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Warcraft III: Reforged interview — The struggles and lessons of remaking a classic – VentureBeat

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Warcraft III: Reforged comes out today, bringing the classic real-time strategy game back to the forefront years after the original’s 2003 release. But remaking such a beloved title wasn’t an easy project for Blizzard.

Reforged has to both replicate the experience of the original Warcraft III while modernizing its look and infrastructure. I talked with with Reforged producer Pete Stillwell and animator Keith Sizemore. They looked back on the development process for Reforged and the challenges that they overcame.

GamesBeat: How does it feel to be ready to release?

Pete Stillwell: It feels great. We have literally years of anticipation building up. There’s always a few nagging bugs that are like, we might never fix this. And then for whatever reason, the day you go in to have the release candidate for ship, that bug gets fixed and you breathe a big sigh of relief. You realize things are going to be okay. You did all the hard work for a reason. Everyone is pretty hyped. We all love this game. We’re hoping that by having it live on Battle.net, people who are new to the franchise, or that have loved WoW for a very long time, can see the origin story.

GamesBeat: What did you learn from the beta test?

Keith Sizemore: At least on the art side, we got a lot of feedback from the community that we really appreciated. It brought a lot of things to our attention that we addressed and tackled. A few examples — at least for me, we fixed the animation for Samuro, and also we fixed the Mountain King. There were a lot of things the community brought to our attention. Coloring and saturation. Silhouettes. We had the opportunity to bring all that to the game.

Stillwell: The archer is a prime example. We had made her stand tall and proud, while her original silhouette was kind of waiting to shadow meld, essentially. By having her stand up, it made a huge difference for silhouette readability. More from the engineering side, there’s so much you don’t know until the game is live, when you’re making an online multiplayer game. You have to get it out there and — we’re lucky to have a dedicated, passionate community who helped oppose the weak points in the matchmaking or in the server infrastructure and things like that. They can help make this game a better representation of the experience we want for the broader world.

GamesBeat: What have been some of the biggest changes you’ve made during development?

Sizemore: The [color] saturation, for one. We like how we’ve adjusted that, to make sure that characters are more readable, in response to the community’s feedback. We did a pass on the grunts. We had more of a desaturated grain early on, kind of hearkening to the cinematics. We found that the community didn’t feel that read true to the original orc grunt and the other orc characters. We did a saturation boost on that, and it definitely helped.

Stillwell: It really brought their skin to the forefront. That’s one of the fun parts about this. There’s a right and a wrong answer sometimes in game development, and in this case, it’s better to know that the community has a strong feeling about what’s right, and then adjust. Ultimately we are here to maintain a classic, so some of those creative licenses, if you will, and walking them back — I think we were comfortable with that.

We always enjoy seeing how deep the community’s understanding of the game is. Other things we’ve changed since the start — we benefited from having the foundation of the original. There was the core sense of maintaining that. Not much evolved as much, as we figured things out as we went and discovered how we should deliver the game to the community, versus how we thought we would deliver it as the beginning.

Above: Warcraft III: Reforged in action.

Image Credit: Blizzard

GamesBeat: What is support for this game going to look like after launch?

Stillwell: One thing that we love that the StarCraft II team has done has been seasons and finding ways to engage with the online experience long term. The campaign is the campaign. It’s a snapshot of the third war and it’s amazing. We don’t necessarily have much to add there at this point. Whereas the online community and the folks who’ve never set down, whether it’s competitive play or custom games — they’re thirsty for more. They have ideas. I can’t undersell how deep the backlog of requests is from mapmakers, for new things we could be doing. We dipped into that, but the first thing we had to do was get the game right. We’ve gone through that process by getting the campaign right. We’ve added to the editor and we’ve served some of those requests, but we mainly had to do the types of things that helped the other side of the team get the campaign right. Now we can overindex into the — I want a trigger that does this. There’s a memory leak here, so if you figure that out you can help us debug and make maps faster.

One of the really strong things about the world editor — it’s like a good game. It’s super easy to fall into and understand how to put a map together, and then you start the learn the depths of it and figure out over time how little you really know. There’s a lot to get good at in there. Because of that depth, there’s some sharks in the water, if you will, that we have the opportunity to go fix. Keith and the art team made hundreds of assets that were duplicated in the original game unique, because we knew that that would be cool for the campaign, but it would ultimately put all of these new opportunities in the hands of creators. The really awesome news we’ve just gotten is this deal with ESL to have more representation in esports. That means we can do more with seasons and having fun things for players who want to play alongside their favorite pros.

GamesBeat: I was going to ask about esports. You’re partnering with ESL for Reforged, although in the Blizzard has done a lot of its esports internally. Why partner with a company like ESL instead of going more on your own?

