. In addition, when a hero unit died, the mission would automatically be failed, which made them as much a liability as a bonus. In Warcraft III, hero units are exceptionally stronger than regular units and can be used on normal skirmish maps. "Altars" can be built by worker units to resurrect a fallen hero or recruit a new hero. Also being more powerful than before, a hero is less likely to die.
Campaign
Warcraft III's campaign mode is broken up into four campaigns, each featuring a different race, which are themselves divided into chapters. Unlike previous Blizzard titles, such as Warcraft II or StarCraft, players are not directed to mission briefings in which plot exposition occurs and objectives are announced; rather, Warcraft III uses a system of "seamless quests." [12] Some plot development happens in occasional cinematics, but most occurs in-game with cutscenes. Objectives, known as quests, are revealed to the player during the progress of the map. Main quests are those that the player must complete to proceed to the next chapter, but there are also optional quests which are not initially revealed, but can be discovered and completed alongside the main objectives.
Through each race's campaign, the player retains control of one or more heroes, which slowly grow in experience as the levels progress. This experience is carried over to subsequent missions, allowing the hero to grow throughout the course of the campaign.
While different in terms of storyline and precise gameplay, all of the different races' campaigns are structured similarly. Each begins with a level involving simple mechanics to introduce the player to the race and the basic elements of their hero and units. After one or two such levels the player's first "building mission" occurs, requiring them to build and maintain a base while competing with one or more enemy forces. The only campaign that breaks this pattern is the Night Elf campaign, whose first mission involves building a limited base. The last level of each race's campaign is an "epic battle".
Multiplayer
While campaign games can have many different objectives, the sole objective in melee games is to destroy the opposition's buildings. In default melee matches, players can pick their own heroes, and losing one will not end the game. To make the game proceed more quickly, by default the map is covered in fog of war instead of the Black Mask.[4] Warcraft III, unlike previous Blizzard titles, also allows for single and multiplayer replays to be recorded and viewed, allowing a game to be played at slower and faster speeds and viewed from the perspective of all players.[13]
Like all previous Blizzard titles since Diablo, Warcraft III uses the Battle.net multiplayer network. Players can create free accounts in regional "gateways," which helps reduce lag; these are Azeroth (U.S. East), Lordaeron (U.S. West), Northrend (Europe), and Kalimdor (Asia).[14] Unlike previous Battle.net-enabled games, Warcraft III introduced anonymous matchmaking, automatically pairing players for games based on their skill level and game type preferences, preventing players from cheating and inflating their records artificially.[15] If players want to play with a friend in ranked matches, Warcraft III offers "Arranged Team Games", where a team joins a lobby and Battle.net will search for another team; as with anonymous matchmaking, the enemy team is not known beforehand.[15] The game also offers Friends Lists and Channels for chatting, where players can create custom channels or join Blizzard-approved ones.[16] Warcraft III also allows players to band together to form "clans", which can participate in tournaments or offer a recreational aspect to Warcraft III.
Global scores and standings in matchmaking games are kept on a "ladder". Warcraft III also bestows "ranks" on players, in the forms of icons. Every player begins with an Orc Peon icon; by winning more ladder games, players can receive new icons which denote their status and preferred race. These rankings can be checked online without the need of the game. If a player gets the highest rank, he/she may participate in a tournament. Warcraft III: Reign of Chaos is no longer used in professional tournaments, which use the game's expansion, Warcraft III: The Frozen Throne, instead.
Plot
The events of Warcraft III occur after a timeskip from the previous title in the series. This period was originally intended to have been documented in Warcraft Adventures, but that game was canceled in mid-development.[17] The game would have chronicled the events after the Horde's defeat by the Alliance, including the rise of Thrall and the eventual revival of the Horde. At the start of Warcraft III, Thrall is already Warchief and the Horde is again in the midst of warring with the humans.
The game's plot is told entirely through cinematics and cutscenes, with additional information found in the Warcraft III manual. The campaign itself is divided into five sections, with the first acting as a tutorial, and the others telling the story from the point of view of the humans of Lordaeron, the Undead Scourge, the Orcs, and the Night Elves.
