- StarCraft II Fact Sheet – October 2008 -
Title: StarCraft
II
Developer: Blizzard Entertainment, Inc.
Genre: Real-Time
Strategy
Platforms: PC, Mac
Game Overview: StarCraft II continues the epic saga of the terrans, protoss,
and zerg. These three distinct and powerful races will clash once again in the
fast-paced real-time strategy sequel to the legendary original, StarCraft.
Legions of veteran, upgraded, and brand-new unit types will do battle across
the galaxy as each faction struggles for survival.
Featuring a unique single-player
campaign that picks up where StarCraft: Brood War left off, StarCraft II will
present a cast of new heroes and familiar faces in an edgy sci-fi story filled
with adventure and intrigue. In addition, Blizzard Entertainment will again
offer unparalleled online play through Battle.net, the company's world-renowned
gaming service, with several enhancements and new features to make StarCraft II
the ultimate competitive real-time strategy game.
Features:
·
Fast-paced, hard-hitting, tightly balanced
competitive real-time strategy gameplay that recaptures and improves on the
magic of the original game
·
Three completely distinct races: Terrans, protoss,
and zerg
·
New units and gameplay mechanics further
distinguish each race
·
Groundbreaking single-player campaign
·
Vibrant new 3D-graphics engine with support for
dazzling visual effects and massive unit and army sizes
·
Full multiplayer support with new competitive
features and matchmaking utilities available through Battle.net
·
Full map-making and scripting tools to give
players incredible freedom in customizing and personalizing their gameplay
experience
Please keep in mind that all information contained in
this fact sheet
may change as development on StarCraft II progresses.
This fact
sheet is provided for informational purposes only.
StarCraft II General
Q: What is StarCraft II?
A: StarCraft
II is the ultimate competitive real-time strategy game, and the sequel to the
hit original, StarCraft. The game will include three completely distinct and
balanced races, the protoss, terran, and zerg, which have been overhauled and
re-imagined with a number of new units for each, as well as new tricks for some
of the classic units that are returning.
Q: When is the game coming out?
A: At this
point, it’s too early to provide an estimate of the release date. As with all
Blizzard games, we will take as much time as needed to ensure the game is as
fun, balanced, and polished as possible.
Q: How will StarCraft II be different from StarCraft?
A: StarCraft
II will run on a vibrant new 3D-graphics engine capable of rendering beautiful
landscapes as well as massive army sizes. The speed, responsiveness, and
epic-scale battles that made the original StarCraft such a memorable game are
all realized in 3D with this brand-new engine.
We’re also introducing a
number of distinct new units to the protoss, terran, and zerg, and some of the
familiar units that return in StarCraft II will have new tricks up their
sleeves, which will give the game its own unique flavor. The maps themselves
will also offer new interactive elements that enhance the strategic nature of
the game and create more tactical points of interest for players to contest.
One example of this is the Xel’Naga watchtower structure—when captured, it
reveals line of sight over a large area of the map, creating an advantage for
the player in control of the tower.
In addition, Battle.net will
be overhauled with some new and exciting features to enhance online play and
competition, while the single-player campaign will also offer some unique
aspects for players to enjoy.
Q: How many cinematic cut-scenes will be included?
A: We know
that StarCraft II players will expect to see some Blizzard-quality cinematic
content in the game, and we have definite plans to include multiple
pre-rendered cinematics, starting with the intro movie. StarCraft II’s advanced
3D engine also allows us to create numerous in-engine cutscenes to help tell
the game’s epic story. The Blizzard cinematics team is working closely with the
StarCraft II development team to ensure that these in-engine cutscenes are as
enjoyable and compelling to watch as the pre-rendered cinematic scenes.
Q: How many races are in StarCraft II?
A: In
StarCraft II, players will see the return of the protoss, terran, and zerg races.
Our goal is to ensure that all the factions in the game play even more
distinctly from one another than in the original StarCraft, while still
maintaining the fine balance that helped make StarCraft a classic. We’re also
introducing a number of new units to each race, as well as modifying some of
the familiar units returning in StarCraft II. With these design refinements and
the new features we have planned for the single-player and multiplayer elements
of the game, StarCraft II will offer a next-generation StarCraft experience.
Q: It seems like there are sweeping balance changes
almost every time I read about StarCraft II. What are the reasons for the
changes?
