warcraft 2 Articles RSS Feed | GameSkinny.com warcraft 2 RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network 1,500+ Games Discounted During Good Old Games' Lunar New Year Sale https://www.gameskinny.com/em6wr/1500-games-discounted-during-good-old-games-lunar-new-year-sale https://www.gameskinny.com/em6wr/1500-games-discounted-during-good-old-games-lunar-new-year-sale Fri, 24 Jan 2020 16:01:08 -0500 GS_Staff

Joining the likes of Steam, Fanatical, and Ubisoft, Good Old Games is holding its own sale to celebrate the Lunar New Year. From January 24 to January 31, more than 1,500 games and game bundles are on sale, some upwards of 90% off. 

Though the name might suggest these discounts are relegated to the ephemeral "old" games available on the platform, GoG has actually been selling newer games for a while now.

As such, highlighted deals include those on Disco Elysium, The Witcher 3: Wild Hunt, Pathfinder: Kingmaker, Everspace, Greedfall, Vampyr, Age of Wonders: Planetfall, Children of Morta, and Bloodstained: Ritual of the Night

Although it doesn't look like there are many, if any, deals on upcoming games like Cyberpunk 2077 or Vampire: The Masquerade — Bloodlines 2, GoG has helpfully separated its sales by genre and the cleverly useful "only the highest discounts" category. 

Here are some of the best deals we saw while readying our wallets for the inevitable mass exodus of money. 


Game Regular Price Sale Price
2064: Read Only Memories $19.99 $3.99
Abzu $19.99 $9.99
Age of Wonders 3 $29.99 $7.49
Age of Wonders: Planetfall $49.99 $33.49
Alan Wake $14.99 $2.99
Ape Out $14.99 $7.49
Atom RPG $14.99  $11.99
Baldur's Gate Enhanced $9.99 $4.99
Baldur's Gate 2 Enhanced $19.99 $9.99
Banner Saga $24.99 $7.49
Banner Saga 2 $24.99 $9.99
Banner Saga 3 $24.99 $14.99
Battletech $39.99 $13.59
Bioshock Remastered $19.99 $4.99
Bioshock 2 Remastered $19.99 $4.99
Bioshock Infinite Complete $54.99 $18.14
BIT.TRIP Runner 2 $14.99 $7.49
Bloodstained: Ritual of the Night $39.99 $25.99
Call of Juarez: Gunslinger $14.99 $5.99
Children of Morta $21.99      $15.39
Cook, Serve, Delicious 2 $12.99 $3.24
Cossacks 3 $19.99 $7.99
Cuphead $19.99 $14.99
Daikatana $6.99 $0.97
Darkest Dungeon $24.99 $7.49
Darkwood $14.99 $5.99
Dead Cells $24.99   $17.49
Death's Gambit $19.99 $9.99
Doom 2 + Final Doom $9.99 $2.99
Doom 3 BFG $19.99 $5.99 
Dragon Age Origins Ultimate $19.99 $4.99
Dying Light $59.99   $17.99
Enter the Gungeon $9.99  $5.99
Everspace $29.99 $4.49
Fell Seal: Arbiter's Mark $29.99 $14.99
Figment $19.99  $6.79
Firewatch $19.99 $4.99
Frostpunk $29.99 $11.99
Greedfall $49.99 $37.49
Grim Dawn $24.99 $4.99
Gris $16.99 $8.49
Headlander $19.99  $5.99
Hellblade: Senua's Sacrifice $29.99 $10.19
Hollow Knight $14.99 $7.49
Hotline Miami $9.99 $2.49
Katana Zero $14.99 $9.69
Kingdom Come: Deliverance $29.99 $14.99
Layers of Fear $19.99 $3.99
Layers of Fear 2 $29.99 $14.99
Mafia 3 $39.99  $7.99
Metro 2033: Redux $19.99 $4.99
Metro Last Light: Redux $19.99  $4.99
Mutant Year Zero $34.99 $17.49
Nex Machina $19.99 $9.99
Outlast $19.99 $3.99
Outlast 2 $29.99 $7.49
Pillars of Eternity Definitive $39.99 $19.99
Prison Architect $29.99  $7.49
Rime $29.99  $5.99
Ruiner $19.99  $9.99
Shadow Warrior $39.99 $9.99
Shadow Warrior 2 $39.99  $9.99
Shadowrun Returns $14.99 $3.74
Shovel Knight: King of Cards $9.99 $7.19
Shovel Knight: Shovel of Hope $14.99 $10.79
Slime Rancher $19.99 $7.99
Spec Ops: The Line $29.99  $5.99
Star Wars: The Force Unleashed
Ultimate Sith Ed. 
$19.99  $6.99
Stories Untold $9.99 $2.49
Superhot $24.99  $9.99
Surviving Mars $29.99 $10.19
Tangledeep $14.99  $5.99
The Saboteur $19.99 $4.99
The Signal From Tova $19.99 $4.99
The Surge $19.99  $6.79
The Witcher 3: Wild Hunt $39.99  $11.99
Thronebreaker: the Witcher Tales $29.99 $14.99
Titan Souls $14.99 $3.79
Vampyr $49.99 $16.99
Wasteland 2 Director's Cut $44.99  $17.99
XCOM: Enemy Unknown Complete $49.99  $9.99


