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Warcraft III: Reign of Chaos

 
Games: WarCraft III: Reign of Chaos

Game Description

The company known for both defining and refining the genre returns to real-time strategy with this third full release in its longest-running series. Billed as a "Role-Playing Strategy," Blizzard's WarCraft III: Reign of Chaos offers a bit more than the standard resource management and army building common to contemporary RTS games. Players control smaller parties of troops and heroes who must interact with NPCs and accomplish quests, as well as out-fight and outwit the forces of the enemy.

The game's prologue is set several years after the monumental battle at the end of WarCraft II. Several orcs were trapped in Azeroth when the Dark Portal was finally destroyed and many have been forced to live as slaves to the humans, who have grown rich and restless in the ensuing years. But tedious manual labor does not come naturally to all orcs. One such slave, a young orc named Thrall, feels the warrior spirit burning deep inside his being. He breaks free of captivity and sets off across the countryside, gathering fellow lost orcs among his ranks. Rising as a powerful leader among these expatriate warriors, Thrall vows to lead Azeroth's orcs back to the honor and greatness their heritage demands.

WarCraft III features four distinct races - human, orc, undead, and night elf -- each with unique units and special abilities. Manageably small parties of warriors are led by impressive heroes who carry over through the game's missions, bringing further continuity to the storyline. Heroes gain experience as they progress through missions, becoming increasingly powerful as the story moves forward. Special weapons and magic items may also aid the heroes as they fight towards their final destinies.

WarCraft III: Reign of Chaos includes a map editor that supports all of the game's tile sets as well as unit scripts and event triggers, allowing inspired gamers to create their own professional-quality adventures. Like all recent Blizzard games, WarCraft III supports multiplayer gaming over the proprietary Battle.net system of servers. In addition to ruthless head-to-head warfare, multiple modes of online play also allow for cooperative team adventuring.
~ T.J. Deci, All Game Guide

Roots & Influences

The story of Thrall, the young orc trapped as a slave in Azeroth after the Dark Portal was closed, is based on the plotline developed for the unreleased "WarCraft Adventures" (later known as "Lord of the Clans"), a traditional point-and-click graphic adventure set in the WarCraft universe. In spite of several months of publicized development and relatively positive feedback from many anticipating gamers, the project was cancelled in 1998. Developers and directors at Blizzard noted that while they had high hopes for the game and appreciated the continued fan support, they were not convinced that they would be able to produce a top-quality product truly worthy of the Warcraft name.
~ T.J. Deci, All Game Guide

Review: Overall

WarCraft III: Reign of Chaos is a game for everyone. For the serious strategist, it offers a fine blend of complexity and efficiency. For the novice, it offers friendly tutorials and a personalized learning curve. For the high-end PC player, it offers a long and challenging campaign that makes decent use of its 3D environments with graphics and audio. For the casual gamer, it offers an easy-to-play, easy-to-enjoy diversion that friends and acquaintances are likely to be playing, too. However, WarCraft III offers the most for fans of Blizzard's earlier real-time strategy games. Anyone who truly loved the original title, WarCraft II, or StarCraft is almost certain to feel the same way about WarCraft III: Reign of Chaos.

The fondly remembered WarCraft: Orcs & Humans was Blizzard's first self-published game and its first serious PC release. It was also the company's first real-time strategy game. While the original WarCraft was rich and engaging, it was not revolutionary. In 1994, it was Westwood that led the way in real-time strategy gaming on the home computer. Blizzard's first effort only brought refinements to the fledgling genre. For the most part, WarCraft did a lot of things that most other RTS games did, but it did them in its own confident, charismatic style. That's the one, subtle element Blizzard seemed to perfect in the original WarCraft: charm.

This hard-to-define element of personality carried through to WarCraft II, and then into the innovative StarCraft, which pit three equally powerful but very different factions against one another. The charm is back in WarCraft III: Reign of Chaos. Like its mid-1990s predecessors, WarCraft III offers relatively straightforward gameplay that strays little from convention. Yet also like those earlier titles, it does so with finesse that's hard to resist.

With both the presentation and the play itself polished to near perfection, any gamer who has battled through any real-time strategy game in the previous few years should soon feel right at home in the world of Lordaeron and Kalimdor. Similar to the first two WarCraft games and unlike StarCraft in this regard, Reign of Chaos does more to refine than to revolutionize the RTS genre. The addition of heroes and sub-quests is well done and adds to the single-player fun, but not in any truly innovative way. As the basics of resource management and unit development remain central, familiar concerns of reconnaissance, defense, and calculated conquest move the player forward through most missions. As in earlier Blizzard games, however, missions are strung together on a rich, engrossing storyline to make the player feel like an integral part of an epic legend with sweeping, universal consequences.

Though they seem to be well balanced in any combination of ally and enemy, the races are quite different and playing as all four of them through the single-player campaigns encourages a wide variety of techniques and warfare styles. Once again, however, WarCraft III recombines aspects of earlier games at least as much as it introduces new concepts. The orcs and humans look and act very much like their ancestors from earlier WarCraft games, though they are a little more distinct from one another here. The undead are reminiscent of StarCraft's zerg, with food storage structures that can double as defensive towers and the need to claim ground (a la "the creep") before building. The night elves seem the freshest of the four, though their movable bases and invisibility powers pay homage to StarCraft's humans.

In spite of these occasionally obvious inspirations though, the restrictions and specialties of each race are well supported by the game world mythology. It never feels as if new character models were just slapped over old units and buildings; the particulars of each race seem completely natural to the game's fantasy world history and multifaceted plot.

WarCraft III's graphics are not especially innovative or "cutting-edge" either, but they too are well done and reassuringly consistent. Character faces appear in small sidebar boxes as they speak, moving their mouths convincingly but not in sync with the audio (just as in StarCraft). Though imposing, or even gruesome in appearance, the exaggerated characters and colorful game world are drawn with that same hint of cartoon-ish mischief that helped make the earlier titles so endearingly playable. Sounds are very good, with lots of convincing battle noises and enriching ambience. As in earlier Blizzard RTS games, unit acknowledgements are distinct, appropriate, and often humorous, bringing out the personality of each different hero, warrior, or worker. Throughout the entire game, elements of sight and sound fit perfectly to always enhance, and never distract from, the overall feel.