A: As we go
through various testing stages, the development team experiments a lot with the
game balance. This can include adding, removing, and/or modifying various
units, buildings, and special abilities within the game. Frequent changes to
units and abilities are a natural part of our iterative development process as
we strive to make StarCraft II as balanced and fun as possible.
Q: What can you reveal about StarCraft II’s
single-player component?
A: The game’s plot will pick up several years after the events of StarCraft: Brood War. Familiar faces will return—such as Jim Raynor, the reluctant terran hero from the original StarCraft—and new heroes and villains will emerge. The single-player campaign will allow players to interact closely with these characters while determining their own course through the game via mission choices and technology upgrades.
Trilogy
A: The game’s plot will pick up several years after the events of StarCraft: Brood War. Familiar faces will return—such as Jim Raynor, the reluctant terran hero from the original StarCraft—and new heroes and villains will emerge. The single-player campaign will allow players to interact closely with these characters while determining their own course through the game via mission choices and technology upgrades.
Trilogy
Q: What is the StarCraft II Trilogy?
A: The
StarCraft II Trilogy consists of the base StarCraft II game and two subsequent
expansion sets. StarCraft II is subtitled Wings of Liberty (working title) and
will include a lengthy single-player campaign that focuses on the terrans and
puts players in the role of Jim Raynor, one of the series' main heroes. The
first expansion set, Heart of the Swarm (working title), will follow later and
include a single-player campaign focusing on the zerg and Kerrigan, Queen of Blades.
The second expansion set, Legacy of the Void (working title), will continue the
story experience with a single-player campaign centered on the protoss.
Q: Will we still be able to play multiplayer matches
of StarCraft II with all three races?
A: Yes! From
the beginning, StarCraft II will be a fully featured multiplayer game, and all
three races will be available for competitive play.
Q: How will the expansion sets impact multiplayer
gameplay?
A: The
expansion sets will add new content to each race for use in multiplayer
matches. This could include additions such as new units, abilities, and
structures, along with new maps and Battle.net updates.
Q: If I buy StarCraft II but don't buy any of the
expansion sets, will I still be able to play online?
A: Yes. This
will work similarly to Warcraft III and the original StarCraft, which
maintained separate online gaming lobbies and ladders for expansion set players
and players with the base Warcraft III or StarCraft.
Q: How long is each of the campaigns?
A: StarCraft
II's terran campaign will consist of approximately 26 to 30 missions, and each
expansion set will include a similar number of missions. This means that the
complete StarCraft II Trilogy will include as many as 90 single-player
missions. This allows us to create a truly epic story experience with a great
variety of unique missions and gameplay types.
Q: Why did you decide to release each race's campaign
separately?
A: We're
aiming to push the boundaries of storytelling and character development in RTS
games through the unique single-player campaign design of StarCraft II. Players
will be able to choose their mission path and technology upgrades for their
army as they advance through the campaign. In order to make these choices
meaningful while creating an epic story and well-developed characters for each
faction, we needed to focus on a single race for a large number of missions.
The Trilogy also allows us to
create more in-game and prerendered cinematics to tell the story in between
missions. There will be more interactive sets and elements for players to
explore during each campaign, along with other interesting design elements to
differentiate the single-player game from multiplayer matches. For example, the
technology choices within the terran single-player campaign will include
special upgrades and unit types that are unique to the single-player game.
These could include the ability to purchase classic units such as the wraith or
firebat to add to Jim Raynor's army.
Q: Are these three separate games? How much will all
of these games cost?
A: The
StarCraft II Trilogy will consist of the base StarCraft II game and two
expansion sets. Pricing on these games hasn't been determined at this early
stage; however, we've always charged an appropriate price for the content the
player receives, and we will continue to release high-quality games that offer
great value.
Q: How long will it take to ship each expansion set in
the Trilogy?
A: We're
still focused on developing the base StarCraft II game, and all the content
associated with the terran campaign, including the missions, cinematic
cutscenes, and interactive sets. It's too early to provide an estimate on how
long it will take to develop each of the expansion sets in the trilogy, but as
always, we will take as much time as is needed to create the best possible
gaming experience with each expansion set.
Battle.net
Q: Will Battle.net be overhauled? Will there be new
features?
A: There
will be some exciting new changes and features to Battle.net that will help us
ensure that StarCraft II will be the ultimate competitive online real-time
strategy game. Some of the areas we’re looking into include features that
support online tournaments, eSports, and enhanced communication between
players. We’re not quite ready to go into further detail about Battle.net at
this time, but we look forward to doing so in the future.
