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"Hell, it's about time!"

StarCraft II is a sequel to the real-time strategy game StarCraft, announced on May 19, 2007, at the Blizzard World Wide Invitational in Seoul, South Korea.[9][10] It was eventually set to be released as a trilogy.[11][12]

StarCraft II is free to play; multiplayer and the Wings of Liberty campaign are free, and all Co-op Commanders free until level 5, except for Jim Raynor, Sarah Kerrigan and Artanis, which can be played up to the maximum 15 level.[13] Internet access is not required to play the game[14] but is required for installation.[6] StarCraft II is available through digital distribution.[15]

StarCraft II: Wings of Liberty sold 1.5 million copies in its first two days[16] and 3 million copies in its first month.[17] It was the best-selling game of July 2010.[18]

Blizzard intends to continue support StarCraft II years after release, in a similar manner to the StarCraft patches, which have been updated more than ten years after the release of the original StarCraft.[19]

As of 2011, there are no plans to port StarCraft II to any console platform.[20]

As of October 2020, the game will only receive balance patches and season rolls. There will be no further for-purchase content.[21]


The game is split into three separate self-contained installment products.

  1. StarCraft II: Wings of Liberty, the terran campaign
  2. StarCraft II: Heart of the Swarm, the zerg campaign
  3. StarCraft II: Legacy of the Void, the protoss campaign[11][12]
StarCraft II SC2 Logo2

The StarCraft II Trilogy

Blizzard Entertainment chose this route due to the challenges they faced creating the campaigns. Through a trilogy, they can create more content per campaign, such as movies, sets, props, characters, missions (including Easter egg missions) and so forth. Each character has their own arcs, missions and dialog.[22][23] The story has been designed so that no previous knowledge of StarCraft is required to enjoy it.[24]

In-universe the campaigns occur in sequence,[25] each campaign beginning immediately after its predecessor.[26] Each campaign has 26-30 missions in total (including branching missions) and a set ending, rather than a cliff-hanger.[22]

All three races were completely developed for the multiplayer skirmish mode.


Heart of the Swarm and Legacy of the Void are considered to be expansion sets[23] and are priced as such.[15] Rob Pardo later described them as expansions from a multiplayer standpoint (much like Brood War) but sequels from a campaign standpoint.[27] With the announcement of the release date of Heart of the Swarm, the cost of the first expansion was $40 USD for the standard edition, and $55 USD for the deluxe edition.[28]

Each expansion features a new campaign,[29] with new units, abilities, and structures added.[23] There are also upgrades to the multiplayer, "that's the whole point of the expansion or the second part."[30] Each race is enhanced in some way.[31] New content can only be accessed if a player buys the expansion.

Mission Packs

It was stated that StarCraft II would continue to receive downloadable campaign content post-Legacy of the Void in the form of "mission packs." The first of these, Nova Covert Ops, is a series of 9 missions released over a trio of installments. The first three missions were released on March 29, 2016,[32] and the second three on August 2, 2016.[33]
After the release of the final part of the mission pack, fan reaction will be gauged to determine whether more mission packs will be released, or whether Blizzard should work on a new RTS game.[34]

At Gamescon 2016, Blizzard stated that they have no plans for additional mission packs moving into 2017.[35] As of BlizzCon 2016, they are not working on any more mission packs.[36] The reason for the shift was that there were observable spikes in Co-op Missions and Versus in terms of player engagement, hence the shift to cultivate these modes. Blizzard is not currently working on any new campaigns (as of BlizzCon 2017).[37]


Story and Lore

"Make no mistake. War is coming. With all its glory, and all its horror."

- Arcturus Mengsk on current events.(src)

The trilogy takes place four years after StarCraft: Brood War.[38][39] The storyline was written by Chris Metzen and Andy Chambers, concurrently with The Dark Templar Saga which was written by Christie Golden.[39]

Each of the three campaigns — terran (Wings of Liberty), zerg (Heart of the Swarm) and protoss (Legacy of the Void) — has been released as separate products.[11][12] The trilogy has an overall arc of escalation, beginning small with Wings of Liberty (rebellion against the Dominion), escalating to Heart of the Swarm (where Kerrigan commands the fate of an entire race) and culminating in Legacy of the Void, in the final battle of the Protoss against Amon.[40]

StarCraft II takes place both on new worlds and on worlds that appeared in the original game. Char is back as is Mar Sara. One of the new worlds is Bel'Shir, a jungle-covered protoss-colonized moon that was a religious retreat until it was attacked by the zerg; it now houses many ruined temples. Other new worlds include Redstone III and Monlyth.

