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Media

Index

Video Interviews
Gameplay Videos and Trailers
High Resolution - SC2.com
High Resolution - Korea
Concept Art

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Interviews

G4Tech TV's X-Play interviewed Karune recently:

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GameSpot conducted audio-visual interviews with Dustin Browder, StarCraft II's Lead Designer, and Samwise Didier, the Senior Artistic Director, during the Irvine, California press event:

Browder
Samwise

Also, IGN conducted an audio-visual interview with Chris Sigaty, the Lead Producer of StarCraft II.

Sigaty

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Gameplay Videos and Trailers

For your viewing pleasure, we have uploaded the high definition gameplay video and high definition trailer to Veoh. Before this, we uploaded the low resolution trailer to YouTube.
The Korean press event concluded with professional StarCraft players testing the latest build of StarCraft II. ThisIsGame.com has uploaded three videos. You may watch the videos below:

Zerg vs Zerg


High Definition Zerg Gameplay Video (Without Narration)

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StarCraft II Zerg High Definition Trailer

Blizzard officially released this video in high definition form on March 18th. Read about it and obtain links here.



This is the transcript from the trailer:

Kerrigan wrote:

We are the Swarm. We burned a path of annihilation across the stars. And then, we vanished. Four years ago we faded into the shadows. We thrived… we evolved. And now the time has come for us to step back…into the light. Now, worlds will tremble once again. Empires will fall. Alliances will shatter. We are the Swarm, but we are becoming much, much more. For the final metamorphosis has only just begun.

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Concept Art

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StarCraft2.com Update

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Korea Announcement

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In a precursor to one of the scenes in the gameplay video, a group of the squid-like Corrupters approach two Battlecruisers. Latest information suggests that the Corrupters, true to their name, have the power to control enemy air units (after many hits) and force them to attack each other. It is possible that when the group of Vikings flies in to the rescue in the section of the gameplay video that matches this screenshot, they are actually doing their faction a disservice by providing more units for the Zerg to control. Fortunately for the Terrans, the controlled air units appear to be immobile, so at least they won't be turning around to wreak havoc upon the Terran base.

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The second high-resolution image offers us many insights into Zerg ground forces. Roaches and Lurkers make up the bulk of the encroaching army, and some have expressed concerns about the two units being too similar in appearance, with their sharp limbs, tan natural color, and ridge-like models. In StarCraft II, burrowed Zerg units can easily be identified by their owner due to their foreheads (or other appendages) sticking out of the ground; similar to the 'new' nuke target, however, these units cannot be so easily spotted by enemy players. By process of elimination we conclude that Roaches are the other ground unit seen in large number - they sport two long appendages from their heads reminiscent of the Zerglings' "mandibles" in the original game. In the bottom and far left of the screenshot we observe what seems to be the Infester - StarCraft II's sequel to the Defiler. The sprays released by them are the representation of their Infestation ability, which allows them to take control of enemy Terran buildings to produce Infested Marines. It is also known that they possess the ability to create the same Dark Swarm that made Defilers so popular.

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In this screenshot a group of Zerg assault a Protoss base atop a cliff. The Roaches are once again found in high number, and while the Zerg tech tree remains under wraps for now, it is possible due to their high numbers in most screenshots that they are located early in tier 2; it is also possible they are equivalent to the Hydralisk's position, or have even pushed the Hydralisk further up the tech tree in StarCraft II, but that is all speculation at this point. The Roach is a quick unit with notable health regeneration, which means the most effective ways of taking them out are high-damage units that destroy them immediately, or focused fire. Of note is the flying unit on the far left of the screenshot, speculated to be the Swarm Guardian. It is said the unit resembles the original Guardian in its role, but can create Broodlings. Whether it is still morphed from the Mutalisk remains to be seen.

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A group of Zerglings, Hydralisks, and Lurkers flank a Protoss position. With the Pylon powering the Phase Cannons out of the way, the Stalkers that remain there seem to be no match for this Zerg army. In an actual game, the Stalkers should have little trouble escaping a situation like this with their Blink ability. The screenshot highlights the high amount of detail on the Hydralisks' crests and the way the game environment is taking advantage of the lighting effects in the new graphics engine: in this case, doodad lamps on the space platform.

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A Queen mobilizes the Zerg base's defenses as another Zerg force attacks. Roaches and Lurkers are once again littered throughout the battlefield, suggesting the two units' prominence in mid-game skirmishes. Noticeable is the new Zergling design, which fuses elements of the original "raptor-ling" and StarCraft II's "locust-ling" in a very streamlined design; the wings are pushed back to a more vertical position, which makes them less visually dominant than before. The buildings seen in the Zerg base include the Lair or Hive (either way suggesting that the Queen is not now a replacement for the buildings as some assumed, but rather may serve some support function), the Spawning Pool, the Hydralisk Den, the Extractor, and some other building which may be the Roach pre-requisite. The Drone worker unit is also shown for the first time in high-resolution.

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This screenshot seems to provide a fairly un-informative glance at a battle between the Protoss and the Zerg. However, closer inspection highlights two features of the Ultralisk unit in StarCraft II: 1) that it can step over at least some smaller units and/or buildings, as can be seen by one of the Zerglings that unceremoniously invades the upper Ultralisk's collision radius (seen underneath its right hind leg), and 2) that the Ultralisk may now be capable of attacking multiple foes at the same time. This is evidenced by bright sparks erupting on not one, but two defenders surrounding the upper Ultralisk. However, it is possible given the earlier development that a Zergling may have found its way to the front lines from underneath the Ultralisk, and may be the cause of this second attack. Unfortunately, the screenshot is not conclusive in this regard.