That's only a small fraction of the games currently on sale during Good Old Game's Lunar New Year sale. Currently, there are dozens of DLC and expansion packs also available.

On top of that, legitimately good old games, such as those in the Warcraft, Caesar, Sim City, and King's Bounty series, are available at steep discounts. You can see everything that's on sale over at GoG.

Stay tuned to GameSkinny for more sales and discounts. And be sure to head over to Steam, Fanatical, and Ubisoft to see what's on sale for those storefronts and if it's cheaper than what's available here. 

Warcraft and Warcraft 2 Now Available on Good Old Games https://www.gameskinny.com/qsbyp/warcraft-and-warcraft-2-now-available-on-good-old-games https://www.gameskinny.com/qsbyp/warcraft-and-warcraft-2-now-available-on-good-old-games Thu, 28 Mar 2019 16:01:38 -0400 QuintLyn

Two more Blizzard classics have been added to CD Projekt Red's DRM free store GoG. Joining their ARPG sibling Diablo are Warcraft: Orcs and Human, and Warcraft 2 Battle.net Edition.

The fantasy RTS games are the precursors to the long-running MMORPG World of Warcraft and introduce players to the original races: the Orcs and the Humans.

The first Warcraft takes players back to when the two races were first fighting for Azeroth, following the arrival of the Orcs. As with all Warcraft games, players will first choose a side and then do everything they can to destroy their foes and gain control of the world.

The game is available on GOG for $5.99, and like all games on the platform, it is DRM free and features a 30-day money back guarantee.

It can be played on Windows 7 or later and features a two-player versus mode via LAN, two dozen campaign scenarios with a storyline for each side, and over 20 customizable scenarios. The GoG purchase also includes the game's soundtrack in MP3, WAV, and FLAC.

Warcraft II: Battle.net Edition is a bundle that includes Tides of Darkness and Beyond the Dark Portal. The set adds new weapons, maps including 50 custom maps  allies, and more. It also offers players the chance to take the fight to the sea and air.

Between the two editions, there are 52 new campaign scenarios, each with separate storylines specific to the two factions.

The Warcraft II bundle is also compatible with Windows 7 and higher, is DRM free, and includes a money back guarantee. It costs $9.99 and includes wallpapers and community maps.

For those who haven't played either game and would like to pick them both up, there's an option for that as well. Warcraft I and II are available as a single bundle costing $14.99, saving players around $2. 

Are we ever going to get Warcraft IV? https://www.gameskinny.com/usrze/are-we-ever-going-to-get-warcraft-iv https://www.gameskinny.com/usrze/are-we-ever-going-to-get-warcraft-iv Tue, 31 May 2016 05:11:57 -0400 Eliot Lefebvre

Back in 2002, Blizzard Entertainment released Warcraft III. The fallout from that game would lead to a huge growth in the MMORPG field, the creation of MOBAs as a genre, and arguably a major revitalization of RTS games in general. The game had an impact, in other words.

It had an impact on me, certainly; I was a broke college student who could not afford a PC able to realistically play it, so I would scavenger for time with my roommate's PC to happily plow away at the campaign. We shared jokes and achievements in the game. When I finally got a better PC, I grabbed the game first thing, and our dorm room would feature many a night of us going back and forth, sometimes teamed up against the world, sometimes us on opposite ends, and sometimes both of us just coincidentally playing the game at the same time.

But that was nearly 15 years ago, and time has marched on. Specifically, it's marched on to World of Warcraft. But there are lots of signs pointing to the possibility that it might be time to ditch that prefix and release another real-time strategy game of orcs, humans, and the art of harvesting lumber. Warcraft IV, if you will.

