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Posted by Joystiq Jan 22 2013 15:30 GMT
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It was nearly five years ago now that we heard Starcraft 2 wouldn't be one game, but three: The long awaited sequel would become a trilogy, cemented into a three-year release schedule, with each iteration following a new race in the series. Though Starcraft 2: Wings of Liberty arrived to critical and commercial acclaim in the summer of 2010, Blizzard is only now making its trilogy concept a reality. Starcraft 2: Heart of the Swarm is almost done, and set to be released this March.

Blizzard showed off the first three missions of Heart of the Swarm this past week (and the studio has been running multiplayer beta additions and features for quite some time), and from our experience it's becoming clear the second release in this trilogy isn't a simple expansion pack. With the Zerg-focused Heart of the Swarm, the Irvine-based company has crafted something new within the renowned Starcraft tradition; a game intensely focused on the Zerg, their units and abilities, and of course the story of their Queen, Kerrigan.

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Posted by Kotaku Dec 23 2012 17:30 GMT
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#watchthis I was under the impression that the meaning of StarCraft was to get your actions-per-minute as high as possible, but apparently there's a more wholesome message to be found in Blizzard's strategy series. Uh, sort of. More »

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Posted by Kotaku Dec 12 2012 06:30 GMT
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#starcraft You know the internet's a big place when there's a terrific StarCraft animated series being made and you had no idea about it. So, sorry Carbot. I should have been watching these ages ago. More »

Posted by Joystiq Nov 13 2012 13:10 GMT
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Starcraft 2 expansion Heart of the Swarm deploys on March 12, 2013, according to a listing on Battle.net. There isn't an official announcement yet, but the digital purchase page for Starcraft 2 indicates Heart of the Swarm will be "available for play" on said date. The second expansion, combined with Starcraft 2: Wings of Liberty, is currently priced $59.99.

During Activision's earnings call last week, Blizzard head Mike Morhaime said his studio was "working hard towards a first half 2013 launch" for Heart of the Swarm. This release date matches up, but it's surprising to see so soon after the reveal of a vague timeframe.

Posted by Rock, Paper, Shotgun Nov 13 2012 13:00 GMT
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Our e-sports correspondent is Jeb Boone.

The e-sports community is in the midst of a mad scramble to organize tournaments. There are such a large number of events this month it’s enough to overwhelm even the most dedicated fans.

While many prominent members of the community argue over tournament oversaturation and eschatological speculations, this November is one of the most important months for the industry in recent memory. And it’s been an important time for that e-sports staple, Starcraft II.(more…)


Posted by Kotaku Oct 26 2012 13:00 GMT
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#starcraft This November, hundreds will compete in a StarCraft II tournament run by the folks at Major League Gaming. The total prize pool will be $76,000, and the winner will walk away with a cool $25,000. Not bad for a weekend of playing video games. More »

Posted by Joystiq Oct 26 2012 02:00 GMT
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The StarCraft 2: Heart of the Swarm beta is still ongoing, and Blizzard has posted a preview of a new leveling feature coming soon to the game-in-progress.

Blizzard's adding a progression system to the multiplayer mode, in which players will earn experience, on a race-by-race basis, as they play in matchmaking and custom games. Gaining XP for each of the various factions will unlock special portraits and decals for player profiles.

Blizzard has plans for XP bonuses as well, either for specific awards like your first win of the day, or for more general happenings like XP bonus weekends and other special events. The leveling system is being added to the beta in the next patch (and will likely be reset a few times during testing), and will eventually be available in Heart of the Swarm when it's released.

Posted by Kotaku Oct 22 2012 13:30 GMT
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#starcraft Editor's note: Our guy at Thwacke, a Canadian outfit that advises game developers in all things science, writes to us and says he's got an expert who can explain how the Zerg in Starcraft have a whole lot in common with real insects. Are we interested? Of course we are! Read on, unless you're squeamish... More »

Posted by Joystiq Sep 23 2012 21:30 GMT
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Blizzard is "looking at free-to-play as an option" for the game's multiplayer mode, StarCraft 2 Lead Designer Dustin Browder said at the Valencia eSports Congress panel.