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Six massive Nydus worms burst out of the ground, adding to the swarm of units already sweeping down the screen. The Terran base below will soon be assaulted by a large and varied Zerg force. The bulk of the force is made up of the small but deadly Roaches, the new fast moving Zerg melee unit. Zerglings and Hydralisks, two StarCraft mainstay units, round out the swarming part of the force, with some Banelings dispersed throughout the force. The Baneling comes into it's own in large conflicts like this, with fire being drawn away from it by so many other units. Completing this huge strike force are a couple of Ultralisks and a few Infesters, the new Zerg support unit and the first Zerg unit with the ability to move whilst burrowed.

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These bases are far too close together to prevent a fight breaking out. A stream of Hydralisks close in for battle, whilst a column of Zerglings move up from the rear. There has been speculation that the Hydralisks near the Gateway are attacking it in melee, however is it more likely that they have moved forward to engage the Immortals behind the Gateway. So far there is no direct evidence that Hydralisks have gained the often-suggested melee attack (which dates back to their original pre-release StarCraft concept). A Queen sits behind the front line of troops, but does not engage in the fighting. A cluster of Zerg eggs can be seen next to the hatchery.

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This Zerg hive cluster has come under heavy fire from the Terran army below, but the high ground advantage gives a clearly superior position to the Zerg army. Large numbers of Mutalisks and Hydralisks fight from just above the lip of the raised plateau. In this screen shot we also see evidence of one of the Overlord's new abilities. Quite what this ability is we cannot say, but it has been said that the Overlord will possess it's own methods of attack. Hiding at the back of the base, away from possible enemy fire, is a Zerg Queen, aiding in the defence of the cluster. A number of recently revealed Terran Marauders make their way up the ramp, which shows evidence of spreading creep. Can we expect to see more eye-candy, such as creep hanging off cliff-sides? This screenshot proves inconclusive in that regard.

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This Terran position has fallen under heavy assault. They may be small, but Zerglings can attack in such high numbers that size means little. The new user interface - with it's higher unit selection limit - means that the management of swarms such as this has become much more streamlined, allowing the Zerg "strength in numbers" philosophy to truly shine.

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This Terran base is soon to be overrun. The buildings on the left hand side are infested Barracks, brought over to the "dark side" by the new Zerg Infester unit, which can be seen using its Infestation ability on a Barracks in the top right. When a Barracks comes under Zerg control it can create Infested Terrans, which have evolved since StarCraft to become more than just living bombs. The new Infested Terrans are slower than their human counterparts, but still pack the same kick, laying down vicious fire with their gauss flayer rifles. When infested, a Terran Barracks can produce a large number of the Infested Marines very fast, making Infesters excellent tactical hitters, able to quickly muster up a force from within an enemy base. Overhead, the flying tentacled monstrosities are the Corrupters, a dedicated Zerg anti-air unit.

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The brutal power of the Ultralisk is evident here, as the Zerg answer to the mighty tanks and walkers of the Terran army charge headlong into battle. The heavily armoured Ultralisks provide excellent support for the Zerglings and Hydralisks, which can close in behind without fear of attack. It seems that the Thor unit, often picked on in the past for its toyish plastic colors, has benefited greatly from the recent update to Terran color schemes and "gritification" process. Their function seems closer to the damage-soaking, defense-breaking BlizzCon version, as opposed to the changes Karune spoke of later that included a smaller Thor capable of anti-air. Whether this version has taken up the anti-air role of its short-lived alter-ego remains to be seen.

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The Swarm attempts to assault this high ground position held by the Protoss force. Zerglings and Mutalisks appear to be the only units in attack, whilst the defensive line is held by Zealots, Immortals, and a group of Stalkers blinking up to higher ground to counter the agile Mutalisks. The Immortals' new design is evident, as the large cannons of yesteryear are replaced by two smaller cannons each.

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This Terran outpost has fallen under a very heavy assault. As well as a swarm of Zerglings, the attacking force also contains Roaches. From what we know at the moment the Roach is a fast moving and deadly Zerg strain with an extremely high regeneration rate. This means that without focused fire falling on a single Roach it is almost certain to stay alive and kicking. The Jackal - the Terrans' most recent Reactor-compatible factory unit (which can be double-built) - which fires lengthy threads of flame at enemies, are the only Terran units in an advantageous position, as they always want to have a column of enemy forces in front to maximize their damage output. Unfortunately, this is more than they bargained for.

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Here we see a Zerg outpost under assault by a sizeable Terran force. A couple of Ultralisks charge into battle, soaking up damage and pushing out into the Terran force, supported by two small groups of Hydralisks. On the bottom right we can also see what appears to be the new Zerg Queen, a powerfully evolved defensive unit, capable of increasing the regeneration of surrounding buildings. The Zerg base contains what appears to be the new Hydralisk Den, a Hatchery, an Extractor and what may be an Infester Mound; the building on the right of the Zerg base is, as yet, unidentified. Also of note is that some Marines do not possess the shoulder-mounted shield gained through upgrades. A number of possibilities have been presented, including non-retroactive upgrades that only apply to newly built units, as well as the shield being blasted off as part of an animation (whether or not that animation has any effect on gameplay, and may permanently remove the upgrade from that specific Marine, remains to be seen).