Jim Raynor continues his adventures along with Kerrigan, Zeratul and Artanis.

The campaign can be played without an internet connection, although Blizzard prefers that it be played online (to enable achievements and special save game features).[41]

Precursor Events

  1. The "evil empire" of the Terran Dominion is the political, economic and military powerhouse of the known terran factions in StarCraft II. The Kel-Morian Combine and Umojan Protectorate are currently the only other sovereign governments capable of maintaining independence from the Dominion, which is trying to assimilate terran colonies and consolidate its power.[39]
  2. The Swarm, under the command of the Queen of Blades, have pulled back to Char and been quiet for four years. No one knew what Kerrigan is planning as her forces kill all enemy scouting parties.[42] Kerrigan herself says the zerg have evolved and thrived during this period, and are becoming "much, much more, for the final metamorphosis has only just begun."[43]
  3. Raynor's Raiders are the main playable terran faction, and Jim Raynor is referenced as the central character of the terran campaign. Raynor's Raiders have been outlawed by the Terran Dominion. Arcturus Mengsk has continually hounded them, but refused to assassinate Raynor as that could make him a martyr.[44]
  4. The United Earth Directorate forces were destroyed by Kerrigan's zerg (though an enclave of surviving exiled companies are still around somewhere in the Sector).[38][39][42]


An overarching thread involving the xel'naga and rumors of hybrid creatures weaves through the campaigns.

There are many connections between the StarCraft: Ghost franchise and StarCraft II. For instance, Gabriel Tosh, a character from StarCraft: Ghost Academy, appears on the Hyperion in Wings of Liberty and serves as a connection between the two storylines.[45] The StarCraft: Ghost storyline, especially parts revolving around the Terran Dominion, acted as a building block for StarCraft II.[46]

Other Races

The xel'naga fits into the story "in a rather epic tale"[38] and form part of the backbone of the trilogy.[47]


MarineHydraliskZealot SC2 Art1

The trifecta

StarCraft II only features the three original races in standard multiplayer: protoss, terran, and zerg. While a fourth race was not introduced, hybrid were considered and dropped as a fourth race for the game.[48]

Some units have animations such as air banking, starting and stopping.[49]

StarCraft II retains some units from the original game, although some of these units have been given new abilities. Due to story events from the previous game, some units have been phased out or replaced. For example, the conquest of the protoss homeworld of Aiur has prevented the creation of more dragoons — the transplanted forms of protoss warriors in exoskeletons — resulting in the remaining dragoons to be redesigned with different weaponry and a shield that absorbs heavy damage and renamed to "immortals."[50]

The number of units in the game did not significantly change from Brood War. For every new unit added, one "underused" unit has been removed.[51][52]


Screenshot SC2 DevGame1

Early screenshot of StarCraft II gameplay

The StarCraft II experience places emphasis on three playable races locked in a cinematic intra-galactic warfare through an epic story Campaign, best-in-class multiplayer Versus competition, and collaborative Co-op Missions.[1]

During development, there were five levels of AI script difficulty for custom games: Beginner, Easy, Moderate, Hard, and Insane, with Insane gaining additional resources from mining and extra map awareness.[53] This gradually expanded to ten levels: Very Easy, Easy, Medium, Hard, Harder, Very Hard, Elite, and three different Cheater options.

StarCraft II features 20 unique tilesets,[54] including the Shattered City environment.[55]


Main article: Achievements


Main article: Campaign


Main article: Co-op Missions


Main article: Versus


Main article: Arcade

Custom games allow "handicaps" for different players. This is set before the match.

Custom games give players the ability to play against chosen players or AI on the maps of their choosing. These custom maps allow players to set map type, game speed, AI difficulty and expansion level. AI can be customized to favor different builds and strategies. Mods may be added to these custom maps to change the game experience while still giving the player the ability to play on different maps.


Collections allow players to customize their profile and race's army. From here, players can change their unit's skins, their consoles, announcers, portraits, decals and sprays. This menu also gives players the option to see what emoticons and /dance animations they have unlocked.