The state of the world

Two big elements have kept Warcraft IV from happening: Starcraft 2 and World of Warcraft. The former has been receiving more or less all of Blizzard's RTS resources to build a bigger and better RTS than Warcraft III could have ever dreamed of being, and the latter poses a big roadblock to any new games in Azeroth or accompanying environs.

Let's start with the second point first: as long as we're going to have World of Warcraft expansions, any storyline in a single-player Warcraft game is going to run smack into those in about two minutes. There's certainly still space for things to happen, of course - we have plenty of stories that take place off-screen between expansions - but a game like Warcraft IV would almost inevitably be would have to be a big war. We already know how the wars in the game played out, and it seems weird to think that our characters would sit one out in the present game. Either way you set it up, it's going to have trouble integrating itself.

Meanwhile, Blizzard has been focusing pretty heavily upon Starcraft 2 in the RTS arena over the past few years. What's interesting about that is that Starcraft 2 abandons a large number of the elements that made Warcraft III so iconic -- gone are hero units, most of the quests, and some of the armor/damage interdependency that made its predecessor work. That's not to say that Starcraft 2 is a bad game by any means; it's just a very different experience, and it doesn't build off its predecessor in the same way that previous Blizzard RTS games built off of one another.

Still, things have changed. The main sequence of Starcraft 2 stand-alone expansions is done with; we'll still get a few mission packs here and there, but the game itself is finished. And then there's World of Warcraft, which is steadily waving farewell to its market dominance over MMOs in general. While there's still plenty of audience for MMORPGs, WoW has shrunk from its heights of nearly 12 million subscribers to a hair under 6 million, with the company announcing that it will no longer announce subscriber numbers.

And that's without noting the fact that there is a movie premiering in the not-too-distant future; critical reviews have been sharply negative, but that doesn't mean the film isn't going to be a success or popular (only time will tell that). It could be argued that this is the perfect time to release a single-player title to capitalize on interest, catching players who might eschew the demands of an online-only title.

But there's been no word of one. And perhaps that's for very good reason.

The face of the RTS

Even though World of Warcraft's subscriptions are falling, the game still makes money. It has made money quite consistently for some time. The stated reason for no further subscription numbers was simply a matter of not disguising that -- if fewer people are paying more money and the net profits are stable, there's no reason to harp on the subscriber numbers. Investors care about money brought in, first and foremost.

And make no mistake, World of Warcraft is part of a core part of Blizzard's overall business plan. Even though its fortunes are diminishing, the game has been part of a major sea change at Blizzard. While the company's games were always supportive of online play, its last three major stand-alone releases - Hearthstone, Heroes of the Storm, and Overwatch - have all been online-only affairs that emphasize interacting with other players and feature next to no actual in-game story.

This is a noteworthy change. Part of what sold people on Warcraft III was the fact that it was a complete story -- that even if you never played a single online match you could still get a full sense of the game. You could even use quick-play maps to make your own challenges, taking on computer-controlled enemies in endless additional scenarios or playing fan-created campaigns.

Blizzard is clearly more interested, at this point, in creating online experiences that can be monetized. Which is an understandable shift, but it also means that games which don't support that find themselves a bit less appealing to the powers that be. And that's pretty difficult to do with an RTS without creeping into unfair territory; no one's going to play a game in which your opponent has access to better units, or even units that feel better.

This is on top of the fact that the competitive RTS scene is much like the competitive fighting game scene -- it still exists, but it's no longer the powerhouse it once was. Part of what led to Starcraft's immense popularity as a competitive game (especially in Korea) was the fact that one copy could easily be installed on multiple machines in a PC gaming cafe; in other words, everyone could play it. That's not the case with Starcraft 2, and the result has been that its competitive scene has struggled to really get rolling. These days, the scene that used to center around RTS play has moved on to focus on MOBAs, which (ironically) were birthed from a Warcraft III map modification.

In many ways, the environment would make Warcraft IV a harder sell. It's not an easy free-to-play sell or a buy-to-play sell, and it's catering to a scene that's moved on in many ways both big and small. There are essays to be written about how Warcraft III's map editor created genres, while Starcraft 2's more powerful editor has really just been used to recreate existing genres... but that's a very different piece. The point is that it doesn't exactly spark eagerness.