The free-to-play model brought its share of concerns for Browder as well. "We don't know how we would monetize it," he said. "While it might be good fun for me to play against someone with only half the units available to them, that's not going to be an enjoyable experience for them."

Blizzard began rolling out beta invites for StarCraft 2: Heart of the Swarm earlier this month.

Posted by Joystiq Sep 06 2012 01:30 GMT
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Blizzard is gradually rolling out the beta for StarCraft 2: Heart of the Swarm, starting with a select few from the pro-gaming and shoutcasting communities, Arcade contest winners and games press. And because there is no NDA with this latest beta test, participants can stream and capture footage as they please. Heck, look at all the videos that are already live on YouTube.

Sure, right now the number of participants is low but, like all Blizzard betas, more players will be added gradually. If you want in on the Heart of the Swarm beta, you'll need to first opt in to the beta through your Battle.net account, and then exercise patience - this is perhaps the most crucial step. "Signing up from a Battle.net account that's actively playing StarCraft 2 will help your chances of being selected," Blizzard says.

No exact beta period has been determined and, if you do get in, you'll only be able to sample the multiplayer side of Heart of the Swarm, compatible with both PC and Mac. Blizzard will open up the beta to more people through giveaways and fansite promotions eventually, so we'll let you know if more (and faster) opportunities become available.

Posted by IGN Aug 10 2012 00:00 GMT
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See Australia and New Zealand’s top StarCraft II players compete for places at the Battle.net World Championship.


Posted by Joystiq Aug 01 2012 23:00 GMT
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StarCraft 2: Wings of Liberty has been patched to version 1.5.0 today, the big "Arcade" update that adds new UI elements and functionality to the eSports poster child.

Basically there are now two big buttons on the front screen. Hiding behind the "Arcade" button is a list of custom game modes that lets users quickly rate and find specific custom matches with a rotating carousel of choices always on offer. The "StarCraft 2" button hides all of the traditional multiplayer stuff, the single-player campaign, leaderboards and the like.

The other big addition in this update is a new pipeline for speedy patching. This new data streamer will allow the game to download patch data during play, which Blizzard hopes will expedite wait times in the future. The full patch notes can be found through the source link below.

Posted by Kotaku Jun 20 2012 20:30 GMT
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#starcraft In StarCraft, you could play multiplayer games with your friends on local area network connections. In StarCraft II, you can't. It's online or bust. More »

Posted by Giant Bomb Jun 12 2012 02:07 GMT
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If it had been any other game, I would have politely declined and gotten on an airplane to go home. But if you know me, you know that StarCraft II alone would have the power to snare me for an extra day in southern California directly after a grueling week of E3, so Drew and I made the quick jaunt over to Anaheim last Friday to check out the latest multiplayer build of Heart of the Swarm, being shown at the Major League Gaming event going on over the weekend there.

Honestly, not a lot has changed dramatically with HOTS multiplayer since Brian Leahy gave us an exhaustive look at all the new units from BlizzCon late last year. If you just want the quick info dump on where things currently stand, watch this!

If you remember the BlizzCon report, you'll notice the Terran shredder and Protoss replicant are both gone, the latter because, according to Dustin Browder, it was actually causing opposing players to avoid making units they didn't want turned against them. That's counter to the goal with HOTS of increasing the level of complexity and range of options available to all players of the game, not removing them. In lieu of the shredder, Terrans will still get some area-denial and passive defense capability with the widow mine, which itself sounds heavily subject to change. And although I don't care much about playing Terran myself, I'm happy for the inclusion of the warhound's auto-casting missiles that auto-target other mechanical units such as, oh, I don't know, siege tanks? Blizzard is confident that this one ability will help to break up a lot of the viking-tank stalemates you see in pro play, and I hope they're right; I think TvT is by far the least interesting matchup to watch at the moment.