Building Information

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Index

Hatchery | Lair | Hive

Basic
Extractor
Spawning Pool
Evolution Chamber
Roach Den
Nest

Advanced
Hydralisk Den
Deep Warren
Spire
Greater Spire
Nydus Warrens
Ultralisk Cavern

Hatchery

HP: 1250
Minerals: 300
Vespene: 0
Mutates Into: Lair
Commands/Upgrades:

  • Select Larva
  • Queen
  • Research Burrow

Associated Unit/Upgrades:

  • Overlord

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Lair

HP: 1800
Minerals: 150
Vespene: 100
Requires: Spawning Pool
Mutates From: Hatchery
Mutates Into: Hive
Commands/Upgrades:

  • Select Larva
  • Queen
  • Research Burrow

Associated Unit/Upgrades:

  • Overlord
  • Overseer

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Hive

HP: 2500
Minerals: 200
Vespene: 150
Requires: Nydus Warrens
Mutates From: Lair
Commands/Upgrades:

  • Select Larva
  • Queen
  • Research Burrow

Associated Unit/Upgrades:

  • Overlord
  • Overseer

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Basic

Extractor

HP: 500
Minerals: 50

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Spawning Pool

HP: 750
Minerals: 200
Requires: Hatchery
Associated Unit/Upgrades:

  • Zergling

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Evolution Chamber

HP: 750
Minerals: 75
Requires: Hatchery

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Roach Den

HP: 850
Minerals: 150
Vespene: 100
Requires: Spawning Pool
Associated Unit/Upgrades:

  • Roach

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Nest

HP: 850
Minerals: 150
Vespene: 100
Requires: Spawning Pool
Associated Unit/Upgrades:

  • Baneling

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Advanced

Hydralisk Den

HP: 850
Minerals: 150
Vespene: 100
Requires: Lair
Mutates Into: Deep Warren
Associated Unit/Upgrades:

  • Hydralisk

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Deep Warren

HP: ?
Minerals: 50
Vespene: 100
Requires: Hive?
Mutates From: Hydralisk Den
Associated Unit/Upgrades:

  • Hydralisk
  • Lurker

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Spire

HP: ?
Minerals: 200
Vespene: 200
Requires: Lair
Mutates Into: Greater Spire
Associated Unit/Upgrades:

  • Mutalisk
  • Corrupter

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Greater Spire

HP: ?
Minerals: ?
Vespene: ?
Requires: Lair
Mutates From: Spire
Associated Unit/Upgrades:

  • Mutalisk
  • Corrupter
  • Swarm Guardian

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Nydus Warrens

HP: ?
Minerals: 150
Vespene: 100
Requires: Lair
Associated Unit/Upgrades:

  • Infester

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Ultralisk Cavern

HP: ?
Minerals: 150
Vespene: 200
Requires: Hive
Associated Unit/Upgrades:

  • Ultralisk

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StarCraft: Legacy

Unit Information

Index

Larva
Egg
Drone
Overlord
Overseer
Zergling
Baneling
Roach
Hydralisk
Lurker
Nydus Worm
Infestor
Mutalisk
Swarm Guardian
Corruptor
Ultralisk
Queen
Lair Watcher
Hive Matriarch
Infested Terran

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Larva

Type: Ground/Biological
HP: 25
Minerals: None
Vespene: None
Supply: None
Build time: None
Requires: Hatchery/Lair/Hive
Mutates into: Drone, Overlord, Zergling...
Attack: None
Armor (type): 10 (Light Biological)
Abilities:

  • Mutate

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Egg

Type: Ground/Biological
HP: 200
Minerals: Dependent on unit selection
Vespene: Dependent on unit selection
Supply: Dependent on unit selection
Build time: Dependent on unit selection
Mutates From: Dependant on unit selection
Attack: None
Armor (type): 10 (Light Biological)

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Drone

Type: Ground/Biological/Hover
HP: 40
Minerals: 50
Supply: 1
Build time: 17
Mutates From: Larva
Mutates Into: Buildings
Attack: Missile
Damage: 5
Armor (type): 0 (Light)
Abilities:

  • Gather
  • Build
  • Advanced Build

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Overlord

Type: Flying/Biological
HP: 200
Minerals: 100
Supply: None
Build time: 25
Mutates from: Larva
Mutates into: Overseer
Attack: None
Armor (type): 0 (Armored)
Abilities:

  • Provides 8 Supply

The Overlord returns to reprise it's role as the source of control for the Zerg army. But the new and improved Overlord now has some new tricks up it's sleeve. Once fully upgraded, the Overlord has a slime ability which continually generates creep and stops a resource node from functioning. The Overlord has lost its detection ability, which has been taken up by its evolved form, the Overseer. It can still be upgraded for speed, but the Overseer moves quickly enough without such an upgrade.

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Overseer

Type: Flying
HP: 200
Minerals: 50
Gas: 50
Supply: None
Build time: 17
Requires: Lair
Mutates from: Overlord
Attack: None
Armor (type): 1 (Armored)
Abilities:

  • Provides extra Supply (more than 8)
  • Detection
  • Increased sight range when not moving (passive)
  • Spawn a Changling

Not much is known about these units, save that they are an evolution of the Overlords (in the same way that Lurkers mutate from Hydralisk strains) and that they possess the ability to detect invisible enemies. Once fully upgraded, the Overseer can pour a purple liquid on the ground that can temporarily extend creep. They also can move as quickly as upgraded Overlords without the need for the same upgrade.

The longer the Overseer remains stationary, the further he can see. This is a large change to the fixed nature of sight in StarCraft.

