![]() They made for strategies that were less about building massive armies and more about smaller, smartly assembled platoons. ![]() Heroes helped separate Warcraft III from its sister series, StarCraft. It wanted to shake RTS players out of their comfort zones. Any good RTS player goes into a match with a plan, but Warcraft III wanted more from you. The trade-off is that they hit much harder when deployed correctly. Warcraft III‘s units are more expensive and more resource-hungry overall, meaning you can only afford to build smaller forces. In those games, units are part of a larger force, a multifaceted war machine built for invading enemy territory and taking ground. There is a greater sense of value per unit than in a game like StarCraft or Command & Conquer. Warcraft, as all RTS games are, was about sound time and economic management. The RTS genre may have a faint pulse after all. To see Blizzard return to Warcraft III after all these years is heartening. ![]() The introduction of hero units, named characters more powerful than a typical soldier, made it unique within the genre. A natural evolution of the real-time strategy games that birthed the franchise, Warcraft III turned the genre on its ear. Warcraft III has loomed large in my mind ever since its launch in 2002.
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