For 3v3 and 4v4 games, only four skins can be set per race. This can be set in the "Large Format Games" box.


Main article: Replay

Replays are available in StarCraft II as well, for both singleplayer and multiplayer games.

Multiplayer games include menus, leaderboards and overlays displaying statistics. StarCraft II features seven observer modes:

  • None (no menus)
  • Resources (gathered resources and supply count)
  • Spending (on economy, tech and units)
  • Unit (number of units)
  • Production (units and buildings being created)
  • Army (resources spent on the army)
  • APM.

These are available in "real time."

In Observer Mode, a viewer can watch in the "old style" or in a newer "first person view" in which they see the camera view, selections and commands issued from the player's viewpoint. An observer won't be able to see the actual mouse clicks, however.

At the end of the game, build orders, an army graph showing the size of the army over time and a resource graph showing income over time can be displayed.

Blizzard Entertainment released a new version of with StarCraft II.

Metagame Functionality

Frank Pearce said they wouldn't be able to implement all plans by the time StarCraft II launches, but they can add more features to "as we go."[56]

StarCraft II does not have LAN support.[14][57]

Internet access is not be required to play the game[14] but is required for installation.[6] Blizzard expects requiring internet access for some features to not be a problem, since computers come standard with internet connections now (unlike when StarCraft came out).[58]

Players of StarCraft II and Diablo III share "gamer achievements," adding up to a Blizzard Level, in a similar manner to the system in World of Warcraft.[59] While achievements can be accessed in the single-player game, this is only possible if the gamer is connected to Players does not require internet access to play single-player games, but they are encouraged to do so.

The game did not launch with the ability to display replays to multiple users.[60]

Teaching the Game

Blizzard intends to train new players for the multiplayer game, eventually transforming casual gamers into hardcore gamers.

The campaign does not act as a tutorial for teaching game mechanics. Instead, the game includes pre-recorded tutorials which players can watch, as well as "challenges," small missions which train players in specific tasks suited for multi-players games such as efficient resource gathering. A challenge would last 5-10 minutes and the player would get a score. Challenges cover topics important to multiplayer, such as resourcing, hotkeys and counters. In addition, players receives help on why they won or lost a game.

There are tutorials for protoss and zerg which players can view before playing them on

Blizzard expected players who start on to play cooperatively vs the AI, then move into team play before finally graduating to 1 vs 1. Blizzard considers team play less hectic, as the teammates can support each other. Achievements are used to direct players along this path. Blizzard expects players to play 30-60 hours of the game before they begin playing 1 vs 1.[61]

By 2012 Blizzard changed its training techniques. As of patch 2.0.4 StarCraft II comes with a training mode. The training mode shows four windows going left to right—Training, Versus A.I., Unranked, and Ranked.[62]

Each race has three training missions.[63] For each there are three stages. The player is given simple goals against an AI opponent. Stage 1 goes at normal speed and gives ground units. Stage 2 gives more advanced ground units and increases the game speed to fast. At stage 3, all units are available and the speed is set to faster.[62]

The player can then play against the AI either singly or in groups.[62] A matchmaking vs AI system has been introduced, where players matches against an AI level that matches their skills.[64] This is called the AI Challenge Mode.[65] This is determined by three placement matches.[62]

Next is Unranked Play, which do not affect a player's ladder ranking. Matchmaking is still be used to pair off players. The game uses the ranked ladder rating if the player already has one, but it begins to diverge at this point.[62]

Finally there is the traditional Ranked Play. This gives access to the ladder and leagues.[62]

MLG Leagues

Main article: Leagues

Leagues are part of the tool system making multiplayer StarCraft II available for all skill levels, along with the automated matchmaking system. Initially, there were Copper, Bronze, Silver, Gold, and Platinum Leagues, as well as a "safer" Practice League, which would involve players of lower skill levels playing on maps designed to prevent rushing at "normal" rather than a faster game speed.

Beta patch 13 of Wings of Liberty replaced the Copper League with Diamond, featured above Platinum. The Master League was added above Diamond in patch 1.2, and the Grandmaster League was added in patch 1.3, representing the top 200 players within a region.