Changling

Type: Ground
HP: 35
Minerals: None (35 Overseer energy)
Supply: None
Build time: 17
Requires: Lair
Spawns from: Overseer
Attack: None
Armor (type): 0 (Light)
Abilities:

  • Change

The Changling is a new Zerg unit spawned directly from the Overseer. Once it comes within 12 hexes of an enemy unit, the Changling automatically shifts its appearance to the basic unit of that enemy race (Zealot, Marine or Zergling) and takes on the enemy's color. Players who don't pay attention to their roaming units may quickly find their bases infiltrated by these metamorphing Zerg as they impersonate friendly forces.

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Zergling

Type: Ground/Biological
HP: 35
Minerals: 50/2
Supply: 1/2
Build time: 23
Requires: Spawning Pool
Mutates From: Larva
Mutates Into: Baneling
Attack: Claws
Damage: 5 (Ground)
Armor (type): 0 (Light)
Abilities:

  • 2 zerglings produced per egg
  • Burrow (upgrade/research required)
  • Baneling Mutation

Perhaps the one unit that remains very similar to its StarCraft counterpart is the Zergling. The Zergling is still the base unit of the swarm, a small, cheap, yet fast attacker that can quickly overwhelm the opponent. They still retain upgrades to their movement and attack speed to increase their lethality.

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Baneling

Type: Ground/Biological
HP: 45
Minerals: 25
Vespene: 25
Supply: 1
Build time: 10
Requires: Baneling Nest
Mutates From: Zergling
Attack: Suicide
Damage: 40 + 30 against Light
Attack Bonus:
Armor (type): 0 (Light)

The Baneling is a new evolution of the Zergling. Working with similar attacking mechanics to the StarCraft Scourge, it uses powerful internal chemistry to create a devastating explosive reaction. Since the original gameplay videos of SCII the main change in the Baneling seems to be its speed. Whereas it used to be a rather slow moving unit, barely keeping up with a Colossus, it is now a fairly fast unit able to keep pace with a running (though not charging) Zealot. Like its base form, the Zergling, the Baneling can be upgraded for speed.

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Roach

Type: Ground/Biological
HP: 90
Minerals: 75
Vespene: 25
Supply: 1
Build time: 23
Requires: Roach Warren
Mutates From: Larva
Attack: Missile
Damage: 10 Ground
Armor (type): 0 (Armored)

The Roach is a fast moving new Zerg melee unit. It has an extremely high HP regeneration rate compared to other units, but it also sports a relatively low health total. This means that focus fire or heavy damage bursts are required to kill off a Roach, but without it they may be as hard to put down as their namesakes. This unit is currently the best early game unit in StarCraft II. Zergling/Roach openings are extremely powerful. Roaches can also be upgraded to regenerate even faster.

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Hydralisk

Type: Ground/Biological
HP: 90
Minerals: 100
Vespene: 100
Supply: 2
Build time: 33
Requires: Hydralisk Den
Mutates From: Larva
Mutates Into: Lurker
Attack: Missile
Damage: 12 Ground + 5 against Armored/ 13 Air + 3 against Armored
Armor (type): 0 (Light)
Abilities:

  • Lurker Aspect

The new Hydralisk been moved to teir two. Graphically, the Hydralisk has a far meaner appearance than it did when the Swarm withdrew from the Terran sector. The Hydralisk now stands as tall as a Protoss Stalker and its spiked carapace has a far more lethal look. With its increased cost the Hydralisk has also gained a great attack boost against armored targets, making it even more potent than before.

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Lurker

Type: Ground/Biological
HP: 125
Minerals: 50
Vespene: 100
Supply: 2
Build time: 33
Mutates From: Hydralisk
Requires: Deep Warren
Attack: Missile (splash)
Damage: 10 + 30 against Armored
Armor (type): 1 (Armored)

Marines will continue to dance with fate in StarCraft II. The Lurker seems to remain close to its original counterpart, likewise evolved from the Hydralisk strain. Like all other Zerg ground units in StarCraft II, it has a distinct shape while burrowed which allows its owner to quickly spot it at a cursory glance. Enemy players still require detection methods to see any sign of these fearsome beasts. Their additional damage against armored enemies now makes them dangerous to targets of all sizes beyond infantry. Marine and Siege Tank alike will have to be wary of running across these burrowed assassins.

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Nydus Worm

Type: Ground/Biological
HP: 250
Minerals: 100
Vespene: 100
Supply: 2
Requires: Nydus Warrens
Mutates From: Larva
Armor (type): 1 (Armored)
Abilities:

  • Load/Unload

This transport unit is the Zerg's primary means of bypassing cliffs and terrain obstacles. It can be killed after surfacing to form a Canal, or beforehand through the use of detectors. The Nydus Worm can morph back to a Worm after it morphs to the Nydus Canal. Otherwise the Nydus Worm works just as the Nydus Canal, but the removal of the restriction of only being able to emerge on creep means that a backdoor assault will be a very real threat.

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Infestor

Type: Ground/Biological
HP: 120
Minerals: 100
Vespene: 200
Supply: 2
Build time: 33
Requires: Infestor Pit
Mutates From: Larva
Armor (type): 1 (Light)
Abilities:

  • Dark Swarm
  • Disease
  • Infest

The Infestor is the successor to the Defiler. It is unique in its ability to move whilst burrowing, giving them an unprecedented amount of maneuverability. The Infestor not only has the Defiler ability Dark Swarm, but also Disease (similar to Plague), which can reduce a unit's health to 5% within 10 seconds and is also contagious, spreading to nearby units. The Infestor can also infest Protoss and Terran buildings. The brownish fluid they are seen spraying in various screenshots (and in the gameplay video) is the animation for their Infestation ability. Currently what units the infested buildings produce, and how this abilities will affect enemy Zerg, has been subject to much debate and change.