Age and decisions

Of course, the obvious response is that it would be silly to let the Warcraft IP do nothing; World of Warcraft is suffering diminishing returns, and it's old enough that it can only bring so many people into the game at that point.

Except...that argument relies entirely upon the assumption that age is the primary element that's lowering WoW's subscription numbers. Which is certainly a theory, but we're also looking at those numbers after an expansion that was panned for its structure at the level cap and a content-light patch series. The live game has been unpatched for nearly a year, compared to the better pacing in earlier years. The game has also changed its endgame philosophy significantly since the game was at its subscriber height.

Assuming that WoW's fortunes are declining due to its age requires also assuming that all of the other facts that are going into that decline aren't really that important in the long run -- something that seems a bit inadvisable. It's far more reasonable to assume that while the game isn't getting younger, it's also remarkably good at reducing the barrier to entry for new players. Players can speed through the early levels now, and a free copy of the game is being given away at select theaters for anyone who chooses to go see the movie.

Online games in general and MMOs in particular have a long tail; there's certainly no talk about League of Legends being "too old" to attract players. Many have said before that WoW's biggest failing at the moment isn't age, but its misunderstanding of its core audience and decisions that alienate players once they hit the level cap. While correcting that is difficult, it's also much cheaper to do that than to spend the time and money to develop a new RTS game in the universe. Which also carries other problems along with it.

So it won't happen?

Despite all of this, I think it's a fair thing to say that some sort of Warcraft IV is not just possible, but even likely. But I don't think now is the time for it.

As it stands, Blizzard has just launched a rather ambitious title (Overwatch) and has very recently wrapped up the active expansion development for another (Starcraft 2). That means that the company is in the middle of shifting. There's time to decide where the programmers are going next, what the next priorities are, and more importantly, what sort of game models work better or worse than others.

I have little doubt that World of Warcraft will continue for the next several years with new expansions. But if we're going to hear about Warcraft IV, it's going to be a few years down the line, and it may very well not resemble the games that we have grown accustomed to. Quite possibly it will be a half-step between Heroes of the Storm and Overwatch as well as Warcraft III, with an emphasis on individual leaders and customized armies for a small array of personalities. No continuity, just leading well-known figures from lore in battles against one another, with a buy-to-play model alongside reasonable skin costs.

Of course, that's only a hop and a skip away from what the designers have already done with Hearthstone. So perhaps, at the end of the day, that's the simple reason why we haven't gotten Warcraft IV. The world of Azeroth has plenty of stuff to mine out... but none of it needs to be deployed in the middle of an RTS. That lore can be used in more straightforward fashions that produce bigger revenue gains while the MMORPG continues along in the background.

Either that or we'll be hearing about it at the next BlizzCon. You never know.

5 Reasons Warcraft IV should happen (and 3 reasons why it probably won't) https://www.gameskinny.com/nlcqj/5-reasons-warcraft-iv-should-happen-and-3-reasons-why-it-probably-wont https://www.gameskinny.com/nlcqj/5-reasons-warcraft-iv-should-happen-and-3-reasons-why-it-probably-wont Thu, 06 Aug 2015 12:39:26 -0400 David Fisher


And there you have it! While Warcraft IV seems to be further away than ever, it is still a dream to some. It may very well remain a dream forever until Blizzard announces something in the future. Hopefully, one day Blizzard will hear our prayers and at least give us a remake of the old games. Until then, dream on fellow Warcraft RTS enthusiasts! I'll see you on battle.net!


What about you readers? Do you think Blizzard will ever give us a new Warcraft RTS? Do you think Warcraft IV will be released too late to gather interest? Would Starcraft: Ghost have a greater chance of being released than Warcraft IV? Leave your thoughts and opinions in the comments section below!


Why It Won't: It Might Be Too Late


Many fans have already gone out of the way to create their own Warcraft IV mods in Starcraft II and standalone clients. While they are by no means perfect, and most of them simply reuse the same game balancing from Warcraft III, the fact that they exist could seriously hurt sales. The reason that this could happen is simply because many players might find Warcraft IV to feel too different - visually or mechanically - from Warcraft III. It wouldn't be the first time either since Starcraft II still gathers a lot of criticisms from Brood War fans to this day.


If that wasn't bad enough, Blizzard is losing a lot of their map editing crowd to DotA 2. With Valve's new Hammer modding tool and Steam Workshop, Blizzard's stalling for a new Warcraft game is only going to hurt them in the long run since many Warcraft III games have been remade for Valve's DotA 2 client already.


