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Why Starcraft/Warcraft is one of the 100 greatest videogames

These powerhouse franchises proved that real-time strategy games could incorporate humor and storytelling into the mental thicket of war planning and resource management. In a tightwire act that ought to serve as a model for the U.N., Starcraft featured three different but balanced sets of human and alien units.
THE NATIONAL PASTIME In South Korea, tournaments draw huge crowds, Internet cafes are dedicated to the game, and it is owned by 1 out of every 24 citizens. (Starcraft: PC, 1998; Warcraft: PC, 1994)

Originally posted May 08, 2003

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