The game opens with Thrall, warchief of the new Orcish Horde, waking from a nightmare warning him that the return of the demonic Burning Legion is imminent.[18] After a brief encounter with a man called "the Prophet", and fearing that his dream was more of a vision than a nightmare, he leads his forces in an exodus from Lordaeron to the forgotten lands of Kalimdor.[19]
Meanwhile, Prince Arthas Menethil, a Paladin appointed by his father, is fighting demon-worshipping orcs. He is assisted by his mentor, Uther Lightbringer, a paladin.[20] Arthas arrives at Strahnbrad and it is in chaos. He defeats the Orcs there, however others escaped with villagers from the town. Arthas follows them and meets up with Uther, together they defeat the "Black Rock Clan", however 2 villagers and a footman are sacraficed to the Orcs old Gods. After defeating the Orcs, Arthas joins Archmage Jaina Proudmoore, with whom he investigates a strange plague that is spreading across the lands of Lordaeron. The plague coincides with the rise to power of a shadowy "Cult of the Damned".[21] To their horror, they find that the plague kills and turns human victims into the undead. Arthas proceeds to kill the plague's originator, Kel'Thuzad. He arrives at another town, only to find that it is about to be attacked by a large army of Undead. Arthas then sends Jaina to call for Uther. After he defends the city, Uther arrives just in time and the Undead are defeated. He then hunts down the dreadlord Kel'Thuzad serves, Mal'Ganis. Arthas, blinded by a desire to kill Mal'Ganis, follows the dreadlord to Northrend after burning one of Lordearon's cities, and killing most of it's infected populace. The Prophet, after previously trying to convince King Terenas, Archmage Antonidas, and Arthas to flee west, appears before Jaina and begs her to go to Kalimdor as well.[22] Arthas pursues Mal'Ganis to the icy north, and decides to aid his old dwarf friend, Muradin Bronzebeard, and find a powerful sword called Frostmourne, which Muradin was looking for. Upon discovering the blade, Muradin learns that the sword has a curse upon it; Arthas disregards the warning and pulls the sword from its pedestal.[23] The blade kills Muradin, and Arthas goes on to kill Mal'Ganis with the sword before leaving his men to die in the frozen north as he is possessed by the blade. Some time later, Arthas returns to Lordaeron a hero to the unwitting populace, and greets his father, the king. Frostmourne whispers to Arthas, "You no longer have to suffer for your people. You no longer have to bear the weight of your crown. I've taken care ... of everything." Arthas then goes up to his father and kills him. After his father falls to the ground, he declares, "This kingdom shall fall. And from the ashes shall arise a new order, that will shake the very foundations of the world."
With the death of the King, Lordaeron lies in ashes. Arthas, whose soul has been stolen by Frostmourne, meets with the leader of the dreadlords, Tichondrius. Tichondrius assigns the fallen prince a series of "tests". First, Arthas must retrieve the skeleton of Kel'Thuzad. However, Tichondrius says that they will have to bring it to Quel'Thalas, but the ghost of KelThuzad, who accompanies Arthas througout the tests, orders him to kill Uther and the rest of his Silver Hand Knights, and then places Kel'Thuzad into his fathers Urn. He then journies to Quel'Thalas,the kingdom of the high elves, and kills the ranger general Sylvanas, and raises her as a banshee. He then proceeds to destroy the capital of Silvermoon, corrupting their sunwell, and reviving Kel'Thuzad as a Lich. The lich then informs him of the Burning Legion, a vast demonic army that has consumed countless worlds before their own. The Lich King was created to aid the Legion with his undead Scourge, but in truth he wishes for the Legion to be destroyed and to be free of his prison, the Frozen Throne. Kel'Thuzad's true master is actually the Lich King, rather than the Burning Legion. Arthas and Kel'Thuzad open a dimensional portal with Medivh's spellbook so that the Burning Legion can enter the realm of Azeroth. Archimonde is summoned and the Burning Legion begin to destroy Lordaeron. However Archimonde sees Arthas and Kel'Thuzad as useless, and does not use them in his invasion of Azeroth.