Why It Should: World Editor


Blizzard is really missing out by not providing fans with a new world editor. While Starcraft II's map editor is great, it isn't Warcraft. Modern MMOs found their roots in Warcraft III's world editor, not because Starcraft: Brood War lacked a map editor, but because the lore and diversity of units allowed for the creation of a variety of games in a fantasy setting.


The quirkiness of certain units or characters made it accessible, and allowed for mini-games that you simply could never create in Starcraft. Sure, we have Zerg Soccer or Auir Chef in Starcraft, but Warcraft III had the Dodger of Sheep and Warchasers. I'm pretty sure we all know which mini-games were better...


Why It Won't: World of Warcraft's Lore


As much as Warcraft III was great for its lore, World of Warcraft does lore that much better. In fact, World of Warcraft's lore has become so expansive that deciding upon a storyboard for a Warcraft IV is pretty much impossible. With new heroes and villains added with each new expansion, and many more released even between patches, it's almost impossible to think of something that could fit into Azeroth that hasn't been done already.


Also, until World of Warcraft sees its last players close its doors, Warcraft IV would have to make sure that all events in the game were canonical with the massive world of the MMO. While it is difficult to maintain a consistent world as big as Azeroth and its surrounding realms, keeping two games consistent with that same lore would be a feat that no developer would want to face - even if they are a level 110 Death Knight.


Why It Should: Heroes of the Storm


Heroes of the Storm proved one thing about Warcraft's audience: they want more hero-based RTS. While I don't have the numbers on Hero sales, the number of Warcraft heroes you can find roaming about the unranked Quick Match lobbies should be evidence enough that players want to play as their favorite heroes again. People want to smash the living daylights out of hordes of creeps, just like they did in Warcraft III. It's a simple fact of life.


Why It Should: Learning About our Heroes


While World of Warcraft has built up a sizable amount of lore, ultimately it will never be able to tell stories the same way that Warcraft III did. I'm talking about the heroes themselves: Jaina, Arthas, Illidan, and Sylvanas all of whom originated from the 2003 RTS game. World of Warcraft has since gone on to kill Arthas (over and over) and Illidan (over and over) but at the end of the day the character development of the heroes we follow just doesn't match that of the RTS games.


If Blizzard wants to develop our heroes, stop sending us on raids and fetch quests. Give us a new RTS that makes us love them all over again, one that will drive new World of Warcraft players to pick a race because they like the characters, not because they want the best stat gains or buffs.


Why It Won't: Balancing Races


While other RTS games tend to have 10 different races with different perks, Warcraft III had 4 different races with entirely different units. This means that every single unit has to be rebalanced, every hero needs to be put in check, and every structure has to have the right amount of health. It's a big job, and it's one that Blizzard probably doesn't want to handle again.


Starcraft II is still getting rebalance patches for Wings of Liberty now and then. What makes us think that we're ever going to get another Starcraft II with heroes and another race thrown in? It's depressing and sobering reality, but it's the truth.


Why It Should: Diversity of Gameplay Strategies


One of the great things about Warcraft III: Frozen Throne was that it had four different races to choose from: the Human Alliance, the Orcish Horde, the Night Elf Sentinels, and the Undead Scourge. Each race had various pros and cons.


For example, the Humans were your basic RTS race. They had simple divisions between your worker units, your soldiers, your air support, and your siege weapons. They also had various towers for defense, allowing them to "turtle" their way through to the late-game.


The Orcs were similar in gameplay, except they focused more on aggressive units. Their "pillage" ability also allowed their warriors to gather resources by damaging enemy buildings.


The Undead were a strange race who were infamous for taking advantage of dead enemy units, as well as combining their wood-gathering unit with their basic attack unit. This gave them an advantage over other races in the sense that they could attack earlier and defend easier.


Meanwhile, the Night Elves were able to gather wood without disturbing the trees. They also had a focus on specialist units that had many spells, as well as a focus on ranged soldiers that could keep away from advancing melee warriors.


Having four races - each with unique units - created a diversity in strategies that the RTS genre simply hasn't seen in a long time. As much as Starcraft has its own 3 races to choose from, let's face it: there's always going to be Marine-Marauder rushes, and Protoss death-balls until the day Starcraft II dies.


Why It Should: Warcraft III Had a Unique RTS Style


For those who have never played Warcraft III it would appear to be like any other RTS. However, the game is much deeper than your average Macro/Micro gameplay that we see in Starcraft and other RTS games.