Q: Will we still be able to play the original
StarCraft on Battle.net after StarCraft II is released?
A: Yes, you
will.
Q: What steps are being taken to prevent cheating in
multiplayer games?
A: We don’t
want to tip our hand to the people who may try to cheat on Battle.net, so we
can’t go into too much detail, but rest assured that security is one of our top
priorities as we redesign and overhaul Battle.net, and we will take every
precaution to ensure fairness in our online games. We’ve taken an aggressive
stance against cheating in all of our games, and our players have
overwhelmingly supported us in that, so we don’t have any intention to make any
changes in that regard.
Q: Will there be a closed or open beta? How about a
trial or demo version?
A: StarCraft II will have a beta test period in the future. However, it’s still too early to determine the exact nature and timing of the beta. We also haven’t decided yet whether there will be any trial or demo versions, but we’ll be happy to share the news once final decisions have been made.
Technical Aspects
A: StarCraft II will have a beta test period in the future. However, it’s still too early to determine the exact nature and timing of the beta. We also haven’t decided yet whether there will be any trial or demo versions, but we’ll be happy to share the news once final decisions have been made.
Technical Aspects
Q: What are the system requirements for StarCraft II?
A: We’ll
have more details on specific system requirements closer to the release date.
Q: Will StarCraft II include a map editor?
A: Yes, it
will. We’ll have more details on the features of the StarCraft II map editor at
a later date.
Q: Will there be a console version of StarCraft II?
A: StarCraft
II is being developed for Windows and Mac. We have no current plans to bring
the game to any console platform.
Insider
Interview
The Making of the StarCraft II Cinematic Teaser
The Making of the StarCraft II Cinematic Teaser
The Insider recently sat down with Nick Carpenter, Blizzard's
cinematic creative director, for a behind-the-scenes look at the StarCraft
II cinematic teaser recently released at the Worldwide Invitational, as
well as to discuss the challenges involved with continuing the single-player
storyline from the original game...
Part 1: Concept
Insider: One of the things that really made
StarCraft stand out when it was first released was the epic scale of events
unfolding over the course of the original game and the Brood War expansion,
told in large part through the game's cut-scenes and beautifully crafted
cinematics. Of all the possible scenarios for a cinematic teaser, why did you
decide to focus on the genesis of a marine?
Nick
Carpenter: The idea of turning the creation of
a marine into a cinematic has been on my mind ever since we started working on
the cinematics for the original StarCraft. When you click on that button to
build a marine, what does that mean? Actually showing the marine being built
gives us an exciting opportunity to show that in the StarCraft universe, even
something that's normally very mundane can have a truly epic feeling to it.
"Actually
showing the marine being built gives us an exciting opportunity to show that in
the StarCraft universe, even something that's normally very mundane can have a
truly epic feeling to it."
When you
see all the intricate pieces of the armor coming together, you really get to
appreciate the power and the toughness of the marine unit from a whole new
perspective. But this is only the most basic unit; this is your cannon fodder,
your red shirts. If the creation of a mere marine is already this cool, just
imagine what it must be like when a goliath or a siege tank is assembled.
Essentially, we picked this scene because we felt it was a great way to return
to the StarCraft universe - open up with something small, but finish with
something really big.
Let's talk a little bit about how your team and the game
design team for StarCraft II work together to create the cinematics. What role
does each team play in coming up with ideas, and how are they then transformed
into the actual movies?
There's a
great deal of collaboration going on between all the teams that work on
StarCraft II. We have a lot of brainstorming sessions where people from my
team, the StarCraft design team, and our creative team sit down and throw
around story ideas, character ideas, and just general thoughts of what's going
to happen next.
For
example, as we were coming up with the concept for the teaser cinematic and
fleshing out the details for the marine portrayed in it, that marine evolved
over time into a character, named Tychus Findlay, that features prominently in
StarCraft II. Ultimately, the creative process involved with working Tychus
into a certain role in the plot and fleshing him out helped us give him even
more character depth in the cinematic.
Also, one
of the big advantages of the cinematics team working directly with the game
design team is that the cinematics are completely consistent with the game
we're making, which isn't always the case when you're hiring an external
company. Since we're part of the creative process, there's always a strong
sense of consistency and continuity between the actual game and the cinematics.
Part II: Storytelling
It's been almost a decade since StarCraft and Brood War
were released. What do you think your team has learned since then, and in what
way is that growth reflected in the way the story of StarCraft II is told by
its cinematics?
