Almighty Video Game Designer
Chapter 131 - Chapter 130: Good Reviews!
Players all around the world were feeling the unique charisma Warcraft possessed.
The high quality animations keep the players glued to their screens at the start while learning the game as they proceed through the story.
The players will discover the core of the game was in versus mode after experience the entire story and familiarise themselves with the controls.
They will also continue all the game has to offer in terms of content, controls and even luck, and they will all become parts that players learn to enjoy and love.
Finally, there was the incredible addictive ranked matchmaking. There they will find that two thousand points would only be the beginning.
It could even be said that there is limitless exploration in this game.
—
It didn't take long for the reviews of Warcraft to come now in the app stores in various countries. It was more or less a score of nine across the board, with similar praises everywhere.
US.
"This game is much more rich and balanced than I expected. To be honest, I didn't want to agree with the claim of 'better than Legion Conquest in every aspect', but I think it deserves that title after playing."
"I don't know how the designer managed to incorporate the concept of Heroes into an RTS game, but this is an amazing design!"
"I think that the game was designed around the concept of heroes. This game feels a lot like an RPG which contradicts RTS games. Because you control a bunch of units in RTS games right? But somehow they managed to combine them too, I'm honestly amazed!
"To be honest, I can't stop playing at all. There are many things I've found surprising after playing all four races. All of them have different units and buildings, yet they are completely in balance. This aspect was done much better than Legion Conquest."
"I thought the claim of being the best RTS game was some marketing gimmick, but after playing, this game most definitely deserved it!"
"To be honest, I'm kind of sad that the Chinese made this. Do the developers of our country lack inspiration?"
"You can't deny that the Chinese are really creative. It's amazing how they managed to recreate a fantasy theme like this!"
—
Europe.
"How did the Chinese manage to recreate a fantasy world so well? I'm amazed, I didn't think Easterners understood our culture."
"I'm really surprised about the characters in the game. MY favourite characters are Arthas and Illadin, but they both seem antagonistic."
"I would've thought this game was American or European made if nobody told me otherwise. This would probably go down in history as a classic RTS game that will never be replaced!"
"Although PC games stand no chance against VR games, this game managed to draw me in. Games can be good regardless of their platform, hurray for RTS games!"
"It's not hard to create an original story, it's making it logical that's difficult."
In Britain, there were even professional video game reviewers who wrote articles analysing the story of the game.
"Arthas's story is the most intriguing. I was honestly really shocked at the development of this arc. The righteous prince being drawn in by the evil forces and succumbing to the forces he once defeated, holding up his sword swinging it at people he swore to defend, turning his kingdom into ruins. It's amazing how the designer came up with such a bold story!
"The story is pretty unique, you might think it's illogical why a prince ready to succeed the throne would give up everything he had? To turn into the dark side? Even killing his father? This is a very difficult topic, and if not dealt with correctly could easily become the biggest flaw of the game.
"The story of this game is one of the best in the industry. From the beginning when the price was full of righteousness, but because of how full of himself he was he completely ignored the warnings of Uther.
"And after the Stratholme incident, Arthas got on the wrong path. He was blinded by revenge and hatred and did everything he could to get revenge.
"Up till he got to Northrend, sank ships and drew Frostmourne… At that point, he was completely blinded by hatred which was why he gave into the allure of power, controlled by evil.
"Eventually, darkness took over his heart, becoming the nightmare of all of Lordaeron.
"Needless to say, the story is incredibly complete. I think that this level of storytelling is on the par with a professional writer!"
—
Korea.
"I don't think there's much to be said. This game is better than Legion Conquest in terms of balancing and many other aspects"
"If you're still playing Legion Conquest as an RTS player, you're outdated. Warcraft is the future of RTS games!"
"I heard there are already players with over 4000 points. We have to step it up, we can't lose to the Chinese.
—
Chen Mo was right, this game did even better in Western countries than in China.
Especially when fantasy themes are deeply rooted in their culture, meaning that there will be many more players who will love the theme of the game.
With the help of Memory Playback Potions, Chen Mo recreated Warcraft in English to a similar level to that of the original. The dubs in particular were essentially the same.
As Warcraft was released all over the world at the same time, the sales kept going up, breaking one hundred thousand in three days!
At this rate, it should reach seven hundred thousand in the first month worldwide. The biggest markets were Europe, US, and Korea.
The Europeans and Americans liked it because of the theme. There were fantasy games as well as RTS games available on the market, but it wasn't common to combine RTS games and fantasy games. There were no RTS games that told the story like an RPG game, with Warcraft being the only game to do so.
It was popular in Korea because they had roots in RTS games, and there were many die-hard RTS players.
The sales weren't anything to write home about compared to all PC games, but it was very impressive for an RTS game.
It mainly had to do with the small RTS player base.
Moreover, Chen Mo's brand wasn't even close to how well known Blizzard was in his previous life as games such as Diablo, Warcraft 2, and Starcraft were already out, Warcraft 3 gained plenty of attention the moment it was out.
Chen Mo was proud to be able to get results like this overseas.
The game sold seven hundred thousand copies in the first month, meaning Chen Mo received around sixty million net from international sales, much more than the revenue Chen Mo got from his previous games!
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