The least-significant-sounding but probably scariest change in the current version is a late-game hydralisk upgrade to movement speed, which Browder said is actually the single tweak having the most profound effect on the metagame in Blizzard's tests. That one change seems like it might restore the ubiquity of the hydra that you saw in Brood War, though I'm not looking forward to dealing with a big mobile ball of pure DPS flying up and down the creep highway all the time. The swarm host and viper don't seem all that different from a few months ago, but since zerg is such a mechanically complex race I'm not even going to speculate about what broad effects these things will have.

Actually, as a Protoss player who's basically never touched the other races, I can only speak with any sort of authority at all about the changes on the Toss side, and I'm extremely excited about what's going on there. Right now it's very difficult not to make a robotics bay in every single matchup--just for the observer's scouting and detection, if nothing else--so Blizzard is making an obvious push to legitimize the stargate as a viable tech path in its own right, primarily with the oracle. In addition to that thing's unchanged ability to entomb an entire mineral line with a single 75-energy cast--which I can tell you from my brief experience is amazing--the oracle's preordain ability, which gives you a long period of vision on a target building, will now also add detection to that vision. Of course, that will make it about a million times safer to go stargate now, without having to worry as much about cloaked banshee or dark templar rushes. Neither of those would have a very easy time hitting the oracle.

In exchange for the replicant we now get the mothership core, which you can build quickly and cheaply straight out of your nexus in the early game (and then upgrade into a full mothership with a fleet beacon as usual). This thing has amazing potential to change how aggressive you can be early on, since it has the same mass recall as the bigger version. So you can try an initial push and then get the hell out of there if things are going badly, or get your army back to base for defense if necessary. The core can also briefly act as an overly powerful photon cannon, which should make you feel a little more secure about taking a quick expansion. The core can warp between bases for very little energy and seems like an invaluable addition to early-game defense. I'm really bad at using group hotkeys above 5 (that's where my nexus goes) but the mothership core will most certainly occupy a current home on 6 when I play.

Lastly there's the tempest, which is a capital ship that back at BlizzCon was meant as an air-to-air AOE monster suited for dealing with tons of mutalisks. The tempest has now changed roles to some kind of bizarre long-range aerial siege weapon that by default can fire about as far as a siege tank, which has a range of 13. But with the fleet beacon range upgrade, the tempest has a whopping range of 22. Yes, TWENTY-TWO. On the downside, the DPS is pretty low, so you'll need a lot of tempests to do much actual damage, and of course you'll need a spotter for them to fire that far, since their upgraded range far exceeds their sight range. I'm not sure exactly how the tempest will fit into the final game, since it's extremely expensive for the amount of damage it can do, and Browder seemed doubtful the range upgrade will remain in there as-is. It's also worth noting that Blizzard has mostly reversed course on its plan to cut existing units from the game, with the current exception of the carrier. But Browder said the team is having fights every day about the fate of the carrier, so who knows if even that most-disused unit will ultimately exit the roster. I imagine every pro game where a carrier is used effectively moves the minute hand on the carrier doomsday clock back just a little bit.

The most natural way to get a sense of how a lot of this stuff works would be to watch this video with Day[9] and Blizzard's Rob Simpson commentating a sample HOTS match in an instructional sort of way. If you're new to watching StarCraft II, note that this is the general format of what a pro match is like, but you're going to find a lot more energetic and dynamic scenarios taking place in actual pro-level play (much of it commentated by Day[9] himself). It gets way better than this!

Well, if you made it through all of that dry, amateur analysis, odds are you care an awful lot about StarCraft and everything going on with it, so let's talk about MLG a bit. I blew out of town Friday afternoon before the tournaments got started, but spectating through the weekend from my couch, this was the best event these guys have put on so far that I've seen. Full disclosure: my employer has a business deal with MLG, but I've been fairly critical in the past about their failures, which have mostly centered on flimsy production values and basic logistical issues like making sure matches don't lag out, and keeping the video stream running. The production and scheduling this weekend was much more professional by comparison, with quality commentary throughout, multiple matches running almost all the time, and not much downtime in between. Hell, the casters even classed things up a bit by wearing coats and ties. I had some issues with the highest-quality HD feed consistently crapping out on me, but otherwise MLG is inching closer to the point where I can wholeheartedly recommend throwing down the cash for a weekend pass.