So above the new features and elements of play, perhaps it is the polish that truly makes this game a prize. We've already seen small armies built on only two resource types to conquer a mystical 3D landscape, in the noteworthy Battle Realms. We've already seen the use of powerful hero characters, in games like Empire Earth. The one thing we don't find in these other 3D real-time strategies is the rich, history-laden, fantasy game world and the sense of real participation in it. Each of the main characters in WarCraft III is memorable. They have complex personalities that range from compassionate and regretful to reckless and cruel. Each race's storyline is different, and though they are often at crossed purposes, each is completely righteous in its own context.

Best of all, the game makes it easy to take on each of these roles in turn. One begins to really care about the sanctity of the forest after playing a few night elf missions, but when steering the undead, there's nothing more fun than destroying the living and corrupting the weak. As much as in the original WarCraft and all the Blizzard games that followed, the player is placed in the story with a perfect perspective on each different race's dreads and hopes. While marketing departments may stress the "role-playing" aspect of this third game in the series, Blizzard has been allowing us to "take the roles" of the races we play since the very beginning. Taking the roles of the races in this game is as enjoyable and rewarding as it ever was in any other. Gamers looking for a well built, fun strategy title will find their time well spent on this one. Anyone who truly enjoyed the earlier Blizzard games is likely to consider WarCraft III: Reign of Chaos an absolute "must-have."
~ T.J. Deci, All Game Guide

Review: Enjoyment

WarCraft III lives up to its heritage in every way. Missions are diverse, yet seamlessly integrated into a story-arc that keeps you playing "just one more mission."
~ T.J. Deci, All Game Guide

Review: Graphics

More than adequate technologically, and rendered in a unified artistic style that is unmistakably "WarCraft." The 3D objects and terrain have realistic effects on movement and line-of-sight.
~ T.J. Deci, All Game Guide

Review: Sound

Sounds effects are crisp, directional, balanced, and appropriate. Great voice acting! Unit acknowledgements are varied and unique to each type, though they can occasionally become repetitive in the heat of battle.
~ T.J. Deci, All Game Guide

Review: Replay Value

A full-featured map editor and {/www.Battle.net} support guarantee that {*WarCraft III} will continue to engage gamers for months and years to come.
~ All Game Guide

Review: Documentation

The thick black-and-white manual is full of wonderfully written game world history, racial lore, and heroic legend, plus all the instructions and tips you'll need to actually play the game.
~ T.J. Deci, All Game Guide