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Mutalisk

Type: Flying/Biological
HP: 120
Minerals: 100
Vespene: 125
Supply: 2
Build time: 33
Requires: Spire
Mutates from: Larva
Mutates into: Swarm Guardian
Attack: Flying
Damage: 9 Ground/Air
Armor: 0 (Light)
Abilities:

  • Mutate

The Mutalisk seems mostly unchanged from its form in the original game, still sporting its multiple-unit attack and the ability to "stack" (overlap many units within a small area). In a recent interview, Jaedong commented that although larger numbers of mutalisks can be managed now, StarCraft style hit-and-run attacks are not currently possible. However, it seems Blizzard is interested in making this technique function. The Mutalisk can morph into the Swarm Guardian.

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Swarm Guardian

Type: Flying/Biological
HP: 200
Minerals: 100
Vespene: 100
Supply: 2
Build time: 33
Mutates From: Mutalisk
Requires: Greater Spire
Attack: Flying
Damage: 25 Ground
Armor (type): 1 (Armored)

The Swarm Guardian is similar to the original Guardian, however its attacks have the ability to spawn Broodlings. This unit is intended to break heavy fortifications. It's also much larger than before and mutates faster.

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Corruptor

Type: Flying/Biological
HP: 200
Minerals: 100
Vespene: 75
Supply: 2
Build time: 40
Requires: Lair
Mutates From: Larva
Attack: Flying
Damage: 7 Air
Armor (type): 0 (Armored)

The Corruptor is a new Zerg dedicated anti-air flying unit. This squid-like monstrosity "corrupts" enemy air units once they've been destroyed and turns them into floating stationary turret-like constructs. The Corrupter also noticably does not require a Spire, allowing Zerg players to build them for aerial support even as they build a Spire to construct Mutalisks.

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Ultralisk

Type: Ground/Biological
HP: 600
Minerals: 200
Vespene: 400
Supply: 4
Build time: 70
Requires: Ultralisk Cavern
Mutates From: Larva
Attack: Kaiser Blades
Damage: 20 Ground / 60 Buildings
Armor (type): 1 (Armored)

The largest and arguably the most threatening looking unit in the Swarm is the new Ultralisk. The colossal beast has evolved, now sporting two extra blade arms and an attack that hits multiple targets. It is now able to burrow underground, and seems to walk over some smaller units - such as Zerglings - unhindered. The Ultralisk has an anti-building head attack which does much more damage to buildings than its regular attack, allowing them to decimate enemy structures with ease. In tandem with the Chitinous Plating boost from the original game, the Ultralisk will surely be a sight to fear on the battlefield.

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Queen

Type: Ground/Biological
HP:160
Max Energy: 100
Minerals: 150
Vespene: 0
Supply: none
Build time: 26
Requires: Spawning Pool
Built From: Hatchery/Lair/Hive
Mutates Into: Large Queen
Attack: Missile
Damage: 5 Ground/Air X2 (10)
Armor (type): 0 (Light)
Abilities:

  • Spawn Mutant Larva

It appears that the Queen will return to the original Lore of being the Hive warden. She "evolves" throughout the course of a game. Its evolutions are the Large Queen and the Huge Queen. The Queen is produced directly from the Hatchery, is a ground unit, can burrow, and only one may exist at a time. As your Hatchery is upgraded to Lair and Hive, the Queen can be upgraded as well, growing in size and eventually allowing access to her full range of skills.

Exactly what abilities the Queen has is something that has changed on a very regular basis. In the past the Queen has been the sole source of Zerg defensive structures, could product other units and could heal other Zerg units and/or structures. Currently the Queen can produce "Mutant Larva" which is a special larva that can move about and mutate into other Zerg units like the normal larva. Any other abilities cannot be confirmed, and all are subject to change.

Blizzard has made it clear that the Queen is neither a super-unit nor a hero unit. It is relatively easy to kill if not protected properly, and must be hatched and mutated again from scratch once killed.

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Large Queen

Type: Ground/Biological
HP: 250
Minerals: 100
Vespene: 100
Supply: none
Build time: 20
Mutates From: Queen
Mutates Into: Huge Queen
Attack: Missile
Damage: 9 Ground/Air X2 (18)
Armor (type): 1 (Light)
Additional Abilities:

  • Deep Tunnel (Tunnels to selected Zerg building): No cost. Long cooldown.

The upgraded Queen, the Large Queen can instantly move from one Zerg base to the other with Deep Tunnel, allowing it to compensate for its unique status.

OldLine.jpg

Huge Queen

Type: Ground/Biological
HP: 600
Minerals: 100
Vespene: 100
Supply: none
Build time: 20
Mutates From: Large Queen
Attack: Missile
Damage: 12 Ground/Air X2 (24)
Armor (type): 2 (Light)
Additional abilities:

  • Unknown

OldLine.jpg

Infested Terran

Type: Ground/Biological
HP: 30
Minerals: none
Vespene: none
Supply: none
Requires: Any infested Terran structure (infestation temporary status)
Attack: Gauss Rifle
Damage: 6
Armor (type): 0 (Light)
Abilities:

  • Short lifespan (passive)

Note: According to Browder, there will be infested Protoss; they currently have not been made.

The Infested Terran has changed considerably since its original incarnation. Instead of a mindless suicide bomber, the Infested Terran is now much closer to a normal Terran Marine, the likes of which we have seen in the past in both StarCraft concept art and StarCraft: Ghost gameplay. The infested Terran moves slower than a normal Marine, but it uses the same weapons available to its human equivalent.