The big tentpole aspect of MLG this weekend, and the main reason I even bring the event up, was the absurdly hyped KeSPA invitational tournament that featured the all-time biggest names from current Brood War competition. KeSPA is the governing body that essentially made competitive StarCraft what it is in Korea, but it's been notoriously hard to work with and it initially shunned StarCraft II altogether, since the lack of LAN-only play meant it had to do business with Blizzard in order to run SC2 tournaments. Now that the two organizations are playing nice together, KeSPA's top players are starting to transition over, and this weekend was the first public chance for true legends of the game like Bisu, Jaedong, and Flash to show what they can do.

Just as a lot of people predicted, they didn't exhibit a lot of especially creative play--the broad strategies were the same sort of thing you'd see in your average match between existing pro players. But the pure mechanical execution from some of these guys was very exciting to watch. Considering they've only been playing SC2 at all for a few weeks, seeing a guy like Flash keep up a staggering rate of production while also being able to split his marines and otherwise micro his units as well as pros who have been playing for two years... well, that makes me really hopeful that there are levels of skilled play in StarCraft II that we haven't even seen yet. I'm excited to see how well these guys are doing after a few more months of practice.

Around the office and in the games press at large, I feel like I've made little headway in getting other people to care about competitive SC2. And maybe I'm not one to talk, since I sort of feel the same way about competitive fighting games (appreciate them academically, glad they're there, little interest in actually watching them) and MOBAs (don't find the game flow interesting to watch at all) that most people do about StarCraft. But here and there, I keep running into likeminded individuals in unlikely places who secretly harbor the same passion. How about the Sony booth at E3? There, I got a chance to meet Shawn McGrath, the lone developer behind Dyad, an indie action game coming to PSN that seems like it is to Tempest what Geometry Wars was to Asteroids (and I mean that in the best possible way). Shawn seems like an all-around swell guy--you'll see an interview about Dyad hitting the site soon--but I also discovered we share a mutual love of two-rax pressure builds and baneling landmines over the weekend while tweeting feverishly about the competition taking place at MLG.

The idea that pro StarCraft is leading to little stuff like this in the indie scene--the place where the most consistently invigorating game design is happening these days--makes me feel like just a little bit less of a "yeah sure professional video games whatever buddy" pariah. This stuff is great! Just give it a chance! I very earnestly believe there's no purer an expression of complex video game mechanics and the human ability to approach mastery of them than what's going on with pro-level StarCraft these days.

Anyway. It should go without saying that I'm really eager for Heart of the Swarm to come out, mainly because competitive play in Wings of Liberty has largely settled into a repetition of similar builds and strategies, and because I've also kind of hit a wall in my own game that has me sitting around mid-platinum without much hope of advancement unless I quit my job and play full-time. Heart of the Swarm should give a nice boost to both of those problems. We'll have video interviews with Dustin Browder and designer David Kim later in the week to provide some more depth on the new stuff, and reading between the lines a bit while talking to those guys, I'm hopeful that beta may not actually be all that far away.


Posted by IGN Apr 27 2012 17:12 GMT
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Did you do it it yet? If not, you're missing out. For some unknown reason the fine folks over at Google today have added a hilarious little feature for anyone who searches "zerg rush." We don't want to spoil it for anyone, but suffice it to say that if you do, you better be prepared to do a whole lot of clicking to protect your search results...

Posted by Kotaku Apr 11 2012 15:45 GMT
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The real-time strategy game's official multiplayer mode is now up to season seven, Blizzard announced today. Rankings will be reset once again. So now's your chance to prove to the world that you deserve better than Bronze. [Blizzard] More »

Posted by Kotaku Mar 07 2012 00:30 GMT
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#arevideogamesevil? Some people might try to convince you that video games are a waste of time. Here's the perfect retort. More »

Posted by IGN Jan 10 2012 00:18 GMT
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The IGN Pro League's StarCraft II tournament Team Arena Challenge concluded just before the holidays in dramatic fashion ending with the short-lived team partnership of Quantic and Incredible Miracle winning the tournament and being crowned Team Arena Challenge champions. Hundreds of thousands of viewers watched the tournament...