Stillwell: As a classic team, we’re kind of small and light. We look for partner groups and pursue those opportunities. They were rip-roaring and ready to go. They came to us with a strong proposal, and we thought, yep, this feels good. The players will benefit immediately. We can see where things go. That’s the cool part about it. Hopefully Reforged attracts some new, exciting pros and evolves what this game is. That’s the other fun thing. The community still agrees that this game has changes that could be made to competitive play vis-a-vis balancing. When we got SC, it was kind of like, okay, we agree that this game is perfect, don’t mess around with it. Leave the game the way it is.

Whereas the narrative on this one is, hey, Undead is super-underpowered, and you only ever really select one hero. We’d love to see more things mixed up. Skip and some of the designers have introduced new items in the last balance patch and done some cool changes to maps to make sure the maps themselves are balanced, because they have such a role in gameplay itself. There’s a lot to explore here. By letting us focus on the game itself while someone else gets it into the hands of the viewers, it’s a great relationship for us.

Above: Humans vs. Orcs.

Image Credit: Blizzard.

GamesBeat: Warcraft III has been around for 20 years. How do you approach making this worthwhile both for people who are experts at the game and people coming in fresh? Do you have to keep those players away from each other in things like multiplayer?

Sizemore: I can speak to the campaign, where bringing in new players allows us to have this mode where people can go in and experience a lower tier of difficulty, experience those cool moments. They can go from playing WoW to finding out where the origins of WoW came from. That will bring something to the new players. For the multiplayer and the melee, by building on top of the original engine and progressing from there, we’ve maintained what people love about everything at the roots.

Stillwell: In the beta we had to be pretty lax with matchmaking in order to make sure people weren’t sitting in queues for hours on end. What we saw was a lot of people that were new showing up and they got stomped by veteran players. So when we go live and we have more people, we’ll start using our new ELO system that’s based on what we’ve learned from SCR and SC2 to find you a good match. Hopefully there’s a natural progression from “I picked up the campaign and I love it, I want to play more, I want to learn about this melee thing,” and then on the other side of the room, you have the veteran, and they’re just playing other veterans. New guys are playing new guys and we’re all learning together about how to advance into top-tier play without being overly frustrated by not — the game is different, right? With the hero system, there’s a lot more to learn than just figuring out a build order. A different map might want you to use a different hero.

There are layers of complexity here that I think are why the game is so compelling and such an opportunity for esports. It now looks as good as it plays, for a modern audience. I don’t want to make it sound like it didn’t look good when it came out. We respect the original developers. But hopefully, also — we did this at BlizzCon. We challenged the existing community to help us by being the best ambassadors they can. We all agree that more people are better for this game. Help teach them. Be patient. Help bring them in. There are thousands of custom games, us versus the computer, that aren’t as nerve-wracking as the ladder and things like that. There’s a bunch of cool stuff to discover where new and old players can join forces.

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United Airlines will offer free internet on flights using service from Elon Musk’s SpaceX

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CHICAGO (AP) — United Airlines has struck a deal with Elon Musk’s SpaceX to offer satellite-based Starlink WiFi service on flights within the next several years.

The airline said Friday the service will be free to passengers.

United said it will begin testing the service early next year and begin offering it on some flights by later in 2025.

Financial details of the deal were not disclosed.

The announcement comes as airlines rush to offer more amenities as a way to stand out when passengers pick a carrier for a trip. United’s goal is to make sitting on a plane pretty much like being on the ground when it comes to browsing the internet, streaming entertainment and playing games.

“Everything you can do on the ground, you’ll soon be able to do on board a United plane at 35,000 feet, just about anywhere in the world,” CEO Scott Kirby said in announcing the deal.

The airline says Starlink will allow passengers to get internet access even over oceans and polar regions where traditional cell or Wi-Fi signals may be weak or missing.

The Canadian Press. All rights reserved.

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How to Preorder the PlayStation 5 Pro in Canada

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Sony has made it easy for Canadian consumers to preorder the PlayStation 5 Pro in Canada directly from PlayStation’s official website. Here’s how:

  • Visit the Official Website: Go to direct.playstation.com and navigate to the PS5 Pro section once preorders go live on September 26, 2024.
  • Create or Log in to Your PlayStation Account: If you don’t have a PlayStation account, you will need to create one. Existing users can simply log in to proceed.
  • Place Your Preorder: Once logged in, follow the instructions to preorder your PS5 Pro. Ensure you have a valid payment method ready and double-check your shipping information for accuracy.

Preorder Through Major Canadian Retailers

While preordering directly from PlayStation is a popular option, you can also secure your PS5 Pro through trusted Canadian retailers. These retailers are expected to offer preorders on or after September 26:

  • Best Buy Canada
  • Walmart Canada
  • EB Games (GameStop)
  • Amazon Canada
  • The Source

Steps to Preorder via Canadian Retailers:

  • Visit Retailer Websites: Search for “PlayStation 5 Pro” on the website of your preferred retailer starting on September 26.
  • Create or Log in to Your Account: If you’re shopping online, having an account with the retailer can speed up the preorder process.
  • Preorder in Store: For those who prefer in-person shopping, check with local stores regarding availability and preorder policies.