Blizzard intended to take steps to prevent "smurfing," where higher-skilled players participate in games they shouldn't be and disrupt other players.[66]


StarCraft II features new soundtracks by Glenn Stafford, the soundtrack composer for StarCraft. In addition, edited versions of the StarCraft soundtracks are found in StarCraft II.[67]

The trilogy's lore lore is supported by several novels authorized by Blizzard Entertainment. The Dark Templar Saga serves as a prologue to StarCraft II,[39] I, Mengsk is a tie-in to StarCraft II[68] and the StarCraft: Ghost novel Spectres also served as a tie-in.[69]

StarCraft: Ghost in StarCraft II

GabrielToshMissons SC2 Icon1
This article or section contains information from the optional Covert Missions in StarCraft II: Wings of Liberty.

Nova and Gabriel Tosh, the latter introduced in the Ghost Academy graphic novel series, feature in a subset of missions centered around spectres. Tosh hires Jim Raynor to collect jorium and terrazine to assist in the production of spectres,[70][71] and the player may ultimately either side with Tosh and break Tosh's fellow spectres out of New Folsom Prison,[72] or side with Nova to kill Tosh and destroy his spectre production facilities.[73] The player receives the ability to use either spectres or ghosts depending on who they side with.

Horace Warfield also factors prominently into the later stages of the campaign, being the general accompanying Valerian Mengsk. However, there is no mention of his connection to Nova or spectres.

The following section contains information from a previous version of StarCraft II which is no longer valid.

A Nova-centered cinematic appears on a TV screen in StarCraft II.[74]

Certain assets from StarCraft: Ghost, such as interior installation art, appear in StarCraft II.[75]


StarCraft II supports the DirectX 9 (Pixel Shader 2.0) software. It is fully compatible with DirectX 10 as well, which provides access to enhanced graphical effects.[76] The game is also compatible with DirectX 11, but it don't support features specific to it.[77] The Mac client utilizes OpenGL, instead. The game also features the Havok physics engine, allowing realistic interaction with the environment, such as "debris roll(ing) down a ramp."[9]

The game supports a variety of video cards; old cards like ATI Radeon 9800/NVIDIA GeForce FX to ATI Radeon HD 4800s and NVIDIA GeForce G200s are also supported.[78]

StarCraft II supports screen resolutions from 5:4 to 16:9.[1] Wider screens has a slightly larger viewable range.[67][1][79] The game supports wide screens but not multiple monitors.[80] The minimum resolution is 1024 x 768 x 32 bits.[81] StarCraft II supports a windowed mode.[77]

Game unit models feature about 2000 polygons.[82]

During game design, 3DSMax was used to create low-polygon unit models, MudBox for high-polygon models,[83] and Photoshop was used to edit textures.[84]

Gore can be disabled, but doing so requires restarting the game.[85]

StarCraft II is written in 32-bit code but supports 64-bit systems. It has multi-core capability.[29]

The game supports lighting effects, including a light/dark cycle used in some missions.[54]

Voice chat is enabled over, but the audio is not available in replays.[86]

Galaxy Map Editor

Main article: Galaxy Map Editor

The game comes with a map editor. The StarCraft II Map Editor improves upon the World Editor from Warcraft III in every way.[5] Publishing custom maps requires a Premium account.

Blizzard supports the modding community with theirs Arcade program. There are plans to allow to sell some mods the future.[87]


Startools, a proprietary toolset, is included with Galaxy Map Editor. Startools lets modders design and create doodads.[83]


"Sequels are always difficult because you gotta figure out what do you want to add to the game versus you taking anything away."


"I can't remember how many years ago it was that we started StarCraft 2. Ten years? Good god."

- Chris Metzen (comment made in 2015)(src)

Some discrepencies exist as to when development on StarCraft II began. Reportedly, development on the game began shortly after Warcraft III: The Frozen Throne in July 2003.[88] The game reportedly entered full production c. 2004,[89] codenamed "Medusa."[90] However, The Cinematic Art of StarCraft states that the game only started to be discussed in 2005.[91] According to Kaeo Milker, by February 2005, the game only had a small development team. At this stage, the team recreated StarCraft: Brood War in the engine of Warcraft III, and started prototyping ideas while working on the new engine.[92]

The development was ramped up shortly after the production of World of Warcraft which was when Blizzard Entertainment hired Dustin Browder: March 14, 2005[93] to the position of senior designer.[94] He later became the lead designer.[95]

Game Design

The conception for StarCraft II a re-imagining of the original game, having more units but staying true to its spirit.[96] However, the developers didn't want each race's unit count to get too big. It was decided that if a unit was brought back from the original, another unit would have to be cut.[97] Story was considered, but the main focus was to remake the multiplayer of the original game in 3D.[98] The game's "design pillars" involved sticking as close to StarCraft: Brood War as possible. This was due to the game's e-sport popularity in South Korea.