Previously the Infested Terran was producted when the Infestor infested a Terran Building. Currently the status of what units are produced by the Infestor is unknown, as is the fate of the Infested Terran.

infestedterran.jpg

itp1bounded.jpg

itp2bounded.jpg

itp3bounded.jpg

itp4bounded.jpg

StarCraft: Legacy

itp1bounded.jpg

After playing the current build of StarCraft II, Korean professional StarCraft players provided comments.

Jaedong:
They said the queen was improved, but I was a bit disappointed. It has low HP, and died quickly.
It feels different, but you can still micro mutas. You can use bigger control groups, but you can't do hit and run like before. A lot of units have been added, so they game will change a lot

Moon:
Now I've tried all three races. The interface isn't that different from war3, so I'll be able to adjust easily. I think zerg fits my playstyle the best.

Pusan:
It's very similar to SC1 in general, but the graphics are a lot better.
The new units make it look lik a lot of fun. I'm sad that the 3d takes away the feel of 'finesse' SC1 had, though. Playing vs zerg should be fine in sc2.
If you start from the same place, the person who tries harder should win, right?

Stork:
The protoss graphics are great. The units just look so much better than sc1.
SC is such a perfectly balanced game, so SC2 obviously needs a lot of balancing and tweaking in comparison. It will probably change a lot before release.

Zerg got a lot of powerful new spells, they seem stronger in general. It might be difficult to play vs a zerg who is good at using spells. In general, I think that you will have to focus on overall management, more so than micro.

Nada:
It's similar to SC1. Terran in particular is very similar. I'm disappointed they don't have many new things compared to other races. Zerg looked pretty fun. They have a lot of variety in units and upgrades. The queen comes out so quickly, so maybe TvZ will be hard."

Nal_rA:
It looks fun. For a game to be popular, isn't that the most important thing? I think it will do well when it's released. It's too early to talk about balance. Each race has new, powerful units, so it should be fun.

upmagic:
It's really fun. I tried to look for strategic play as I tried it out. You can do some cool things with terran supply depots. The ability to raise and lower the depots has good walling possibilities.

The nydus canal is a lot stronger now, you can use them instead of drops to attack the enemy's main.

Luxury(?):
It seems very different from SC..
The queen is a lot better, and comes out very fast, so I like it. It's good for zerg that nydus canals are more useful now.
Overlords lost their detecting (editor note: I think he missed the upgrade for it), but zerg looks better overall.

Savior:
I was expecting a lot from the queen, but it wasn't as strong as I hoped.
There are a lot of new units and buildings, and I haven't figured them out yet.
There are many powerful spells, and they should effect the game strongly if used correctly.

Bisu:
I tried SC2 for the first time today. There are quite a few changes. Zerg magic might be difficult to deal with, but we'll have to see. I'll try hard to be strong PvZ, if I play SC2!

Hwasin:
Zerg is stronger. The fact that all units can burrow is difficult. Their new, strong magic makes it so it won't be easy to play vs zerg

itp2bounded.jpg

Interview with Jaedong

Fomos - How was the game?
JaeDong - The graphics change to 3D made it difficult to get used to. But actually playing it, I don't think much changed. It's similar to StarCraft 1 and I don't think there'll be any problems for the fans to enjoy it. If you get used to it I think it'll be very fun.

Fomos- How have the zerg changed?
JD - The unit's characteristics changed. Adding new units and making them stronger, I believe if you concentrate on that the zerg will be powerful.

Fomos- The Queen was introduced.
JD - There were a few units not used in StarCraft. The Queen was an example. but in SC2 a lot of new abilities were added to make it better. I like the fact that there are a lot of new casters for zerg.

Fomos- did you get to use the mutalisks?

JD- The mutalisks aren't much different from SC1. But the muta control has become more difficult. It's possible to clump them up as one but controlling hit and runs was impossible.

Fomos- How were the other units?
JD - I tried out the Nydus Worm and it creates canals while moving. It will become very useful. The zerglings were bigger so they seemed stronger. But actually they weren't much different. It only felt like that.

JD- If I play StarCraft 2 professionally I'll keep playing with zerg. In SC1 the zerg was a macro-specific race but in SC2 macro was obvious, but I think it requires more strategic and skillful techniques.

Interview with Stork

Fomos - How was the game?
Stork - I played protoss mostly and I was satisfied. The graphics were much better and I really liked the Mothership. But I think the mothership's blackhole ability was removed and she required a lot of mana so I wasn't able to test them out. The zerg became more gross and messy, but powerful.

Fomos- How's the protoss?
Stork - I didn't find it too difficult to play with protoss. The zerg felt similar to the previous game, but the buildings were a bit confusing because they looked the same.

Fomos - Do you think the fans of SC1 can easily adapt to SC2?
Stork - I think it depends on personal preference. It will probably depend on if you prefer 2D or 3D. It's probably because the game's still under development but I still like SC1 better.

Fomos- How were the new zerg units?
Stork - The Queen could be made straight from the hatchery. I didn't really understand because it was written in english, but when used correctly I think it will be a useful unit. A new unit called Roach was added and it had 90 HP. But unless you deal 90 damage to it, it will heal extremely fast to 100%. It was pretty cheap (unfair).

Fomos- The greatest difference of Protoss?
Stork - The units all look really cool. If anything changed it's that the Dark Archon was removed. Whether you morph Dark Templars or High Templars they all come out as archons. Queueing units and buildings were possible so it felt like things were easier.

Fomos- Out of the units you tried today, which did you like the most?
Stork - I tried the psionic storm but it wasn't that cool. I liked the carrier the most but it won't be easy concentrating on control. The scout and arbiters were removed.

itp3bounded.jpg

Zerg Announcement Interview (translated)

Q: How far in development is SCII? And how much of it will be included in the final version?