After escaping human captivity and fleeing to the shores of Kalimdor with his surviving troops, Orcish warchief Thrall leads his brethren to safety to ensure their survival in Kalimdor. With the aid of the Tauren Chieftain, Cairne Bloodhoof, Thrall heads north to Ashenvale Forest to seek the Oracle of Stonetalon Peak, clashing with a human expedition who has also arrived upon Kalimdor for unknown purposes. Meanwhile, Grom Hellscream and the Warsong Clan have been left behind to gather enough lumber to build a permanent Orcish settlement on the isle, and, in cutting down the large amount of trees necessary to do so, anger the native Night Elves and their demigod, Cenarius. In order to defeat Cenarius and his Night Elves, Grom succumbs to demonic corruption by willingly drinking the pit lord Mannoroth's blood, binding his clan and himself to the Legion's control. Back on Stonetalon Peak, Thrall reaches the Oracle to discover that he is actually Medivh, the mysterious Prophet. The Prophet informs Thrall and Archmage Jaina Proudmoore that Grom has succumbed to demonic control, that the two races will need to join forces to save him, and suggests that Grom has a crucial role to play in the unfolding of events. With the humans' help, Thrall fights his way through the ranks of the Warsong Clan and the Legion and is able to capture Grom and purge him of the demons' influence. Grom informs Thrall of Mannoroth's presence in a local canyon, and the two go there to face Mannoroth. Grom manages to slay Mannoroth, freeing the Orcs from the demonic corruption, but dies doing so.
With the coming of the Undead Scourge and Burning Legion as well as the humans and Orcs, Tyrande Whisperwind and her Night Elf Sentinels fight a desperate battle to save their beloved home of Kalimdor from enemies old and new alike. After realizing the situation is beyond the Sentinels alone, Tyrande first reawakens her lover, Malfurion Stormrage, then the Druids of the Talon. While Malfurion awakens the Druids of the Claw, Tyrande, at the protest of Malfurion, frees Malfurion's brother Illidan from the prisons of the Watchers. Tyrande explains that Illidan will be a powerful ally, but Malfurion, still distrusting of his brother, even after thousands of years, protests greatly. Illidan wanders into the forests of Felwood with a band of followers, where he duels with Arthas; as both of them are of similar strength, there is no winner, and Arthas gives Illidan information about the powerful "Skull of Gul'dan". Illidan consumes the skull and uses his new power to kill Tichondrius. Malfurion, seeing that his brother has become a horrific combination of demon and Night Elf, banishes Illidan from Kalimdor. After this, Tyrande and Malfurion join forces with the outlanders Jaina and Thrall to delay the Legion's advance upon the World Tree. Archimonde manages to overrun the allies and begins to drain the power from the Tree. However, Malfurion springs a trap, and Archimonde is destroyed in a colossal blast of energy that shatters the tree of life--but unlike Archimonde, the tree would heal and its roots would once again grow deep. Peace once again comes to Kalimdor as the Burning Legion's forces wither away in defeat and the humans, Orcs, and Night Elves stand victorious.[24]
Sound
Background music
Most of the music within Warcraft III was composed by Tracy W. Bush, Derek Duke, Jason Hayes, and Glenn Stafford.[25] The Limited Edition of Reign of Chaos came with much of the orchestral music on a separate soundtrack. Each of the four playable races has different music: monastic music for the humans, ambient and Indian-sounding music for the Night Elves, tribal, warlike, slightly African-sounding music for the Orcs and fast, haunting music for the Undead. New themes were added in the expansion. Examples of such music can be found on the World of Warcraft subpage, which has downloadable songs from both Warcraft II and III and even a few from World of Warcraft. All are orchestral compositions with the exception of three, two of which are 'skits' and one other constructed from the many in-game unit responses.
Unit quotations
One of the signatures of Blizzard games are the unit quotes. If a single unit is clicked four or more times in a row, the unit's voice samples become more and more comical. The unit may start getting angry at the player, or make allusions to other games, movies, or jokes. For example, after several clicks peasants exclaim, "Help! Help! I'm being repressed!", "You're the king? Well, I didn't vote for you," and "We found a witch. May we burn her?", while footmen exclaim, "It's only a flesh wound!", and Knights remark, "My favourite colour is blue... No, YELLOW!" and "I never say Ni" - all quotations from the movie Monty Python and the Holy Grail. Sorceresses inform the player with, "For the End of the World Spell, press Control-Alt-Delete". The Spellbreaker unit makes reference to The Lord of the Rings by saying "I stole your Precious!", while an orc unit references Full Metal Jacket (Me so horn'ed, me hurt you long time!) Grunts sometimes say, "Me no sound like Yoda, do I?" (Star Wars). The Dragonhawk Rider quotes Top Gun by saying both "Permission to buzz the tower" and "I'll hit the brakes, he'll fly right by!" Other movies quoted include Army of Darkness, O Brother, Where Art Thou?, Blade Runner, Batman, Star Wars Episode V: The Empire Strikes Back, Toy Story, Crouching Tiger, Hidden Dragon, American Pie, and Flash Gordon. Games like Mortal Kombat, Warhammer 40,000, and Banjo-Kazooie are paid homage, in addition to shows such as Saturday Night Live, The Twilight Zone, Iron Chef, and Beavis and Butthead. Other references are to the famed sharpness of Ginsu knives, Shakespeare, and the lyrics to ...Baby One More Time. These voice samples are referred to as the "pissed" quotes in the sound editor in the Warcraft III map editor.