Production Credits

Game Design: Blizzard Entertainment; Executive Producer: Mike Morhaime; Team Leader: Frank Pearce; Art Director: Samwise Didier; Lead Designer: Rob Pardo; Lead Technical Artist: Rob McNaughton; Producer: Chris Sigaty; Technology Lead: Jay Patel; Programming: Andy Bond, Carl Chimes, Jeff Chow, Alan Dabiri, Bob Fitch, Monte Krol, Dave Lawrence, Graham Madarasz, Collin Murray, Jay Patel, Frank Pearch, Andrea Pessino, Brett Wood; Additional Programming: Mike Heiberg, Sam Lantinga, Mike Morhaime, John Stiles, Tim Truesdale, Matthew Versluys, Jeremy Wood; Battle.Net Programming: James Anhalt, Robert Bridenbecker, Brian Fitzgerald, Tony Tribelli, Matthew Versluys; Macintosh Programming: John Stiles; Additional Macintosh Programming: Rob Barris, John Mikros, Brett Wood; Artist: Dave Berggren, Samwise Didier, Allen Dilling, Trevor Jacobs, Roman Kenney, Rob McNaughton, Micky Neilson, Matt Oursbourn, Ted Park, Stu Rose, Ru Weerasuriya; Additional Art: Kevin Beardslee, Adam Byrne, Brandon Idol, Kyle Harrison, Eric Henze, Solomon Lee, Justin Thavirat; Senior Designer: Allen Adham; Writer and Creative Director: Chris Metzen; Campaign Design & Layout: Tim Campbell, David Fried, Dave Hale, Michael Heiberg, Scott Mercer, Matt Morris, Rob Pardo, Dean Shipley; Story Concept: Samwise Didier, Chris Metzen, Rob Pardo; Script & Text Editing: Micky Neilson, Susan Sams, Ru Weerasuriya; Associate Producer: Frank Gilson, Chris Millar; Cinematic Director: Nicholas S. Carpenter; Cinematic Executive Producer: Matt Samia; Cinematic Producer: Scott Abeyta; Cinematic Editor: Joeyray Hall; Cinematic Script Writer: Nicholas S. Carpenter, Chris Metzen; Cinematic Artist: Scott Abeyta, John Burnett, Nicholas S. Carpenter, John Chalfant, Jeff Chamberlain, Aaron Chan, Ben Dai, Joe Frayne, Jay Hathaway, Harley D. Huggins II, Jared Keller, Jon Lanz, James McCoy, Matthew Mead, Dennis Price, Matt Samia, Mark Skelton, Patrick Thomas, Seth Thompson, Ru Weerasuriya, Kenson Yu; Cinematic Technical Artist & Tools Development: Scott Abeyta, John Burnett, Jeff Chamberlain, Aaron Chan, Joe Frayne, Steeg Haskell, Jared Keller, Jon Lanz, Alen Lapidis; Additional Cinematic Work: Dan Burke, Paul Hormis, Brit Snyder, Thayrn Valavanis; Audio Director: Glenn Stafford; Music: Tracy W. Bush, Derek Duke, Jason Hayes, Glenn Stafford; Sound Design: Tracy W. Bush, Tami Donner Harrison, Derek Duke, Brian Farr, Glenn Stafford; Voice Direction & Internal Casting: Tracy W. Bush, Nichoals S. Carpenter, Tami Donner Harrison, Jason Hayes, Chris Metzen, Micky Neilson; Voice Editor: Tami Donner Harrison; Outside Voice Casting: Donald Paul Pemrick, Dean E. Fronk; Outside Voice Casting Assistant: Amanda Fenster, Gerg Sacks; Voice Acting: Michael Barken, Richard Barnes, Michael Bradberry, Fredrick Bloggs, Tracy W. Bush, Piera Coppola, Jackson Daniels, Samwise Didier, Tami Donner Harrison, Derek Duke, Alex Dumas, Richard George, Carrie Gordon Lowrey, Michael McConnohie, Michael Gough, Justin Gross, Tiffany Hayes, Thomas Jung, Matthew King, Monte Krol, Abe Lasser, Rob McNaughton, Chris Metzen, Lani Minella, Calab Moody, Bob Papenbrook, Gary Platner, Bill Roper, Glenn Stafford, Kai Vilhelmsen, Ted Whitney; Additional Game Review: Allen Adham, Chris Arretche, Dave Brevik, Samwise Didier, Eric Dodds, Bob Fitch, Geoff Fraizer, Mike Morhaime, Bill Roper, Max Schaefer, Tyler Thompson, Ian Welke; Manual Development and Editing: Eli Catalan, Elliott Chin, Melissa Edwards, Jason Hutchins, Scott Mercer, Chris Metzen, Susan Sams, Mikey Schaefer, Evelyn Smith, Peter Underwood; Manual Artwork: Chris Metzen, Ted Park, Ru Weerasuriya, Samwise Didier, Justin Thavirat; Quality Assurance Management: Christopher Manley, Mark Moser, Ian Welke; Q.A. Lead Tester: Ed Kang; Q.A. Assistant Lead Tester: Kelly Chun; Q.A. Technical Engineer: Evelyn Smith; Q.A. Team Lead: Zach Allen, Michael Backus, Ilya Berelson, Zach Callanan, Michael Chu, Les Douglas, Robert Foote, Ron Frybarger, Gary Gibson, Manny Gonzales, Ray Labauch, Dean Lee, Matt Lee, Brian Love, Jonathan Mankin, Sean McCrea, Michael Murphy, Justin Parker, Dean Shimonishi, Stan Wang; Game Tester: Aaron Adams, Michael Barken, Andrew Brownell, Edward Bui, Jeremy Cargilo, Shane Cargilo, Charles Carter, James Chadwick, Bryan Chen, Jack Chen, Michelle Elbert, Jason Fader, Christopher Fisher, Arthur Fong, Derek Johnstone, Dennis Lam, Jonas Laster, Nicholas Lawson, Allen Lin, John Meyers, Kaeo Milker, Brian Mitchell, Danny Nguyen, Nick Pisani, William Roseman, Michael Schaefer, Emilio Segura, Lloyd Tullues, Brian Urquhart, John Wick, Stephen Wong, John Yoo; Additional Tester: Ted Barken, Jeanette Clausen, David Dooley, Tod Fay, Josh Hillborn, Jeff Mclean, Samuel Schrimsher, Eric Strauss, Cosmo Taormina; Technical Support Manager: Thor Biafore, John Schwartz; Online Support: Timothy Fox, Edward Hanes, Mike Kramer, Alen Lapidis, David Nguyen, Michael Nguyen, Collin Smith, Martin Tande, Kenny Zigler; Technical Support: Geoff Goodman, Norman Harms, John Hsieh, Kris Nedrebo, Richard Sanford, Adam Slack, Jason Stilwell; Localization and Macintosh Producer: Jason Hutchins; Globalization Producer: Favie Gufflet; Localization Project Manager: Barry Kehoe; Localization Project Lead: Cairtiona Finlay, David Hickey, Padraig McCaul; Localization Lead Engineer: Damien Monaghan; Localization Engineer: Attila Edelenyi, Jason King, Monte Krol, Brendan O'Mahony, Stuart Nolan; Localization Q.A. Lead: Jesus Barquedano Ferrer, David Hickey; Localization Q.A.: Francis Courchinoux, Nelly Dietrich, Andrew Hagger, Franchesco Musso, J. C. Pastor; International Web Team: Sebastien Gernault, Steve Martin, Georges Martins, Stefanie Pranz, Myriam Santoso; Business Development: Paul W. Sams; Additional Business Development & Operations: Elaine Dilorio, Mellissa Edwards, Isaac Matarasso; Battle.Net Producer: John Lagrave; Battle.Net Network Engineer: Adrian Luff, Hung Nguyen; Informaiton Technologies: Mike Hale, Kris Mackey, Kirk Mahony, Isaac Matarasso, Hung Nguyen, Jeremy Smith, Robert Van Dusen; Office Administration: Christina Cade, Jamie Neveaux, Lisa Schoner; Financial Mangement: David Gee, Paul W. Sams; Public Relations: Lisa Bucek, Susan Sams, Gil Shif, Beau Yarbrough; Web Team: Elaine Dilorio, Geoff Fraizer, Mike Hein, Ted Park, Blaine Whittle; Legal Counsel: Kevin Crook, Willglenn, Bob Marafioti, Rob Rigole, Eric Roeder, Patrick Sweeney; Global Brand Management: Neal Hubbard, Stewart Weiss; Marketing & Creative Servcies: Kathy Carter, Jessica Drossin, Elisabeth Miller, Steven Parker, Hayley Sumner, Bill Watt; Packaging Artwork: Justin Thavirat; North American Sales: Philip O'Neil, Bruce Slywka; International Sales, Marketing & P.R.: Chris Ansell, Michael Fuller, Hubert Larenaudie, Cyril Marchal, Cedric Marechal, Christophe Ramboz, Stephane Vallet, Mark Warburton, Kim Watt; Direct Sales: Rob Beatie, Kim Bridenbecker; Manufacturing: Tom Bryan, Jaime Chavez, Bob Warton; Recruiting: Pat Nagle, Derek Simmons, Jack Sterling, Bernie Wilkins; Global Launch Team: Lisa Bucek, Gerry Carty, Melissa Edwards, Lang Fredrickson, Michael Fuller, Flavie Gufflet, Neal Hubbard, Jason Hutchins, Hubert Larenaudie, Cyril Marchal, Cedric Marechal, Mike Morhaime, Philip O'Neil, Christophe Ramboz, Paul W. Sams, Chris Sigaty, Bruce Slywka, Luc Vanhal, Steve Voorma, Mark Warburton, Bob Wharton, Edward Zinser; Battle.Net Hosting Partner: AT&T, DACOM, Telia; Dusel Specialist: Shane Dabiri
~ Keith Adams, All Game Guide
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Wikipedia: Warcraft III: Reign of Chaos
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Warcraft III: Reign of Chaos
WarcraftIII.jpg
North American box art
Developer(s) Blizzard Entertainment
Publisher(s) Blizzard Entertainment (North America)
Sierra Entertainment (Europe)
Capcom (Japan)
Designer(s) Rob Pardo
Version 1.24.0.6372 (2009-08-04)
Platform(s) Microsoft Windows, Mac OS, Mac OS X
Release date(s) NA July 3, 2002
EU July 5, 2002
JP 2003
Genre(s) Real-time strategy
Mode(s) Single player, Multiplayer
Rating(s) ESRB: T
OFLC: G8+
Media CD (1)
System requirements Recommended:
600 MHz processor, 256 MB of RAM, 32 MB 3D video card, DirectX 8.1 compatible sound card (Windows)
Input methods Keyboard and Mouse

Warcraft III: Reign of Chaos (War3 or WC3 or RoC) is a real-time strategy computer game released by Blizzard Entertainment on July 3, 2002 (US). It is the second sequel to Warcraft: Orcs & Humans, and it is the third game set in the Warcraft Universe. An expansion pack, The Frozen Throne, was released on July 1, 2003 (US).