A: Nothing's for certain. It took us such a long time because we were developing other games. Because of our perfectionism we can't say for sure when SCII will be released.

Q: I heard there were immense changes to Battle.net. What are these changes?

A: Unfortunately we can't give away too much on this right now. I can only tell you it's going along well. Expect great changes!

Q: There's no Kerrigan in the video. Is the Queen Kerrigan? If not, how is Kerrigan represented? Also the Roach looks like a... roach. People called Paladins from WoW Roaches so is that the reason?

A: The Roach has nothing to do with the Paladin. Kerrigan is a unique unit and will only be playable in the single-player campaign.

Q: How many StarCraft developers are involved in SCII right now? I heard some developers of C&C were brought over, and therefore this is not a real sequel to StarCraft.

A: There are about 12 original developers. It also sticks to the original and is therefore a sequel! We've worked hard to make this a fun game and tried to satisfy picky players on multiplayer.

Q: How is the balancing process going?

A: The balancing process is very complicated! That’s why us devs are always playing and balancing the game. Fortunately we have great talents here. We’re planning on getting feedback from this demonstration. We will also balance through patches. Map developers from WC2 are participating in SCII. We can’t tell you much now but you will be able to experience it soon.

Q: I heard SCII uses a new graphics engine. Can you tell us the specifics?

A: I’m not a graphics expert, but I can tell you we have several advanced graphics techniques being used.

Q: The Zerg scenario ended with the Protoss attacking, but the Terran were conquered for the Protoss assault. Is the sequel loyal to the original storyline? The Queen seems to be used like a hero. Do we have to tech to use it?

A: The storyline is still under development. We can’t give you any details on it yet. The Queen is usable from the beginning and is specialized towards defense. More to come later.

Q: In WWI the Mothership was a super unit and was changed to a normal unit in Blizzcon. Queen has become a superunit so what’s become of the Mothership? Do terrans have a superunit as well? The graphics look great and the system requirements look pretty steep.

A: We can’t tell you anything for certain in the game right now. The Queen’s not really a superunit but really a specialized unit. It’s weak when not defended! It’s not a hero. The sys reqs are low enough so many more users can play. A graphics card with Pixel Shader 2.0 is required.

Q: How will the testing take place? Pro gamers say SCII feels similar to SC1 and was that a main focus? Or was the focus more on new content?

A: We’re still discussing the best approach to testing. Because SC1 was so loved we’re trying to capture the feel of SC1. However we are adding new content.

Q: In StarCraft infestation wasn’t used much. Regarding the infester, how much will this be used in SCII? Do the infested units count toward population?

A: Infestation is still being tested. We’ve only shown our work in progress. We’re trying to make Infestation a valid tactic in SCII. Supply depots can be infested as well. This will be a useful ability this time around. Currently you can only produce infested marines but that’s subject to change.

Q: StarCraft's AI was weak. How’s pathfinding and Single Player? The Protoss have a cliff walker unit, but the Zerg don’t seem to have one. Is there a unit made with this ability? Recently user-made maps are popular but there are some restrictions with licensing. For example making a map unusable is downloaded then changed. Is there a way to secure maps?

A: The devs are working to resolve this issue (AI and pathfinding). But this is still under construction! We can’t tell you anything about what the final build will look like. The Zerg do not have a cliff walker but use Nydus Worms. We’re aware of the problem with securing user-made maps and are considering options to resolve this issue.

Q: You said the development process takes a long time but Activision Blizzard's CEO Bruce Hack (spelling?) said it'll be out soon. About when will SCII be released? And what will happen to SC1's sales and marketing once SCII is released?

A: We can't say when we'll release. We'll be going for perfection. Also we have differences with Bruce Hack. However we both want to release this game ASAP. And because we have SCII it doesn't mean we'll forget about SC1. If there's one user that loves SC1 we'll keep it going.

Q: As of today, all 3 races have been announced. Each race has strengths and weaknesses. What do you think, as a developer, are the strengths and weaknesses of each of the three races?

A: Us developers don't focus too much upon strengths and weaknesses. That's why we don't add so many unnecessary features. The player is left to decide what the strengths and weaknesses are.

Q: SC1 is more popular in Korea than anywhere else. Will there be any plans to be made with Korea in mind?

A: We know about the popularity in Korea. Because Koreans love competitive gaming we're trying to make this an e-Sport game. Just revealing the game in Seoul should tell you how much we love the Korean market.

Q: Will there be an event where people can play SCII in Korea? Also the Observer mode in SC1 was rather lacking. Will SCII have new features? For other RTS'es the game's site hosts tournaments and leagues. Will this be done for SCII?

A: It was very important for us to announce the game through WWI and Blizzcon. Therefore we're planning on having more such conventions. The e-Sports department is doing all that they can to create the best multiplayer experience. This can change depending on the players' opinions, however. On a side note we're preparing a WC3 tournament and are expecting to host similar leagues for SCII. However this doesn't seem like the right time to talk about leagues or tournaments just yet.

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Update: For those users who prefer .torrent files to the Blizzard Downloader, StarCraft: Legacy has extracted the torrent files for the WWI 08 StarCraft II Developer Panel - Evolving Design and the WWI 08 StarCraft II Art Panel.




Blizzard Entertainment released videos of the WWI Developer Panels:

You can now watch videos of some of the developer panels from the 2008 Blizzard Entertainment Worldwide Invitational. Visit our WWI Videos page to see Blizzard developers discuss the evolving design process of StarCraft II, the world lore and environment of Diablo III, and the present and future of the classes in World of Warcraft.