Posted by Giant Bomb Dec 26 2011 17:00 GMT
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The wait is over! Our 2011 Game of the Year awards begin right now and will continue through the rest of this week. Check back every day until Friday for new awards and Top 10 lists from both the site's staff and some special guests. Curious about how we arrived at this list of winners? Check out today's companion podcast to hear our deliberations in full.

2011's 2010 Game of the Year

StarCraft II: Wings of Liberty

Look, we're not even sure how we define this category from one year to the next. Sometimes it's the game from last year we played the most, or at least thought about the most, in the following year. Other times it's the game that got the most and best post-release support and DLC from its developer. Hell, the first year we created the category simply to honor a game we felt didn't get its full due in the year of its release. It's a weird category, OK?

Anyway, we're pretty sure about one thing: StarCraft II continued to make its presence known in 2011. On a core mechanical level, it was an expected matter of course that Blizzard would continue to refine and perfect the game's three-way balance, but it's great to see that even at the highest competitive level, StarCraft II is holding up as well as you can expect as a venue for top-tier players to fairly showcase their skills against each other. Speaking of that tournament competition, it's a safe bet that relatively few people would be saying anything about "esports" right now if it weren't for the continued fervor around the endless high-dollar professional competition taking place entirely within StarCraft II.

And then there's the fact that Brad played more StarCraft II in 2011 than anything that actually came out this year. That guy should probably look into professional help at this point.

Runners-Up: Rock Band 3, Call of Duty: Black Ops

Best Mission/Level

Saints Row: The Third - http://deckers.die/

How do you pick a single moment to highlight from a game packed to the brim with highlight reel-worthy moments? Such was the question pitted to us as we attempted to choose a best level from Saints Row: The Third, a game so replete with crazily memorable missions and events that this category might as well have just been called "Best Mission/Level in Saints Row: The Third." Don't worry though, we did at least consider other games. It was only sporting.

When the dust settled and Jeff had stopped screaming, the end result of our deliberations settled upon the http://deckers.die/ mission. As anyone who has played the game knows, this is the level where you play, at various times, a sentient toilet/sex doll/gun-armed TRON man trudging through a virtual reality world filled with giant murderous avatars, ancient arcade game references, and a straight-up text adventure sequence.

Did you get all of that? Good, because even typing all of that was kind of exhausting. http://deckers.die/ is easily the most ludicrously insane mission of a game predicated entirely on the concept of ludicrous insanity. We're not sure how much better we can sum it up than that.

Runners-Up: Gears of War 3 - Cole Train Flashback, Uncharted 3 - Lost In the Sands

Best New Character

Portal 2 - Wheatley

2011's best new character doesn't have arms or legs or... a face, or many distinguishing features at all, really. Portal 2's Wheatley is a metal sphere with exactly one darting, eye-like viewport, but he does more with that single eye--and the breakneck dialogue that comes pouring out of him courtesy of Stephen Merchant--than any other character this year, no matter how many appendages they have. And considering Wheatley shares the stage with both the inimitably sadistic GLaDOS and none other than the disembodied voice of J.K. Simmons, that's a damn impressive feat. So impressive that he's our favorite new character in 2011.

Wheatley is so great. He's great because he's not just there for comic relief, though he certainly does serve that role at first. It would have been easy enough for the writers to just let Wheatley coast through all of Portal 2 on cheeky quips and lovable buffoonery, but this wayward personality sphere goes through a hell of a character arc, emerging as a villain so menacing that he threatens to bring the roof down on all of Aperture Science with... well, with his runaway ineptitude. Plenty of great characters this year made good on a single hook or gimmick, but Wheatley maintains his core personality trait and yet plays a role in the game's story that's much larger than himself. Then he goes on to take part in what at least one member of the Giant Bomb staff considers to be the most sublime final moments of any game in memory. In a way, it's not too surprising that the sequel to Portal offered some damn memorable new characters, but that doesn't make the game's achievement in writing any less special.