Warcraft III contains four playable races:[1] Humans and Orcs, which had previously appeared in Warcraft: Orcs & Humans and Warcraft II: Tides of Darkness, and the Night Elves and Undead, which are new to the Warcraft mythos.[2] Warcraft III's single-player campaign is laid out similarly to that of StarCraft, being told through all four of the game's races in a progressive manner. Multiplayer mode allows for play against other people, via the internet, instead of playing against computer-controlled characters as is done in the single-player custom game mode.

The game proved to be one of the most anticipated and popular computer game releases ever, with 4.5 million units shipped to retail stores and over one million units sold within a month.[3] Warcraft III won many awards including "Game of the Year" from more than six different publications.[4]

The events played out in Warcraft III eventually set the stage for Blizzard's first MMORPG, World of Warcraft, and its subsequent expansions.

Contents

Gameplay

A game of Warcraft III takes place on a map of varying size, such as large plains and fields, with terrain features like rivers, mountains, seas, or cliffs. In Campaign mode, the map is initially covered with the Black Mask, a dark layer which obscures the landscape beneath until it is explored. The Black Mask, once gone, is permanently removed.[5] Areas that have been explored but no longer are within sight range of an allied unit or building are covered with the fog of war. Though terrain remains visible, changes such as enemy troop movements and building construction are unseen.[5] During a game, players must establish settlements to gain resources, defend against other players, and train units to explore the map and attack enemies (computer controlled foes). There are three main resources that are managed in Warcraft III: gold, lumber, and food.[6] The first two are required to construct units and buildings, while food restricts the maximum number of units the player may control at one time.[7]

The game also introduces creeps, computer controlled units that are hostile to all players.[8] Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points, gold, and special items to a player's hero.[8] Warcraft III also introduced a day/night cycle to the series.[9] Besides having advantages or disadvantages for certain races, at night most creeps fall asleep, making nighttime scouting safer; however, the line of sight for most units is also reduced. Other minor changes to the gameplay were due to the 3D terrain. For instance, units on a cliff have an attack bonus when attacking units at lower elevations.[2]

In previous Warcraft games, there were only two playable races, Orcs and Humans, which had more similarities than differences. Barring cosmetic changes, most Orc units were identical to their Human counterparts. In Warcraft III, the Night Elves and the Undead are added as playable races.[1] Additionally, as in StarCraft, each race has a unique set of units, structures, technologies, and base-building methodology.

In addition, Warcraft III adds powerful new units called heroes. For each enemy unit killed, a hero will gain experience points, which allow the hero to level-up to a maximum level of 10. Progressing up a level increases the heroes attributes and also allows the hero to gain new spell options (bringing RPG elements to the series).[10] Certain hero abilities can apply beneficial auras to allied units. All heroes can equip items to increase skills, defense, and other abilities. At level six, the hero can obtain an "ultimate" skill that is more powerful than the three other spells that the hero possesses. Heroes can also utilize the various natural resources found throughout the map, such as controllable non-player characters, and markets in which the hero can purchase usable items.[11] Often, the playing style of ones hero units (it is bound up to three at one time) decides who wins or loses the match/battle.

Campaign

Warcraft III's campaign mode is broken up into four campaigns, each featuring a different race which the player controls. Each campaign is itself divided into chapters, which are like missions. Unlike previous Blizzard titles, such as Warcraft II or StarCraft, players are not directed to mission briefings in which plot exposition occurs and objectives are announced; rather, Warcraft III uses a system of "seamless quests."[12] Some plot development happens in occasional cinematics, but most occurs in-game with cutscenes. Objectives, known as quests, are revealed to the player during the progress of the map. Main quests are those that the player must complete to proceed to the next chapter, but there are also optional quests which are not initially revealed, but can be discovered and completed alongside the main objectives.

Through each race's campaign, the player retains control of one or more heroes, which slowly grow in experience as the levels progress. This experience is carried over to subsequent missions, allowing the hero to grow throughout the course of the campaign.

While different in terms of storyline and precise gameplay, all of the different races' campaigns are structured similarly. Each begins with a level involving simple mechanics to introduce the player to the race and the basic elements of their hero and units. After one or two such levels the player's first "building mission" occurs, requiring them to build and maintain a base while competing with one or more enemy forces. The only campaign that breaks this pattern is the Night Elf campaign, whose first mission involves building a limited base. The last level of each race's campaign is an "epic battle" which means that the player has to strike down a large number of enemy foes and finally destroy their main base. For that, the player has to use the knowlegde he acquired during the latest quests and also has to invent some war-strategies.

Multiplayer

While campaign games can have many different objectives, the sole objective in melee games is to destroy all the opposition buildings. In default melee matches, players can pick their own heroes, and losing one will not end the game. To make the game proceed more quickly, by default the map is covered in fog of war instead of the Black Mask.[2] Warcraft III, like Blizzard's previous title StarCraft, allows for single and multiplayer replays to be recorded and viewed, allowing a game to be played at slower and faster speeds and viewed from the perspective of all players.[13] Like all previous Blizzard titles since Diablo, Warcraft III uses the Battle.net multiplayer network. Players can create free accounts in regional "gateways," which helps reduce lag; these are Azeroth (U.S. East), Lordaeron (U.S. West), Northrend (Europe), and Kalimdor (Asia).[14] One should note that at this point in time the U.S. East Gateway has become the de facto standard for online play. Most competitive play is held on this gateway as well as most public play in general. As the game has aged the players have condensed for this reason.[citation needed] Unlike previous Battle.net-enabled games, Warcraft III introduced anonymous matchmaking, automatically pairing players for games based on their skill level and game type preferences, preventing players from cheating and inflating their records artificially.[15] If players want to play with a friend in ranked matches, Warcraft III offers "Arranged Team Games", where a team joins a lobby and Battle.net will search for another team; as with anonymous matchmaking, the enemy team is not known beforehand.[15] Players can also host custom games, using maps created in the Warcraft III World Editor. The game also offers Friends Lists and Channels for chatting, where players can create custom channels or join Blizzard-approved ones.[16] Warcraft III also allows players to band together to form "clans", which can participate in tournaments or offer a recreational aspect to Warcraft III. Global scores and standings in matchmaking games are kept on a "ladder".[17] These rankings can be checked online without the need of the game.