You can watch them here.

Sources:
Worldwide Invitational - Videos
Blizzard Entertainment


The Worldwide Invitational has come to a successful close, revealing much new information to us. Be sure to watch SC:L in the following days for further updates and WWI information. Meanwhile, head over to our official forums and ask our staff that attended the WWI any questions you would like.

First up is the StarCraft Art Panel, which has a host of interesting pictures and new lore information. There is also a new Diablo 3 gameplay video, thanks to StarCraft-Esp.

Cavez has also elaborated on resource collection in StarCraft II, which can be found in our Blizzard Blue Updates page. In addition, Cavez talks about the new Changeling unit.

Two new videos have been added to our videos section of the media page.

The first video is 30 minutes of gameplay footage by StarCraft-Esp.

The second video is the first ever StarCraft II series of broadcasted matches by Blizzard, which are casted by Tasteless and Manifesto7. They're between members of the community and Karune and Soldier; they last a total of about 50 minutes!




StarCraft: Legacy
ChaosSmurf | Dauntless | DiscipleofAdun | Drake Clawfang | Gradius | icephantom02 | MasterBoo | pureWasted | Waves | Zero | LordofAscension


Welcome to StarCraft: Legacy's coverage of the Blizzard 2008 Worldwide Invitational. We are excited to bring you full coverage of this event live. Our staff members LordofAscension, Dauntless and ChaosSmurf will be working to keep us apprised. We have some very special features in store for our coverage including a completely updated units database, a media archive and much more. Be sure to keep your eyes peeled and on us; we will be updating this news post periodically with new information along with the menu on the right side.

Be advised that we will continue to update our Diablo 3 information page during all of today and tomorrow. As such we have added a new press interview conducted with Jay Wilson, lead designer of Diablo, and Frank Pearce, Senior Vice President at Blizzard Entertainment.

A SC:L StarCraft II Media Page from the WWI has been uploaded. It has since been updated with screenshot analyses and more photos.

We have also added a Unit Renders Page complete with Zerg and Terran renders.


StarCraft: Legacy
ChaosSmurf | Dauntless | DiscipleofAdun | Drake Clawfang | Gradius | icephantom02 | MasterBoo | pureWasted | Waves | Zero | LordofAscension


Diablo
has long been one of the most impressive role-playing games for single-player. In the war between heaven and hell, the fight took the player from the catacombs of Tristram to the depths of hell itself.

11 years after the debut of the original Diablo video game, Diablo 3 has finally been announced.

The Legacy Network will be sure to accommodate the inception of this new game. In the meantime, you will be able to find all relevant Diablo 3 information here, which will be periodically updated through today and tomorrow.

Rejoice Diablo fans, this is going to be one hell of a game, literally.

Source:
Diablo 3 Official Website
Update: The ceremony has begun.

Blizzard's splash screen has been updated and the runes have begun glowing, and a talon can be spotted in the bottom-right corner of the protrusion in the ice.



The CSS file has been only updated with the name of the new splash image "ice5andahalf", which implies this is not the final splash screen update.

Take note of the epic smiley-face rune:


("Yes, we messed with your minds")



Our WWI coverage will begin shortly. In the meantime, we suggest that you download the Octoshape Plug-in to watch the stream live. After the plug-in is installed, click on the streaming programs which can be found here.

While you all wait for the WWI to start, join our IRC channel to fuel the hype:

Server:
Quakenet (irc.quakenet.org , ports: 6667-6669).
Channel:
sclegacy.


Source:
Blizzard.com
Blizzard WWI 08 - Live Video Streams
Update II:

Apparently, there are forums for Diablo IV, Diablo V, Diablo VI and WarCraft IV: Ghost, WarCraft V: Ghost, WarCraft VI: Ghost as well...

Update:


Earlier today, Blizzard added a ""Diablo III General Discussion"" to the Battle.net forums.




Everything pieces together. Raise your hopes Diablo and Blizzard fans, your time has come.





It is the last day before the announcement and every Blizzard fan is going wild. Today Blizzard added to the ""hype-machine"" more clues:


Splash Screen





The ice opens wider, and the eyes are more clear now. These eyes really look like they belong to a Protoss, though nobody can be sure - Blizzard can be misleading (and usually is...)

Full Resolution Version


Runes




The rune is Aegishjalmur. It's a viking rune for protection and irresistibility in battle. Probably Blizzard pointing to the Lost Viking series. Also, as fans speculated before, the runes form a pentagram:




The Puzzle is Complete


While only one picture of ""Mr. Purple"" was added to the CSS file, fans found the last piece as well (a mistake by Blizzard? The next hours will tell).

First image



""Harbinger""? Harbinger of Destruction (AKA Diablo). And what about the artist signature? Rabid Diablo fans will probably crack the mystery as the day goes on...



Second image


Final Puzzle



What the hell are we looking at? The bottom of the CSS file implies:
evilpenguin {background: url('/_images/42.jpg') no-repeat 0 0}
What does an evil penguin has to do with... anything? Damn you Blizzard and your mind tricks!

It's now obvious the numbers doesn't translate into the English ABC (42?!) and they are merely the numbers from the Lost TV show (as one theory suggested yesterday).

Stay tuned as we update this entry with more details and speculations as their come.

Meanwhile we wish to good luck to our crew in the air (on their way to Paris): LordOfAscension, Dauntless and ChaosSmurf, who will cover the event tomorrow. You will all be able to watch the WWI, including the opening ceremony and the game announcement through a live stream set by Blizzard.

Sources:
Blizzard.com
CSS File
WWI Stream
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