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We have our winners, and Blizzard has their names. It took just 22 hours and a surprising amount of wrong answers to finally reach our quota. Four readers got all five answers correctly and ironically, so did one that didn’t need the badge at all.

Blizzcon Banner

Without further ado, here are the answers:

1) Chances are, you are facing 1_COOL_GUY, also known as legato. A controversial player that actually had his account reset at the time.


2) At some point, the IN Clan was so successful that Theinclan.com was ranked #4 in Google for “clan”.

Members included INcinerate, INAgent911, INTillerman, INmogkupo, INMojo, INBob and many others… Some were there from the beginning, some were there towards the end.


3) The legendary service was Kali, whose logo adorned the competition’s post.


4) The League was called PGL, Professional Gamers League. Tillerman’s trading card is still being used in advanced shock therapy.


5) Tom Cadwell, aka Zileas. His economy-based analytical approach to RTS got him the BW Beta Championship title, as well as a job in Blizzard later down the road.

Congratulations to the winners. Hopefully, we will get to see you all on October 10th at Blizzcon!

SC2Blog is going to Blizzcon, and so are 4 of our readers – we are running a last-minute, 24 hour, Old School competition. The first readers to answer the quiz correctly will receive Blizzcon entrance badges!

Kali gaming Logo


1) It’s StarCraft B.net Season 2, You are on River Styx versus some Protoss player. A few minutes into the game, your worker line is decimated by a very surprising strategy – a Reaver that pops in and out of a shuttle.


Fill in the x’s in your opponent’s name:



2) Name at least 3 members of the IN clan.


3) What was the name of the popular 20$ one-time fee service that WarCraft 2 games were played on?


4) What was the name of the league that put Tillerman on a trading card?


5) What MIT student became a brilliant Protoss player, contributed greatly to StarCraft: BW’s balance, and later became a Blizzard employee based on the aforementioned achievements?

Send your answers to Anderson AT Sc2blog.com, along with your name. The first four people to answer all questions correctly will receive a confirmation, and their details will be sent to Blizzard.

Remember that you must not only answer all questions correctly, but also be able to attend to convention at Anaheim Convention Center in Anaheim, California on October 10 and 11.

Karune, Blizzard’s RTS community manager, has posted this month’s official discussion on Battle.net, requesting fan feedback for a highly interesting topic, and a fundamental mechanic of the game – the Zerg’s new and improved creep.

The StarCraft 1 Creep only slightly benefited the Zerg race, having little importance during actual combat. The StarCraft 2 Creep has been designed to be nothing like that – its effects have already been mentioned in the past, and using this opportunity, Karune revealed even more juicy details about the new and improved mechanics.

One of the distinct features of the Zerg is their fast movement, quick reactions and their large numbers. With the newest changes to the StarCraft II build these attributes are bound to reinforced once more.

Here are a couple of changes to the Zerg:

  • Zerg units except Drones can now move 30% faster on creep
  • Creep Tumors are smaller and burrowed
Creeping ramps
Creeping down the ramp

The above improvements join a long array of advantages that the StarCraft 2 Zerg have received in their home turf. Considering the Swarm units created by destroyed buildings, the omnipresent Zerg Queen, which can turn buildings into turrets via its Swarm Infestation ability and has a multitude of other defensive abilities, and the additional stationary defenses, defeating a Zerg army inside its base may become a very difficult task. Another important thing to remember is the Overlord’s creep laying ability, allowing the Zerg to take advantage of Creep even on the offense.

Here are this month’s official questions from Blizzard:

What do you think of the speed increase on Creep?


How do you think this change will effect Zerg, Protoss and Terran?


Do you like or dislike the change? Why?

Additionally, the SC2 Blog’s questions are:

1) Should creep affect enemy units as well?

2) Do you feel that this adds an additional, unneeded tactical aspect to the game?

3) Should Protoss units enjoy similar buffs when in Pylon energy range?

As with last month’s discussion, Blizzard has selected a major, fundamental topic to receive feedback from fans for. Like the Vespene Geysers, Creep will have a major impact on many aspects of matches involving the Zerg race in StarCraft 2. As always, this is your chance to influence the direction the game is heading to.

As Blizzcon looms near, Blizzard’s key employees and community managers have been dishing out quite a few interviews and have re-iterated through almost every key aspect of StarCraft 2. Karune, Frank Pearce and others have commented on key issues such as MBS, the new Gas Mechanics, Single player and Account unification issues. However, the build used as the basis for all this coverage is none other than the WWI two-month old version of StarCraft 2.

Out of two dozen Interviews, we have picked the bits of info that shed additional light on what is already known about Blizzard’s RTS flagship.

Gameindustry Interview highlights:

So like Warcraft III, the replay functionality wasn’t something we contemplated from day one, it was an afterthought and wasn’t implemented as well as it could have been – so that’s something that we can do from day one for StarCraft II, which should be pretty cool.