3. Sign Up for Notifications

Many retailers and websites offer the option to sign up for notifications when the preorder goes live. If you’re worried about missing out due to high demand, this can be a useful option.

  • Visit Retailer Sites: Look for a “Notify Me” or “Email Alerts” option and enter your email to stay informed.
  • Use PlayStation Alerts: Sign up for notifications directly through Sony to be one of the first to know when preorders are available.

4. Prepare for High Demand

Preordering the PS5 Pro is expected to be competitive, with high demand likely to result in quick sellouts, just as with the initial release of the original PS5. To maximize your chances of securing a preorder:

  • Act Quickly: Be prepared to place your order as soon as preorders open. Timing is key, as stock can run out within minutes.
  • Double-Check Payment Information: Ensure your credit card or payment method is ready to go. Any delays during the checkout process could result in losing your spot.
  • Stay Informed: Monitor PlayStation and retailer websites for updates on restocks or additional preorder windows.

Final Thoughts

The PlayStation 5 Pro is set to take gaming to the next level with its enhanced performance, graphics, and new features. Canadian gamers should be ready to act fast when preorders open on September 26, 2024, to secure their console ahead of the holiday season. Whether you choose to preorder through PlayStation’s official website or your preferred retailer, following the steps outlined above will help ensure a smooth and successful preorder experience.

For more details on the PS5 Pro and to preorder, visit direct.playstation.com or stay tuned to updates from major Canadian retailers.

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Introducing the PlayStation 5 Pro: The Next Evolution in Gaming

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Since the PlayStation 5 (PS5) launched four years ago, PlayStation has continuously evolved to meet the demands of its players. Today, we are excited to announce the next step in this journey: the PlayStation 5 Pro. Designed for the most dedicated players and game creators, the PS5 Pro brings groundbreaking advancements in gaming hardware, raising the bar for what’s possible.

Key Features of the PS5 Pro

The PS5 Pro comes equipped with several key performance enhancements, addressing the requests of gamers for smoother, higher-quality graphics at a consistent 60 frames per second (FPS). The console’s standout features include:

  • Upgraded GPU: The PS5 Pro’s GPU boasts 67% more Compute Units than the current PS5, combined with 28% faster memory. This allows for up to 45% faster rendering speeds, ensuring a smoother gaming experience.
  • Advanced Ray Tracing: Ray tracing capabilities have been significantly enhanced, with reflections and refractions of light being processed at double or triple the speed of the current PS5, creating more dynamic visuals.
  • AI-Driven Upscaling: Introducing PlayStation Spectral Super Resolution, an AI-based upscaling technology that adds extraordinary detail to images, resulting in sharper image clarity.
  • Backward Compatibility & Game Boost: More than 8,500 PS4 games playable on PS5 Pro will benefit from PS5 Pro Game Boost, stabilizing or enhancing performance. PS4 games will also see improved resolution on select titles.
  • VRR & 8K Support: The PS5 Pro supports Variable Refresh Rate (VRR) and 8K gaming for the ultimate visual experience, while also launching with the latest wireless technology, Wi-Fi 7, in supported regions.

Optimized Games & Patches

Game creators have quickly embraced the new technology that comes with the PS5 Pro. Many games will receive free updates to take full advantage of the console’s new features, labeled as PS5 Pro Enhanced. Some of the highly anticipated titles include:

  • Alan Wake 2
  • Assassin’s Creed: Shadows
  • Demon’s Souls
  • Dragon’s Dogma 2
  • Final Fantasy 7 Rebirth
  • Gran Turismo 7
  • Marvel’s Spider-Man 2
  • Ratchet & Clank: Rift Apart
  • Horizon Forbidden West

These updates will allow players to experience their favorite games at a higher fidelity, taking full advantage of the console’s improved graphics and performance.

 

 

Design & Compatibility

Maintaining consistency within the PS5 family, the PS5 Pro retains the same height and width as the original PS5 model. Players will also have the option to add an Ultra HD Blu-ray Disc Drive or swap console covers when available.

Additionally, the PS5 Pro is fully compatible with all existing PS5 accessories, including the PlayStation VR2, DualSense Edge, Pulse Elite, and Access controller. This ensures seamless integration into your current gaming setup.

Pricing & Availability

The PS5 Pro will be available starting November 7, 2024, at a manufacturer’s suggested retail price (MSRP) of:

  • $699.99 USD
  • $949.99 CAD
  • £699.99 GBP
  • €799.99 EUR
  • ¥119,980 JPY

Each PS5 Pro comes with a 2TB SSD, a DualSense wireless controller, and a copy of Astro’s Playroom pre-installed. Pre-orders begin on September 26, 2024, and the console will be available at participating retailers and directly from PlayStation via direct.playstation.com.

The launch of the PS5 Pro marks a new chapter in PlayStation’s commitment to delivering cutting-edge gaming experiences. Whether players choose the standard PS5 or the PS5 Pro, PlayStation aims to provide the best possible gaming experience for everyone.

Preorder your PS5 Pro and step into the next generation of gaming this holiday season.

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