SplashScreen SC2 Art

Kerrigan (zerg), Raynor (terran), and Artanis (protoss): the 3 main races represented on the splash screen of the game.

Blizzard designed the races around "cool units," rather than having specific plans for the races.[99] The developers knew they had to create new units and buildings, as well as provide new gameplay approaches for each race, but also stay true to the setting's core mechanics. The game was designed specifically around competitive, skill-based e-sports.[97]

Blizzard discussed the possibility of a fourth race early on in the game's development. However, the development team felt that had a finite amount of ideas and wanted to make sure that they focused on the best ideas for the existing three playable races rather than diluting those ideas across four races.[100] Over development, the idea of bringing in a fourth race made "less and less sense." It has been indicated that the United Earth Directorate was considered for "fourth power" status within the game's framework.[101]

The xel'naga were considered to be a possible playable race in StarCraft II. The xel'naga keeper was an early look at a 'minion unit' for the faction. However, the idea was dropped, for as the lore was developed, it was decided that the xel'naga would be too powerful to be a playable faction.[102] While some xel'naga units appear in Legacy of the Void, they are not a playable race in the traditional sense. The hybrid became a 'xel'naga proxy' within the campaign.[102]

In August 2008, Frank Pearce stated that adding a fourth fully playable race would likely be discussed if Blizzard decided to make an expansion for the game, three months before the expansions were announced.[100]

New technology was created to support the larger number of 3D units on-screen, allowing artists and other designers to update vehicles, buildings, and pieces of scenery, piece by piece.[98]

One issue the development team had to deal with was the question of realism and scale—e.g., how could 8 marines defeat a carrier? During development, the team tried to make the proportions of units realistic. They started by making ultralisks, carriers, and battlecruisers massive, but "it turned out to be a better idea in theory than in practice." After that, they went the opposite direction, making units smaller. However, this made the game "unplayable." Ultimately, they went with a "gameplay first" approach, and kept the original proportions.[102]

Subsequent Development

When development on the game began, artwork from the original StarCraft was looked at. However, very little source art from the original was preserved. The artists were given free reign to iterate on the original designs.[103] The game's multiplayer was focused on, with multiplayer in playable form before work began on the campaign. Multiplayer was fully playable by the time of the game's announcement.[98]

The game was updated approximately once a week during development.[104] Addressing rumors, Karune stated that StarCraft II was intended to be released before Diablo III.[105]

Blizzard made the very first publicly playable demo of StarCraft II available at BlizzCon 2007.[106]

StarCraft II was featured at E3 2007, July 11, 2007.[107] Only a demo was viewable, not a playable version. StarCraft II was featured at BlizzCon 2007, August 3 to 4, 2007. Terrans and Protoss were playable. The same two races were playable at GenCon Indy.[108] The game was available at the 2007 Games Convention in Leipzig, Germany, August 22 to 26, 2007.[109]

The game was still in internal alpha/pre-alpha in August, 2008.[110][111] Two weeks before BlizzCon 2008, the entire company played StarCraft II, an important milestone.[29][79] The exposition match played at BlizzCon 2008 was referred to as an "alpha" version but also a "pre-alpha" version[112] and in Battle Report II it was referred to as an alpha version.[113]

Mike Morhaime expected the game to launch by the end of 2009[114] but this has been delayed to at least 2010 to give adequate time to prepare[115]

Approaching Beta

Main article: StarCraft II beta

A StarCraft II beta key was released at BlizzCon 2008.[116]

In February 2009 Blizzard COO Chris Sams said the beta was "months away."[117] That same month Dustin Browder addressed criticisms that the beta was taking too long to announce, saying they Blizzard still needed to do work on the campaign and on, and that the beta would be announced when they had an idea what the release date would be. He also believed the beta would be announced in 2009.[118] In August 2009 Blizzard announced that StarCraft II would not be released in 2009, and would instead be released in the first half of 2010.[119]

The StarCraft II beta was announced in February 2010 and released on the 17th of that month.[120] The beta closed on July 19.[121][122] It had a day one patch.[123]