We want to take the storytelling component in the single-player campaign to the next level, so we’re talking about branching missions, decisions on the gamer’s part in terms of the technology that’s available to them – there’s a lot of buzz on the Internet around social communities, and we’ve got those social communities around our games and we want to leverage that to bring those players closer together on Battle.net.

Blizzard is definitely aiming high with its next-generation unified gaming platform. Blizzard’s new account system, the online store and the Global Achievement system. Coupled with Frank’s “social” vision, these ingredients form a recipe for a unique and unprecedented gaming platform, bringing together gamers from very different genres under one massive roof. It should be noted, however, that the social gaming niche is already being explored by services such as Raptr.

Rapt Graph, StarCraft 2

Q: Do you see lots of crossover between the different players of your games?


Frank Pearce: We did some research, and I can’t remember which direction we did it in – whether it was StarCraft players that played WoW or vice versa – and there’s a fair amount of overlap.

In a brief reply to VG247, Pearce also confirmed one of the most obvious estimations one could make – StarCraft 2 is not planned to be released in 2008.

“This year? Like, 2008? Too much work to do,” Pearce told VG247.


He added: “We don’t have a specific release date in mind yet. We still have too much work to do.”

StarCraftWire, Incgamer Network’s new StarCraft site, managed to score quite an informative Q&A with Karune during the PAX expo:

StarCraftWire.net: Will the Medivac Dropships be able to heal each other?


Karune: No, the Medivac Dropships will not be able to, however, SCVs can still be brought to them in order to repair them


StarCraftWire.net: Will it be possible to play Starcraft II at LAN Parties?


Karune: While the idea is still there, the main focus right now is Battle.net and Multiplayer to determine whether or not LAN will be available.

Unlike StarCraft: BW’s medics, Medivacs won’t be able to keep themselves at full health throughout the battles, and will require maintenance to be kept operational. We will be seeing more SCVs coming with every Terran infantry drop in order to keep these vital support units alive.
Considering the wave of coverage about Blizzards grand account unification plans, we can expect Blizzard to pay significantly more attention to the way players interact with their centralized systems, and implement only the minimal, if any, features for closed multiplayer environments.

StarCraftWire.net: When can we expect to see more updates to the Starcraft II official website, and what can we expect to see?


Karune: Not really sure when there will be an update to the site, although there may be misc. updates now and then for units, but otherwise waiting for closer to the Beta to really update the website.


StarCraftWire.net: Has there been a decision on what units will make it into the final game?


Karune: No real decision has been made really, we’re still trying to decide what units will make the cut, as you’ve seen that we dropped a couple units, one of our goals may be to try to keep the unit number closer to to that of the original Starcraft as we don’t want to have a unit be in the game and have it be useless to the battle.


StarCraftWire.net: What is Blizzard currently focusing on in Starcraft II?


Karune: Single player. Single player is still our primary focus right now, as it’s our main concern, afterwards, our focus will be on the multiplayer aspect which shouldn’t be too difficult, with the Editor being our final focus for Starcraft II.

Hyperion Engineering bay

Blizzard Developers’  StarCraft 2 single player efforts have long been mentioned, but it was the technical aspect that has really shown how much development and thought is invested in this somewhat overlooked aspect of StarCraft 2. SC2’s single player campaign was worth developing a separate and innovative 3D engine for, and the hype just keeps coming.

An interesting glimpse into the long term StarCraft Universe strategy is provided in this TotalVideoGames interview:

VG: You talk about expanding the lore this time around in a similar manner as Warcraft II to Warcraft III; the next step after Warcraft III was World of Warcraft, so I have to ask – is this laying down the foundations for the often rumoured ‘Universe of StarCraft’?


Pearce: Anything we do to evolve the storyline in a franchise lays the foundation for whatever we want to do in the future. One of our goals with these franchises is to create rich, deep worlds that we can use to leverage for all sorts of things, whether it’s novels, comic books, games of different genres, or even movies. We’re also in the process of trying to have a Warcraft movie made.


Colayco: In recent months we’ve had a StarCraft board game introduced, and manga comics. So having a greatly fleshed out lore and background to a story lends itself to all these different projects.

These are not fantasy plans, either. The WarCraft movie is due to be released some time during 2009, and is produced by none other than the makers of 300 and The Dark Knight – Legendary Studios. Serious business, so to speak. Leveraging a rich and immersive Universe to build a multi-million fan base that follows it across multiple genres and platforms is perhaps the best and most challenging long-term strategy a VP of Product Development can embrace.

We have read through many StarCraft interviews, articles and videos in order to extract the maximum updates from the recent news wave, which to remind you, is still based on the WWI build.

Brace for Blizzcon.


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