Due to the latest patch, version 1.23, many third-party programs have been rendered unusable. Several third-party programs that reveal the entire map, commonly known as maphacks, have been released for the update. It also disabled collided maps, which would make modified custom maps appear to be the same as the original. Another effect of the patch, which is not included in the release notes, is that custom maps with large filenames will not appear in the game. The limit is believed to be 20 characters, but this has not yet been tested.[18]

Synopsis

Setting

A small Human army (red) attacking an Orcish base (blue).

Warcraft III takes place in the fictional world of Azeroth. Several years before the events of the games, a demon army known as the Burning Legion intent on Azeroth's destruction corrupted a race called the Orcs, and sent them through a portal to attack Azeroth. After many years of fighting, the Orcs were defeated by a coalition of humans, dwarves and elves known as the Alliance; the surviving combatants were herded into internment camps, where they seemed to lose their lust for battle. With no common enemy, a period of peace followed, but the Alliance began to fracture. The events of Warcraft III occur after a timeskip from Warcraft II. This period was originally intended to have been documented in Warcraft Adventures, but that game was canceled in mid-development.[19]

Characters

The Prophet, aka, Magus Medivh, The Last Guardian: Medivh was the son of Magna Aegwynn and the last Guardian of Tirisfal, given enormous power at youth in order to keep the demons from Azeroth. He was, however, possessed from birth by Sargeras, of the Burning Legion, and used to bring the Orcs through the Dark Portal as a precursor to a full invasion. He returns in Warcraft II as The Puppeter to ensure the Legion is not defeated.

Thrall: The son of Durotan, an Orcish chieftain who had refused the demonic corruption, Thrall was brought up in slavery by the humans after his parents were betrayed and killed. Having escaped from his human masters, he freed his people, imprisoned in the internment camps after their loss of the Second war. He became overall ruler ("Warchief") after the death of the previous leader in battle. He is an honorable and idealistic leader.[20]

Grom Hellscream: The chieftain of the Warsong clan, Grom willingly acquiesced in the corruption, but as it left him he had to fight the lethargy that was usually an inevitable result. His clansmen were the first free orcs that Thrall found after his escape from slavery, and they became friends: they address each other as brother. Grom briefly fell again to demonic corruption after the legion's invasion, but was rescued and freed by Thrall and Jaina. Grom was killed by the action of slaying Mannoroth.

Terenas Menethil II, King of Lordaeon: Terenas was a very old man by this time. He ruled Lordaeron, a kingdom involved in almost all the campaigns, but only appeared in the game cut scenes. He was murdered by his son, Arthas, who had been corrupted by the Lich King. He was pivotal in creating the Alliance that defeated the Horde in the Second War.

Uther the Lightbringer: Uther was the creator of the first order of the paladins, the Knights of the Silver Hand, that fight and heal by the power of the Light. Although he is the original mentor of Arthas, not even he can prevent the prince's eventual corruption. In the end, he is slain by Arthas while protecting the ashes of King Terenas.

Arthas Menethil, Crown Prince of Lordaeron, Son of King Terenas: Arthas, as seen at the beginning of the story, is an honorable, although slightly arrogant, paladin, a pupil of Uther's, who fights with enormous devotion to save his people. Driven to madness by the battle against the plague, he seeks to end the Scourge forever by journeying to Northrend, the "roof of the world". However, once there, he comes across his old friend and mentor, Muradin Bronzebeard. Although Muradin is able to slow his descent into madness for some time, eventually Arthas supposedly killed him by freeing the runeblade, Frostmourne, which consumed Arthas' soul turning him into a deathknight. He returns to his kingdom and turns on his father, slaying him and putting himself on the path to join the Lich King.[21]

Antonidas: An archmage in Dalaran, seen only briefly. He sends Jaina to deal with the plague and is at the forefront of the defense of Dalaran from the Scourge. He lead the forces of Dalaran during its siege, however was murdered by the mad prince when the scourge stormed parts of the city. During the battle, a tome, known as the Book of Medivh, is stolen from Dalaran. Although the remnants of his forces succeed in breaking the siege, and almost kill both Arthas and his majordomo Kel'Thuzad, Archimonde (a demon lord and leader of the Burning Legion) arrives just in time in Azeroth, and destroys the city state.

Jaina Proudmoore: A young Archmage, the daughter of Admiral Proudmoore, taught by Antonidas. She is an old flame of Arthas's and still his close friend when she first appears. She alone of the human leaders listens to the prophet, and journeys to Kalimdor. She then joins up with Thrall, Malfurion, Cairne and Tyrande Whisperwind and they defeat the Burning Legion, and the scourge.[20]

Kel'Thuzad: He is first seen living. He was thrown out of Dalaran for Necromancy, and submitted to the Lich King. Arthas kills him before his own fall to the Scourge, and later raises him as a Lich. In this form he summons Archimonde, field commander of the burning legion, to Azeroth.[20]

Mal'ganis: One of the demonic Nathrezim, otherwise known as a dreadlord. He is responsible for much of the plan that leads Arthas to the Lich King, and to corruption. Appears to be killed by Arthas (seemingly on the direct orders of the Lich King, which surprises the Dreadlord), but is actually still alive and plotting for revenge.

Muradin Bronzebeard: A brother of one of the dwarvish kings. He was one of Arthas's mentors. He was searching for the legendary runeblade in Northrend before Arthas arrived. Believed to be killed by the shattering of the ice when Arthas released Frostmourne.

The Lich King (aka Ner'zhul): Ner'zhul was once an orc shaman, who in their old homeland was deceived by the demons and served them, later trying to escape. He was caught, and his body preserved and tortured. His spirit has been frozen in a block of ice in Northrend, and his mind greatly enlarged. He controls all the vast armies of undead by his mental power. He is not an ally of the Legion when he can avoid it (this is why he kills Mal'Ganis). He (conjoined with Arthas) is the main villain in World Of Warcraft:Wrath Of The Lich King.