Also, there is a quote that will only be heard if the unit is ordered to attack a hero; this is referred as the unit's "warcry." Most warcries begin with "for" and then the name of their respective homelands. For example, when footmen are ordered to attack a hero, he will say "For Lordaeron."
Modding
As did Warcraft II and Starcraft before it, Warcraft III ships with an editor that allows players to create their own custom scenarios and maps. The World Editor has features such as unit editing and event triggers. Through Battle.net, players can download and play peers' custom maps. To facilitate modding, third-party developers released tools for spell editing through SLK spreadsheets, customizing skins with .BLP converters, JASS editing, and a file importer that opened up .MPQs. The World Editor was expanded and improved for The Frozen Throne expansion. Though the editor has received updates through game patches, it is not officially supported as a product.[26]
Some custom maps have enjoyed great success, with Defense of the Ancients being a tournament item at Blizzcon 2005 and other tournaments around the world.[citation needed]
Reception
Publication | Score | Notes |
---|---|---|
IGN | 9.3/10[27] | "Outstanding" |
GamePro | 4.6/5[28] | Editor's Choice |
GameSpot | 9.3/10[29] | Editor's Choice |
Game Rankings | 91% (22 reviews)[30] | [None] |
Reception of Warcraft III was overwhelmingly positive; the game averages a 91% at GameRankings.com,[30] and "Universal Acclaim" at MetaCritic, based on dozens of reviews.[31] While GamePro noted that "WarCraft III doesn’t revolutionize the RTS genre", they still praised Blizzard for delivering a title with "a well-executed story, drum-tight game-play and a long shelf life as a multi-player title."[28] GameSpot noted that as with StarCraft, the ability to experience the action from all sides "is of great appeal." The reviewer also noted that Warcraft III made the early stages of the game more interesting and less formulaic; in most RTS games, he noted, "the initial build-up period in such games is merely a race to get to the best units first."[29] Most reviewers noted that Blizzard had finally fleshed out the storyline of the first two Warcraft titles, finally giving each side its own motivations and differences beyond cosmetics.[32] IGN noted that "There's not a ton that's new to RTS buffs out there, but it's done well enough that you either won't notice or won't care."[27]
However, criticism included the inability of the player to change the fate of Arthas' "turn to the dark side." Instead, Gamecritics.com noted, the player "has to sit by as Arthas slides into insanity."[32] Other reviewers noted that the character models were of mediocre quality, especially when viewed up close during in-game cinematics. Additionally, the character portraits were not synched with the audio.[29]
References
- ^ Cieniawa, Lee (2002-09-08). "Armchair Empire - Warcraft III: Reign of Chaos". The Armchair Empire. Retrieved 2007-08-29.
- ^ "Blizzard Entertainment - Awards". blizzard.com. Retrieved 2007-08-01.
- ^ a b Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual : The Single Player Game. p. 10.
- ^ a b c Blizzard. "Warcraft III FAQ". battle.net. Retrieved Feb 25.
{{cite web}}
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ignored (|access-date=
suggested) (help) - ^ a b Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual: Fog of War. p. 22.
- ^ Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual: Economy. p. 21.
- ^ Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual: Upkeep. p. 22.
- ^ a b Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual: Wandering Monsters and Wildlife. p. 28.
- ^ Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual: Day/Night Cycle. p. 21.
- ^ Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual: Heroes - Experience and Level. p. 26.
- ^ Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual: Items. p. 29.
- ^ Blizzard Entertainment, ed. (2002). Warcraft III Instruction Manual: Starting a Campaign. p. 10.
- ^ Blizzard Entertainment, ed. (2002). The Single-Player Game: Viewing a Replay. p. 11.
- ^ Blizzard Entertainment, ed. (2002). Battle.net: Gateway Selection. p. 12.
- ^ a b Blizzard Entertainment, ed. (2002). Battle.net: Anonymous Matchmaking & Arranged Team Games. p. 13.
- ^ Blizzard Entertainment, ed. (2002). Battle.net: Channel. p. 14.
- ^ "Warcraft III Answers". answers.com. Retrieved February 20.