In Warcraft III: Frozen Throne, players were given the choice of 4 heroes, and were allowed to summon 1-3 of them depending on the level of their Town Hall (or other home-base, depending on race). Each hero had a specific role and had select abilities that were unique to them. By participating in battles, heroes would gain levels, making them stronger than the average unit. They could also gain valuable inventory items that could turn the tide of battles at any moment.


This was a feature unique to the Warcraft series of RTS games, and it is one that players sorely miss. While we can easily get our quick-fix for hero-based RTS gameplay by returning to Warcraft III from time-to-time, ultimately we would like to have a newer and more polished game than the old 2003 release.


After World of Warcraft: Legion's announcement, it seems that anyone's hopes and dreams for a Warcraft IV real-time strategy game are just about dead. Despite age-old rumours of a new RTS, Blizzard has pretty much confirmed time and time again that they can't fathom the possibility of cranking out a new Warcraft RTS. With almost 12 years since the last installment, I think that we can safely say at this point that it just isn't going to happen...


So I decided: I should get angry and tell Blizzard why they should make one anyway!


As such, I've compiled here a list of 5 reasons why Warcraft IV needs to happen - and 3 reasons why it probably won't - so let's get our peons and peasants ready and dig in!

Vikings' Travis Fimmel Secures A Role in Warcraft https://www.gameskinny.com/2nrsp/vikings-travis-fimmel-secures-a-role-in-warcraft https://www.gameskinny.com/2nrsp/vikings-travis-fimmel-secures-a-role-in-warcraft Mon, 10 Nov 2014 01:48:17 -0500 Adam Koziol

Blizzard has released the cast listing for the upcoming movie based on their Warcraft series of games. Travis Fimmel, famous for playing the warrior Ragnar Lothbrok in History Channel's Vikings, gets the a role as Anduin Lothar. Lothar is a war hero in the kingdom of Azeroth who has sacrificed everything to keep the people safe. Joining him on the Alliance side are Dominic Cooper as King Llayne Wrynn and Ruth Negga as Llayne's most trusted counsel, Lady Taria. Ben Foster will take on the role of  Medivh, aka The Guardian, whilst his apprentice Khadgar will be played by  Ben Schnetzer.

The Horde side in the movie will be led by Toby Kebbel as Durotan, chieftain of the Frostwolf Clan. Kebbel voiced Koba in Rise of the Planet of the Apes earlier this year and has also been cast as Victor Von Doom in the Fantastic Four reboot. He'll be joined by other orc warriors including Clancy Brown as Blackhand, Daniel Wu as Gul'dan and Rob Kazinsky as Orgrim Doomhammer. Paula Patton,  Burkely Duffield, Daniel Cudmore and Callum Keith Rennie will also star in the film.

After three successful, strategy titles, the Warcraft name really took off with the release of the world's most successful MMO, World of Warcraft. The Warcraft movie is being produced by Legendary Pictures who are also working on another video game adaptation, Dead Rising: Watchtower. Warcraft will be distributed by Universal Pictures and is set to release on March 11, 2016. Check out the first posters of the movie and let us know what you think in the comments section.

Pinpointing the Game That Made Me Love Video Games https://www.gameskinny.com/z8upl/pinpointing-the-game-that-made-me-love-video-games https://www.gameskinny.com/z8upl/pinpointing-the-game-that-made-me-love-video-games Sat, 27 Sep 2014 21:33:43 -0400 mchiu

As far as I can remember, I have always loved video games, but after writing several historical pieces about video games, it got me wondering whether I could pinpoint which game made truly love video games. I thought that this was going to be a relatively easy article to write, but after remembering about all the games I have played since childhood until now, it proved to be much more difficult than I had anticipated.

During different points of my life, I have been on and off with video games, primarily due to the ups and downs of the video game market in its early days. So in writing this piece, I decided to look at the different generations and phases of video games I went through instead of trying to find one particular game that got me to love gaming. 

In order to set up the criteria for myself in determining which games to feature, I looked back at games that gave me such a rush that I was practically addicted from the start, and continued to look for more. That is what the following games have done for me.