Tichondrius the Darkener: The ranking dreadlord in the Legion. First seen overlooking Arthas's work for the Scourge/Burning Legion, later direct commander of the undead. Killed by Illidan in Felwood.

Sylvanas Windrunner: Ranger general of the High Elves, before becoming leader of the Forsaken. She loses her life to the Lich King during the attack on the Sunwell (murdered by Arthas for the petty slight of irking him and delaying his army's advance), but she then is raised as undead, and becomes a major focus in the expansion.[20]

Archimonde the Defiler: The field commander of the Burning Legion, at this time second in command only to Kil'jaeden, he serves as the main antagonist for the 2nd half of the game. His summoning is the final objective of the Undead Campaign, and his death the final objective of the game. Killed by the ancestral spirits (wisps) of the night elves on the command of Malfurion Stormrage.

Cairne Bloodhoof: The chieftain of the majority of Tauren in Kalimdor. Almost defeated by the Centaurs, Thrall befriends him and aids his people to retreat. He then joins and aids Thrall.

Mannoroth the Destructor: An Annihilan, otherwise known as a Pit Lord. Responsible for both the original corruption of the orcs and the attempted recorruption. Killed by Grom Hellscream in a canyon in Ashenvale, which was named Demon Fall Canyon after this event.

Cenarius the Forest Lord: Believed to be the son of Elune, the moon goddess of the night elves, he is the son of the ancient woodland demigod, Malorne and the adopted son of Ysera the green dragonflight aspect. Cenarius has dwelt in Ashenvale for ten thousand years with his people. Killed by Grom in his brief demonic recorruption.

High Priestess Tyrande Whisperwind: High Priestess of Elune and greatly favored by her, lover of Malfurion Stormrage. She fought in the original defeat of the Legion ten thousand years before. Until she awakens the druids, she is the sole leader of the night elves after Cenarius's death.

Malfurion Stormrage: Leader of the Druids. Woken by Tyrande to fight the Legion. He is the first Night Elf druid, taught by Cenarius.[20]

Illidan Stormrage, The Betrayer: Illidan is the brother of Malfurion and a Night Elf Demon Hunter in his own right. He too fought against the demons in their first invasion, though by unconventional means that others (possibly rightly) distrusted. He was imprisoned for recreating the Well of Eternity on the summit of Mount Hyjal, an action which the Night Elves believed would cause the demons to return. He was cursed by Sargeras which left him "blind" but still able to see all magical properties around living or non-living objects. After being released from his prison 10,000 years later by Tyrande Whisperwind, he consumed enormous power from the Skull of Gul'dan, and transformed into a demon (later in the game series he is half demon, half night elf, but can transform into a demon at will).[21]

General Shandris Feathermoon: A young Night Elf and leader of the Setinal Army. She's the survivor of the War of the Ancients when King Neltharion, the black dragonflight leader and Aspect of the Earth, went crazy due to the influence of the Old-Gods. She later tags along with Tyrande during the last quarter of the game, where she attempts to safeguard Jaina's base from the Defiler's insane decent to the world-tree.

Plot

The game's plot is told entirely through cinematics and cutscenes, with additional information found in the Warcraft III manual. The campaign itself is divided into five sections, with the first acting as a tutorial, and the others telling the story from the point of view of the humans of Lordaeron, the Undead Scourge, the Orcs, and the Night Elves.

The game opens with the Orc leader Thrall waking from a nightmare warning him of the return of the Burning Legion.[22] After a brief encounter with a man called "the Prophet", and fearing that his dream was more of a vision than a nightmare, he leads his forces in an exodus from Lordaeron to the forgotten lands of Kalimdor.[23]

Meanwhile, Arthas defends the village of Strahnbrad from demon-controlled Orcs slaughtering them all.[24]. He even gets his hammer enchanted from slaying Searinox, the black drake and one of King Deathwing's finest warlords. He then joins Archmage Jaina Proudmoore, who aids him in investigating a rapidly-spreading plague which kills and turns human victims into the undead. Arthas kills the plague's originator, Kel'Thuzad, and then purges the infected city of Stratholme. Jaina parts ways with him, unwilling to commit genocide, or even watch him do so. The Prophet, after previously trying to convince other human leaders to flee west, begs Jaina to go to Kalimdor as well.[25] Arthas pursues the dreadlord Mal'Ganis, who was the leader behind Kel'Thuzad, to the icy continent of Northrend, where he helps his old friend Muradin Bronzebeard find a powerful sword called Frostmourne. Meanwhile, Arthas begins to lose his sanity, burning his ships to prevent retreat even when given an order to leave. Fortunately, Arthas and Muradin find Frostmourne and soon Muradin learns that the sword is cursed;[26] Arthas disregards the warning and offers his soul to gain the sword. By doing so, Muradin was struck down by a shard of ice when Frostmourne is released. Arthas kills Mal'Ganis and abandons his men in the frozen north as his soul is stolen by the blade. Some time later Arthas returns to Lordaeron and kills his father, the king.

Now a Death Knight, Arthas meets with the leader of the dreadlords, Tichondrius, who assigns him a series of "tests". Arthas first exhumes the remains of Kel'Thuzad, contained it in a magic urn of the ash of his father and protected by Uther, then later attacks the Quel'thalas, kingdom of the high elves and destroys their capital of Silvermoon. He kills Sylvanas Windrunner, the Ranger General of Silvermoon (only to resurrect her as a banshee), corrupts their sacred Sunwell and revives Kel'Thuzad as a Lich. The Lich informs him of the Burning Legion; a vast demonic army who are coming to consume the world. Kel'Thuzad's true master is the Lich King, who was created to aid the Legion with his Undead Scourge, but in truth he wishes for the Legion to be destroyed. Arthas and Kel'Thuzad open a dimensional portal and summon the demon Archimonde and the Burning Legion, who begins his purging of Lordaeron with the destruction of Dalaran.