"To
stand out, you can't just tell a story - you have to tell it well."
There's
actually a lot of things we've learned since then, both in terms of technology
and craft. Back then, things that we consider easy now were huge obstacles. If
we want to have a talking character today, that's not that big of a deal. Back
then, a good-looking facial animation was really difficult to achieve. So, this
advance in the state of the art gives us a lot of freedom to tell our story,
but good-looking 3D graphics are pretty much the standard that players have
come to expect from games by now. To stand out, you can't just tell a story -
you have to tell it well.
With every
game we do, we try to take the cinematics to the next level. The cinematics of
Diablo II were a huge step forward from Warcraft II, and Warcraft III raised
the bar even higher. The cinematics for World of Warcraft and The Burning
Crusade pushed the limits even further, so there are a lot of expectations for
StarCraft II. We're improving our cinematics' quality by taking full advantage
of the latest video rendering technologies, but at the end of the day the main
goal still is to put all that technology toward crafting an epic story with a
terrific cast of characters.
Aside from the pre-rendered cinematics, StarCraft and
Brood War also relied on the actual game engine to deliver in-game cut-scenes
to advance the plot. How does StarCraft II balance cut-scenes and pre-rendered
cinematics? Also, what do you think are the strengths and weaknesses of each
storytelling technique?
StarCraft
II will have cut-scenes just like the original StarCraft games, but one thing
I'm really excited about is that this time, the controls for these scenes will
be much more intricate than before. Since our graphics engine for the game
itself can display a wide range of effects, such as normal mapping, we can
actually create in-game cut-scenes of near-cinematic quality. And since we have
more control over camera movement, unit animation, and lighting, our only
limitations here are the engine's limitations. A good part of the plot will
unfold through in-game cut-scenes, but the most pivotal scenes are still being
told through cinematics.
Using
pre-rendered cinematics has the advantage of giving us almost unlimited freedom
in what we want to show and how we want to execute a shot. In-game cut-scenes
still don't quite offer the full range of freedom we have with cinematics. On
the other hand, creating art assets for pre-rendered cinematics can be a
time-consuming and difficult task, and rendering a cinematic takes time as
well. So while we are able to show almost anything we want in a pre-rendered
cinematic, the price we pay for that is time. The new cinematics for StarCraft
II are really testing the limits of our technology, but at the same time that
lets us explore how we can still grow and overcome these limitations.
Part III: Technology
What technologies did you use to create the cinematic
teaser?
"I
think the polygon count on the marine ended up being well above five million.
So when we tried to render the cinematic teaser, we actually broke our
renderer."
Traditionally,
we've used off-the-shelf software to create our cinematics, but as I said
previously, we're reaching the outer limits of what that is capable of. For
example, the 3D models used in the cinematic teaser are the most complex and
detailed models we've ever done. I think the polygon count on the marine ended
up being well above five million. So when we tried to render the cinematic
teaser, we actually broke our renderer. It refused to render the scene; it was
just too much. In the end, we had to do separate passes to render the
cinematic, but this experience showed us that we're approaching a point where
our current software might not be able to help us in all rendering tasks.
Now we're
looking at other solutions, and one solution is to switch over to RenderMan, a
renderer that was developed by Pixar. Doing so means a lot of in-house
development, which is fairly unusual for a computer games company, but it's
really just the next logical step for us. We have a lot of extremely talented
people on the cinematics team, and all that skill and professionalism is being
put toward making sure that the cinematics of StarCraft II will meet the
players' expectations.
Speaking of in-house software, can
you tell us a little about the tools you use to create the in-game cut-scenes?
Our plan
is to make all the tools we use to create the in-game cut-scenes available to
the players with StarCraft II. It's always been our tradition to ship
level-editing tools with our games, and I think that adds a lot to the success
and longevity of games like Warcraft III and the original StarCraft. Even with
World of Warcraft, there are a lot of really great fan-made machinima movies
out there. There is a desire among the players for software like our level
editors, and we're really excited to see what they'll do with these tools.
Thank you very much for your time,
Nick. Is there anything else you'd like to add?
The only
things I'd like to add is that we're really excited to be working on StarCraft
II and we hope players will have a great time with it once it's finally released.
Also, I'd like to thank my whole team for their hard work and the outstanding
job they're doing. They're an amazing bunch of people, and I appreciate
everyone's dedication and energy.
And if you need a guide book HERE. =)
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