{{cite web}}
: Check date values in:|accessdate=
(help); Unknown parameter|accessyear=
ignored (|access-date=
suggested) (help) - ^ Thrall: What kind of nightmare was that? / The Prophet: It was not a nightmare, young warchief, but a vision. Follow me, and I will reveal what your future holds. - Blizzard Entertainment (2002). Warcraft III: Reign of Chaos (Apple Macintosh). Level/area: Prologue: "Chasing Visions".
- ^ The Prophet: Now, go, young Thrall. Sail west to the lands of Kalimdor. It is there that you will find your destiny. It is there that your people's salvation will be assured. - Blizzard Entertainment (2002). Warcraft III: Reign of Chaos (Apple Macintosh). Level/area: Prologue: "Departures".
- ^ Arthas: Look, here's where we stand. Our scouts have confirmed that there is an orc encampment hidden somewhere over the next ridge. [...] It gets worse. They're preparing to attack the nearby village of Strahnbrad. As far as we know, the village is completely defenseless. / Uther the Lightbringer: I need to move against the Orcs' base immediately. Can you handle Strahnbrad's defense on your own? / Arthas: Of course, Uther. Don't worry about me.. - Blizzard Entertainment (2002). Warcraft III: Reign of Chaos (Apple Macintosh). Level/area: Human Campaign: "The Defense of Strahnbrad".
- ^ Arthas: Are you responsible for this plague, Necromancer? Is this cult your doing? / Kel'Thuzad: Yes, I ordered the Cult of the Damned to distribute the plagued grain. But the sole credit is not mine. - Blizzard Entertainment (2002). Warcraft III: Reign of Chaos (Apple Macintosh). Level/area: Human Campaign: "The Cult of the Damned".
- ^ The Prophet: Commendable as that may be, his passions will be his undoing. It falls to you now, young sorceress. You must lead your people to the west to the ancient lands of Kalimdor. Only there can you combat the shadow and save this world from the flame. - Blizzard Entertainment (2002). Warcraft III: Reign of Chaos (Apple Macintosh). Level/area: Human Campaign: "The Culling".
- ^ Muradin Bronzebeard: Hold, lad. There's an inscription on the dais. It's a warning. It says, "Whomsoever takes up this blade shall wield power eternal. Just as the blade rends flesh, so must power scar the spirit." Oh, I should've known. The blade is cursed! Let's get the hell out of here! / Arthas: I would gladly bear any curse to save my homeland. - Blizzard Entertainment (2002). Warcraft III: Reign of Chaos (Apple Macintosh). Level/area: Human Campaign: "Frostmourne".
- ^ The Prophet/Medivh: The roots will heal in time, as will the entire world. The sacrifices have been made. Just as the Orcs, Humans and Night Elves discarded their old hatreds and stood united against a common foe. So did nature herself rise up, to banish the shadow forever. As for me, I came back to ensure that there would be a future, to teach the world it no longer needed guardians. The hope for future generations has always resided in mortal hands. And now that my task is done, I will take my place amongst the legends... of the past. - Blizzard Entertainment (2002). Warcraft III: Reign of Chaos (Apple Macintosh). Level/area: Twilight of the Gods.
- ^ Blizzard Entertainment, ed. (2002). Warcraft III manual: Credits. p. 13.
- ^ Blizzard Entertainment, ed. (2002). Warcraft III World Editor. p. 16.
- ^ a b Adams, Dan (2002-07-17). "Warcraft III Review at IGN". mac.ign.com. Retrieved February 21.
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suggested) (help) - ^ a b Modifter (2002-07-17). "Warcraft III (PC) Review". gamepro.com. Retrieved February 21.
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ignored (|access-date=
suggested) (help) - ^ a b c Kasavin, Greg (2002-07-03). "Warcraft III: Reign of Chaos". gamespot.com. Retrieved February 21.
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suggested) (help) - ^ a b "Warcraft III Rankings". gamerankings.com. Retrieved February 21.
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suggested) (help) - ^ "Warcraft III: Reign of Chaos: Reviews". metacritic.com. Retrieved February 21.
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ignored (|access-date=
suggested) (help) - ^ a b Bell, Erin (2003-06-04). "Warcraft III on Gamecritics". gamecritics.com. Retrieved February 21.
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External links
- The official Warcraft III website
- Warcraft III on MobyGames
- The official Warcraft III strategy guide, ladder, patches, and map downloads
- Template:Wowwiki
- Matchmaking and Ladder Explanation