We wanted to make sure all the campaigns, the custom maps that have come out, all of these things just continue to work. We also didn’t want to break the community. The reasons why we wanted to do that are pretty straightforward. We started from existing Warcraft III, and we built on top of that and evolved the engine such that we’re able to do all the modern graphics that you see, all the modern interfaces you see, and layering that into the original game engine. But it definitely takes its roots from what we did with StarCraft, because we are talking about a game that’s rooted in the original game engine. One, just because we thought it sounded cool, and two, we didn’t feel like it was just a straight remaster, similar to what we did with StarCraft. Is it fair to call this a remake? Or is remaster still the preferred term?īridenbecker: We landed on Reforged. GamesBeat: This is being called a remaster, but a lot of assets have been remade. We had an opportunity with Warcraft III, this beloved game, to carry all that learning and bring it right there. We had all this great learning, great systems that were all rooted in RTS. That was the first time for us to go back and learn what was involved in remastering a game, bringing it to modern standards, solving some of the heavy technical challenges associated with that. Rob Bridenbecker: We really cut our teeth as a team on StarCraft Remastered. GamesBeat: Why remaster Warcraft III now?
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