Thrall arrives on Kalimdor, meeting Cairne Bloodhoof and the tauren, and clashes with a human expedition on the way to find an Oracle. Meanwhile, the Warsong clan are left behind in Ashenvale to build a permanent settlement, but anger the Night Elves and their demigod Cenarius by cutting down the forests for resources. To defeat them, the Warsong leader Grom Hellscream drinks from a corrupted fountain of health contaminated with the blood of the Legion's pit lord commander Mannoroth, successfully killing Cenarius, but binding his clan to the Legion's control. Thrall manages to reach the Oracle, in fact the Prophet, who tells him of Grom's doings. Following the Prophet's directions, Thrall and Jaina join forces to purge both Grom and the world of demonic influence. They succeed in capturing Grom and healing him of Mannoroth's corruption. Thrall and Grom begin to hunt Mannoroth and Grom kills him, dying in the process, but in doing so freeing the orcs from the their demonic control for good.

Tyrande Whisperwind, leader of the Night Elves, is outraged to find the humans and orcs violating the forests, so she initially vows to destroy them. However, she soon finds out that the Burning Legion has arrived on Kalimdor. In order to oppose the Burning Legion, Tyrande reawakens the sleeping Elf Druids, starting with her lover, Malfurion Stormrage, and frees his brother Illidan Stormrage from prison. Illidan meets Arthas, who tells him about the powerful "Skull of Gul'dan". Consuming the Skull and becoming a demon-elf hybrid, Illidan uses its power to kill Tichondrius. he is however banished from the forest by his brother as he is now demon. Meanwhile, the Prophet reveals that he used to be Medivh, the betrayer from Warcraft: Orcs & Humans. The humans, Orcs, and Night Elves form a reluctant alliance to spring a trap on the Burning Legion, and many ancestral spirits destroy Archimonde at Mount Hyjal. Peace once again comes to Kalimdor as the Burning Legion's forces wither away in defeat.[27]

Sound

Most of the music within Warcraft III was composed by Tracy W. Bush, Derek Duke, Jason Hayes, and Glenn Stafford.[28] The Limited Edition of Reign of Chaos came with much of the orchestral music on a separate soundtrack. Each of the four playable races has different music: monastic music for the humans; ambient and Native American-sounding music for the Night Elves; warlike African-sounding music for the Orcs; and fast, haunting music for the Undead. New musical themes were added in the expansion.

One of the signatures of Blizzard games are the unit quotes. If a single unit is clicked four or more times in a row, the unit's voice samples become increasingly comical. The unit may start getting angry at the player, or make allusions and references to other games, movies, or jokes. Movies quoted include Monty Python, Blade Runner, Star Wars Episodes IV & V: A New Hope & The Empire Strikes Back, Army Of Darkness, and Toy Story. Games like Mortal Kombat, Warhammer 40,000, Blizzard's own Starcraft, and Banjo-Kazooie are paid homage, in addition to shows such as Saturday Night Live, The Twilight Zone, and Beavis and Butthead. For example, the Humans in particular do the Monty Python impressions. Click on a peasant character enough, and he'll say things like "We found a witch! May we burn her?" or "YOU'RE the king? Well I didn't vote for you." Or click on a knight, he may say "I NEVER say 'ni'!" or "My favourite colour is blue... No, YELLOW!"

Modding

As did Warcraft II and Starcraft before it, Warcraft III ships with a "World Editor" program that allows players to create their own custom scenarios and maps. The World Editor has features such as unit editing and event triggers. Through Battle.net, players can download and play peers' custom maps. To facilitate modding, third-party developers released tools for spell editing through SLK spreadsheets, customizing skins with .BLP converters, JASS editing, and a file importer that opened up .MPQs. The World Editor was expanded and improved for The Frozen Throne expansion. Though the editor has received updates through game patches, it is not officially supported as a product.[29]

Some custom maps have enjoyed great success, with Defense of the Ancients (DotA) being a tournament item at Blizzcon 2005 and other tournaments around the world.[citation needed]

Development

Other versions

The Battle Chest box and contents.

In addition to the regular game, there also exists a limited Collector's Edition Warcraft III bundle. The collector's edition box contained a Warcraft III cinematic DVD, including behind-the-scenes features and the cinematics of all prior Warcraft games; a Collector's Edition Soundtrack; a Collector's Edition instruction manual; The Art of Warcraft book; and lithographic prints.

Blizzard Entertainment also released the Warcraft III Battle Chest, which contains Reign of Chaos bundled with The Frozen Throne in one box, along with guides from BradyGames.

Another version, the Exclusive Gift Set, came bundled with the cinematic DVD, official BradyGames strategy guide, and Warcraft II: Battle.net Edition.

Warcraft III is also available in the Best Sellers Series along side StarCraft, StarCraft: Brood War, Diablo, Diablo 2, and World of Warcraft. Also, a selection of games from other companies other than Blizzard have been included in the Best Sellers Series.

Reception

Publication Score Notes
IGN 9.3/10[30] "Outstanding"
GamePro 4.6/5[31] Editor's Choice
GameSpot 9.3/10[32] Editor's Choice
Game Rankings 93.1% (average of 58 reviews)[33] [None]
PC Gamer 94% Editor's Choice

Reception of Warcraft III was extremely positive; the game averages a 93.09% at GameRankings.com,[33] and "Universal Acclaim" at MetaCritic, based on dozens of reviews.[34] While GamePro noted that "WarCraft III doesn’t revolutionize the RTS genre", they still praised Blizzard for delivering a title with "a well-executed story, drum-tight game-play and a long shelf life as a multi-player title."[31] GameSpot noted that as with StarCraft, the ability to experience the action from all sides "is of great appeal." The reviewer also noted that Warcraft III made the early stages of the game more interesting and less formulaic; in most RTS games, he noted, "the initial build-up period in such games is merely a race to get to the best units first."[32] Most reviewers noted that Blizzard had finally fleshed out the storyline of the first two Warcraft titles, finally giving each side its own motivations and differences beyond cosmetics.[35] IGN noted that "There's not a ton that's new to RTS buffs out there, but it's done well enough that you either won't notice or won't care."[30]

However, criticism included the inability of the player to change the fate of Arthas' "turn to the dark side." Instead, Gamecritics.com noted, the player "has to sit by as Arthas slides into insanity."[35] Other reviewers noted that the character models were of mediocre quality, especially when viewed up close during in-game cinematics. [32]