The year was 1975. I was about 4 years old. I went with my parents to a pizza parlor, and next to a few pinball machines, was a lone, yellow box with a TV screen inside of it. I walked over to it, but I was too short to see what was in this big box. My dad held me up so I could, and I immediately wanted to play. Eventually, my dad took out a quarter and dropped it into the machine, and we played against each other. I don't think I ever returned a ball on that first game, but it was the most awesome thing ever! The fact that I could control something on TV by just twisting a knob was the greatest thrill of my 4-year-old life. Ever since then, I kept wanting to go back to that pizza parlor to play that game. Going back to that pizza parlor never happened, since the next day, we moved from the Silicon Valley to Oregon.

Eventually, my parents got the Pong home console that was sold through Sears, and I was always pestering either of my parents to play with me. But having the attention span of a 4-year-old, I eventually got bored of it, and didn't really see a video game again for a few years.


Fast-forwarding in time, I came back to Silicon Valley, and video games were taking over America by storm. Arcades were all around, and they all had to have Pac-Man, Donkey Kong, and Frogger. It was around 1982, and although I had an Atari 2600 at home, I really preferred playing arcade games - they had much better sound and graphics. Nearly every week, my mom would take me with her to Safeway, and I would beg her for quarters to play games. For those of you who didn't grow up in the 80s, major grocery stores, pharmacies, and 7-11s in the US had arcade machines in the corners. 

During this particular time, the machines in rotation included Moon Patrol, Ms. Pac-Man, and Defender. Then, one day, a new machine was wheeled in that drew my attention: Tron. The first time I saw it, I did not know what it was, but it had a funky translucent blue joystick that had a trigger button, and a dial on the side. Later I realized it was a game that went with the Disney movie, and it made more sense.

This was no ordinary game. Aside from the new controls, the machine featured four mini-games inside of it. When you first put a quarter in the machine, you were presented with a map where you could direct the joystick to one of 4 areas, where each area represented a mini-game. You only had 3 lives, so if you could make it out alive from at least one of the 4 areas, you could play all 4 mini-games. ("Light Cycles" was my favorite.)

Overall, this game got me excited about video games again, since I could play 4 different games, and along with the movie tie-in, it presented an interesting and fun storyline that worked well in conjunction with the video game.


During most of high school and college, I continued to play games, but started losing interest in favor of pursuing girls. Back then, it was only the geeks and nerds who played video games. (Geeks and nerds weren't cool, either.) So I was a bit of a "closeted gamer" back then. I would still visit the local arcade from time to time.

In college, the student rec center had both Mortal Kombat and Street Fighter II. I got really good at playing Raiden on Mortal Kombat - mainly because Street Fighter II usually had a huge line of quarters on it, and I wasn't patient to wait my turn to play.

It was also in college that I destroyed my friend's finals studying regimen when I bought a copy of Civilization and let him borrow it over the weekend. He told me that he installed it on a Friday night, and still hadn't stopped playing when I visited him to study on Sunday afternoon. 

In my first post-college job, I was transferred to Tokyo. Things there were really different from the video game perspective. Firstly, there were at least 4 competing game consoles that I could remember. (Nintendo SuperFamicom, Sega MegaDrive, NEC PC-FX, and Fujitsu FM Towns). Arcades, or "Game Centers" as they were called, were huge, bright, loud, and a lot cleaner than the ones back home. But most importantly, women loved to go to them too. That was enough to get me to get interested in video games again!

While living out there, I met a few other Americans who were super into video games, and we would meet up on the weekends to have our own LAN parties. At the time, my friend was also beta testing for a new game, Starcraft. He was able to spawn copies to the rest of us, and when we started playing that, I was immediately hooked. US games (especially PC games) weren't particularly popular in Japan, so when the game was first released, it took a few weeks for me to find a copy. I remember going into the Akihabara "Electric Town" district in Tokyo one Saturday morning, and in a tiny shop that sold only PC games, there it was! I immediately snatched up a copy, got home, silenced my phone, and played straight through Sunday afternoon, where I finally finished up the campaign. 

What I loved about the game was how well-balanced the different races were to each other. The Zerg produced units the fastest, but were also the weakest, while the Protoss had very strong units, but took the longest to produce, while the Terran were somewhere in the middle. (Unlike Warcraft II, where the Orcs and the Humans had nearly identical units that worked nearly the same way). 

I loved the original Starcraft so much, in fact, that I continued playing it through the years, all the way to the launch of Starcraft II, some 13 years later. Then I finally hung it up and got into the new game. While there were other games that continued to fuel my love for video games over the years, it was truly Starcraft that threw me back into my interest in games.