Runners-Up: L.A. Noire - Captain Donnelly, Shadows of the Damned - Johnson

Dave's Eastern Bloc Game of the Year

Dead Island

Duders! Let's be honest. This category began as much so I could make The Hunt for Red October jokes as to highlight the overly-ambitious, but lovingly quirky games that hail from the post-Soviet regions where the PC still reigns King. In most cases these were titles that I'd only recommend to older, more patient gamers who enjoyed novelty above polish. 2011 then marks the year where that explanation no longer fits. From Poland came two games, The Witcher 2: Assassins of Kings and Dead Island, that were downright blockbuster releases accessible to just about everyone. That leaves Cargo! The Quest for Gravity then to slide in under the previous expectations of this "genre". That is to say, Cargo! was a bizarre, creative game that could only come from guys with lots of Vs in their names.

Dead Island then wins by a hair. And by a hair, I mean it's the game I played the most of the nominees. Remember, this is Dave's Eastern Bloc Game of the Year and while you'd think my tastes would lean towards a pure RPG, the early difficulty and clumsy controls of The Witcher 2 made me hold off on that adventure till a proper patch appeared. Dead Island in contrast was an immediately playable and worthwhile experience that brought true innovation to melee-based combat in the first-person perspective. It's something that is sure to be copied by many games going forward and at least in my opinion was the only reason to see any major fault in The Elder Scrolls V: Skyrim, whose combat felt mechanical in comparison. I really don't think any of us saw that coming. Welcome to the New World Sir.

Runners-Up: The Witcher 2: Assassins of Kings, Cargo! The Quest for Gravity

Best Music

Bastion

In a year that saw new music from the likes of Akira Yamaoka, Jeremy Soule, Danny Baranowsky, and Koji Kondo, it's clear just how great the music Supergiant Games audio director Darren Korb created for the studio's isometric action RPG Bastion was to be the clear-cut winner in this category.

In crafting a genre Korb describes as "acoustic frontier trip-hop," he created the perfect soundscape to compliment both the surreal, cartoon art style of the game's visuals, with its folksy, narrator-driven storytelling. The slight variances in arrangement and style give each stage its own unique quality.

The songs themselves even become central to the game's story arc. Think about the instant wave of sadness and ache that swarms over you the first time you hear Zia humming out "Build That Wall" in the middle of the chaos around you, or the little lump in your throat you got when you first heard "Setting Sail, Coming Home" swell up over the final credits. Every single note of music feels utterly interwoven with the fabric of what the game shows you. It's original, ingenious, and eminently listenable stuff, and easily stood out as the top class of this year's musical crop.

Runners-Up: The Elder Scrolls V: Skyrim, Rayman: Origins

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Game of the Year 2011: Day 01 Recap

Ryan shows us the winners of today's categories, as well as what the users think his favorite game is.


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Posted by Kotaku Dec 15 2011 15:40 GMT
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#starcraft Two great flavors of geek culture collide in this custom map for Blizzard's RTS super-success. Starrcaft player/modder Kenneth Tran's built an homage to Episode V of George Lucas's space fantasy films, substituting planet Braxis for the icy world of Hoth where The Empire Strikes Back took place. On The Dominion Strikes Back, the Rebel faction must hold out for 45 minutes while the opposing Dominion faction must crush the Rebels. Tran's work doesn't map one-to-one to Empire Strikes Back, but does a nice job of imagining what a siege would feel like if you were fighting alongside Luke and the resistance. More »

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Posted by Kotaku Dec 13 2011 16:00 GMT
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#starcraft The first thirty seconds might be a little slow, but once the music starts you will happy you stuck around—even if I'm not sure what the music has to do with Christmas or Starcraft 2. More »

Posted by Joystiq Nov 23 2011 15:45 GMT
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Imagine, if you will: Turkey, mashed potatoes, gravy, cranberry sauce, gravy, stuffing, more gravy and a mountain of dead Zerg. This could be your Thanksgiving weekend if you pick up StarCraft 2, which is on sale for $30 until Monday at the Blizzard Store. Don't forget the gravy (or the Goliaths).