References

  1. ^ a b Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual : The Single Player Game. pp. 10. 
  2. ^ a b c Blizzard. "Warcraft III FAQ". battle.net. http://www.battle.net/war3/faq/features.shtml. Retrieved February 25 2007. 
  3. ^ Cieniawa, Lee (2002-09-08). "Armchair Empire - Warcraft III: Reign of Chaos". The Armchair Empire. http://www.armchairempire.com/Reviews/PC%20Games/warcraft-iii-reign-chaos.htm. Retrieved 2007-08-29. 
  4. ^ "Blizzard Entertainment - Awards". blizzard.com. http://www.blizzard.com/inblizz/awards.shtml. Retrieved 2007-08-01. 
  5. ^ a b Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual: Fog of War. pp. 22. 
  6. ^ Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual: Economy. pp. 21. 
  7. ^ Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual: Upkeep. pp. 22. 
  8. ^ a b Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual: Wandering Monsters and Wildlife. pp. 28. 
  9. ^ Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual: Day/Night Cycle. pp. 21. 
  10. ^ Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual: Heroes - Experience and Level. pp. 26. 
  11. ^ Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual: Items. pp. 29. 
  12. ^ Blizzard Entertainment, ed (2002). Warcraft III Instruction Manual: Starting a Campaign. pp. 10. 
  13. ^ Blizzard Entertainment, ed (2002). The Single-Player Game: Viewing a Replay. pp. 11. 
  14. ^ Blizzard Entertainment, ed (2002). Battle.net: Gateway Selection. pp. 12. 
  15. ^ a b Blizzard Entertainment, ed (2002). Battle.net: Anonymous Matchmaking & Arranged Team Games. pp. 13. 
  16. ^ Blizzard Entertainment, ed (2002). Battle.net: Channel. pp. 14. 
  17. ^ Blizzard. "Matchmaking and Ladder Explanation". Battle.net. http://www.battle.net/war3/files/amm.shtml. Retrieved 2008-01-23. 
  18. ^ [1]Version 1.23 patch notes
  19. ^ "Warcraft III Answers". answers.com. http://www.answers.com/topic/warcraft-iii-reign-of-chaos. Retrieved February 20 2007. 
  20. ^ a b c d e Game Informer provides information on who the character is, why the character is important, and what is next for the character in "Faces of Warcraft: The Essential Introduction to Characters," Game Informer 183 (July 2008): 101.
  21. ^ a b Game Informer provides information on who the character is, why the character is important, and what is next for the character in "Faces of Warcraft: The Essential Introduction to Characters," Game Informer 183 (July 2008): 100.
  22. ^ Thrall: What kind of nightmare was that? / The Prophet: It was not a nightmare, young warchief, but a vision. Follow me, and I will reveal what your future holds. - Blizzard Entertainment. Warcraft III: Reign of Chaos. Apple Macintosh. Level/area: Prologue: "Chasing Visions". (2002)
  23. ^ The Prophet: Now, go, young Thrall. Sail west to the lands of Kalimdor. It is there that you will find your destiny. It is there that your people's salvation will be assured. - Blizzard Entertainment. Warcraft III: Reign of Chaos. Apple Macintosh. Level/area: Prologue: "Departures". (2002)
  24. ^ Arthas: Look, here's where we stand. Our scouts have confirmed that there is an orc encampment hidden somewhere over the next ridge. [...] It gets worse. They're preparing to attack the nearby village of Strahnbrad. As far as we know, the village is completely defenseless. / Uther the Lightbringer: I need to move against the Orcs' base immediately. Can you handle Strahnbrad's defense on your own? / Arthas: Of course, Uther. Don't worry about me.. - Blizzard Entertainment. Warcraft III: Reign of Chaos. Apple Macintosh. Level/area: Human Campaign: "The Defense of Strahnbrad". (2002)
  25. ^ The Prophet:[...] It falls to you now, young sorceress. You must lead your people to the west to the ancient lands of Kalimdor. Only there can you combat the shadow and save this world from the flame. - Blizzard Entertainment. Warcraft III: Reign of Chaos. Apple Macintosh. Level/area: Human Campaign: "The Culling". (2002)
  26. ^ Muradin Bronzebeard: Hold, lad. There's an inscription on the dais. It's a warning. It says, "Whomsoever takes up this blade shall wield power eternal. Just as the blade rends flesh, so must power scar the spirit." Oh, I should've known. The blade is cursed! Let's get the hell out of here! / Arthas: I would gladly bear any curse to save my homeland. - Blizzard Entertainment. Warcraft III: Reign of Chaos. Apple Macintosh. Level/area: Human Campaign: "Frostmourne". (2002)
  27. ^ The Prophet/Medivh: The roots will heal in time, as will the entire world. The sacrifices have been made. Just as the Orcs, Humans and Night Elves discarded their old hatreds and stood united against a common foe. So did nature herself rise up, to banish the shadow forever. As for me, I came back to ensure that there would be a future, to teach the world it no longer needed guardians. The hope for future generations has always resided in mortal hands. And now that my task is done, I will take my place amongst the legends... of the past. - Blizzard Entertainment. Warcraft III: Reign of Chaos. Apple Macintosh. Level/area: Twilight of the Gods. (2002)
  28. ^ Blizzard Entertainment, ed (2002). Warcraft III manual: Credits. pp. 13. 
  29. ^ Blizzard Entertainment, ed (2002). Warcraft III World Editor. pp. 16. 
  30. ^ a b Adams, Dan (2002-07-17). "Warcraft III Review at IGN". mac.ign.com. http://mac.ign.com/articles/365/365131p1.html. Retrieved February 21 2007. 
  31. ^ a b Modifter (2002-07-17). "Warcraft III (PC) Review". gamepro.com. http://www.gamepro.com/computer/pc/games/reviews/25079.shtml. Retrieved February 21 2007. 
  32. ^ a b c Kasavin, Greg (2002-07-03). "Warcraft III: Reign of Chaos". gamespot.com. http://www.gamespot.com/pc/strategy/warcraft3reignofchaos/review.html. Retrieved February 21 2007. 
  33. ^ a b "Warcraft III Rankings". gamerankings.com. http://www.gamerankings.com/htmlpages2/256222.asp?q=warcraft%20III. Retrieved November 6 2008. 
  34. ^ "Warcraft III: Reign of Chaos: Reviews". metacritic.com. http://www.metacritic.com/games/platforms/pc/warcraft3reignofchaos?q=warcraft%20III. Retrieved February 21 2007. 
  35. ^ a b Bell, Erin (2003-06-04). "Warcraft III on Gamecritics". gamecritics.com. http://www.gamecritics.com/review/warcraft3/main.php. Retrieved February 21 2007. 

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