Posted by IGN Nov 21 2011 16:45 GMT
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This weekend the IGN Pro League made its UK debut at Multiplay's insomnia44 in Telford, but we weren't just there to witness the IPL qualifiers. The best gamers from around the world descended on the West Midlands town to compete for gaming glory at i44 across a wide range of games. Join us as we congratulate the winners...

Posted by Joystiq Oct 25 2011 23:16 GMT
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The StarCraft 2 preview for Heart of the Swarm on display at BlizzCon 2011 last week was pretty much the same thing we saw a few months ago on the Blizzard campus. Fun as it was, we instead used our short time talking with with Blizzard's lead art director Samwise Dider to have him let us in on just how Blizzard is able to make StarCraft's three races so darn iconic.

His answer was pretty simple. "Protoss," he says, "they're basically elliptical and circular. Terran are basically angular and square, and Zerg are very erratic and organic and spiky." Sounds plain enough. But when one of the game's new units (specifically the Protoss' Tempest, a strong capital ship with some heavy anti-zerg ability) showed up on the screen during the Opening Ceremony, players immediately knew the 'toss were getting a new toy. Is it as easy as shapes?

"With Protoss," says Didier, "as long as you have a few of the basic things; big golden arcs and sweeping sort of angelic-looking wings and surfaces, you can make almost anything into Protoss. With Terran, they're all about the clunkiness, boxes, utilitarian. You take em out of the box, they're ready to go."

And the Zerg? They're "just a gumbo of teeth and snot and bile," according to Didier. "We wrap them in the movement of a snake or a spider or a roach, there's your Zerg stuff." Boiling these races down into their elements like that is just another reason why this company, and its games, are so incredibly popular. "It's very easy to tell these races apart, because they are so diametrically opposed," Didier concludes, before deconstructing the series completely: "Gold, gray, brown."

Posted by Rock, Paper, Shotgun Oct 24 2011 13:57 GMT
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It seems like only last week that I found myself watching men playing Countertstrike and wondering how they came to be so good at man-shooting and here I am today watching two people playing Starcraft 2, which makes me realise how bad I am at mouse-clicking. These people though? Very good at mouse-clicking. They’re playing in the Grand Final of Blizzcon’s Starcraft 2 tournament and the winner scoops $50,000, which is probably half of America’s forecast GDP for 2012. I don’t follow the competitive Starcraft community, but I believe the two fellows playing have what the kids call ‘beef’ with one another. Enjoy

(more…)


Posted by IGN Oct 20 2011 23:26 GMT
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Anthony has the Scoop! on the StarCraft MMO...

Posted by IGN Sep 14 2011 00:33 GMT
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Want to watch some of the region's best StarCraft II players go head-to-head for cash and an invitation to the StarCraft II Global Battle.net Invitational at BlizzCon? You'll be able to this weekend, when Blizzard holds the 2011 Southeast Asia, Australia and New Zealand SCII Battlet.net Invitational...

Posted by IGN Sep 07 2011 23:40 GMT
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Gordon Hayward first dropped into the public eye with Butler's amazing and improbable run through the 2010 NCAA tournament where they lost the championship in the final moments against powerhouse program Duke. Since then Gordon Hayward has emerged as a promising NBA pro. But now, Gordon Hayward has become known for something else entirely competitive video games...

Posted by IGN Sep 05 2011 19:00 GMT
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The number one question every tournament administrator hears when they announce their event is: "Are there Koreans playing?" The question is a constant reminder that spectators want to see Korean players, and the reason for it is twofold. Fans want Korean players because of the perception that Korean players are better than Western players and because Korean players are actually better than Western players...