As of August 2011 the "Starter Edition" became available. This gives access to the first three missions of Wings of Liberty plus either The Evacuation or Smash and Grab (player's choice), the first two challenges: Tactical Command and Covert Ops, access to terrans in Single-Player vs AI and Custom Games in the following maps: Discord IV, High Orbit, The Shattered Temple, Xel'Naga Caverns and the custom map StarJeweled, subject to change over time. Achievements and campaign progress are saved in case the player upgrades to the full version of Wings of Liberty or any other chapter.[124]

Free to Play Model

StarCraft II adopted a free to play model in November, 2017. It was anticipated that players new to the game would start with the campaign, then transition to Co-op Missions, then transition to Versus (under the premise that each transition would give the player a rise in difficulty). Analysis by Blizzard showed that this wasn't the case though, and there was no overall pattern of player preference as far as transitions went.[37] The game's playerbase expanded significantly once the free to play model was adopted.[125]


"StarCraft 2 was a much more robust narrative than anything we had tried before. And so when you ask what had changed — everything. Everything. We wanted to just build the biggest, craziest space opera we could. That’s what we tried to do."

The generalities of the overall story were present before the decision was made to extend it over a trilogy. The trilogy's arc was designed by Chris Metzen, James Waugh, and Jason Huck. The larger points were agreed on and were given to the design team.[126]

One of the aspirations was the game was to do something different from StarCraft I, namely the briefing screen format. Metzen pushed for the game to be a "living" one. That the storyline was split over three games was a result of the sprawling narrative that was envisioned.[127]

The United Earth Directorate was originally going to play a significant role in the game, where the conflict between the terrans, zerg, and protoss, would spiral back to Earth, where the zerg would invade. But as the campaign developed, a number of things shifted, and this plan got scaled back. Furthermore, it was found that the conflict between the Terran Dominion and Raynor's Raiders was sufficient to define Wings of Liberty, without the need to bring in the UED.[101]


The lead designer for StarCraft II was Dustin Browder.[95]

The team devoted to StarCraft II consisted of only about 40 developers in 2008,[88] including twelve people who worked on the original StarCraft.[128] As of 2008, the team consisted of four or five managers, 12-14 programmers, 8-10 artists and the rest consist of designers. It has its own internal leadership structure.[129] A "couple" of ex-progamers are part of the team, working on balance issues such as mutalisk micromanagement[29] and creating strategies against each other.[79] By June 2009 the team had expanded to about 50 members[130] and by August it had expanded to 60 members.[131]

As of September 2009 StarCraft II has 58 unique voice actors. Some play more than one role.[132]


Regional Differences

As of July 18, 2011, six regions were merged into three: North and Latin America, Taiwan and Korea, and Russia and Europe.[133]

StarCraft II has both download and subscription models in Russia, Mexico, Argentina, Brazil and Chile. Players can either download the entire version of the game, or pay a reduced price (about half), which offers gameplay for 60 days. Players could then pay another fee for more gameplay.[134]

South Korean gamers are be able to play three versions of the game. The full game can be purchased for 69,000 won, but a monthly and daily pass version of the game are available (the game would be unlocked with purchased passes). South Korean players who own a World of Warcraft account can play StarCraft II for free without purchasing passes.[135] Players can play at PC baangs for a low price.[136]

In China, StarCraft II's open beta started on March 29, 2011[137] for free. Chinese StarCraft II players pays 20 yuan (approximately $3) per month.[138]

Trailers, Demonstrations & Other Videos

IPL 2012

Official Videos

The official videos featured Blizzard Entertainment employees making official announcements. Most are stored on the official website for StarCraft II, established and maintained by Blizzard Entertainment.

WWI 2007 Videos

  • First artwork trailer, showing a large number of scanned concept art drawings/paintings for StarCraft II and another protoss/terran battle on a different map than the first official gameplay demo video.[139]

AnnounceTrailer SC2 VCine1

Announcement trailer.

  • First cinematic trailer, introducing Tychus Findlay and showing in detail the involved, robotic process of installing Tychus Findlay's marine armor.[140]
  • First official gameplay demo, giving a tour by means of a video recorded from an apparently mission-like game from the protoss view point that demonstrates and describes the protoss warp gate ability, updated zealot, the new immortal, the new terran reaper, the (now renamed) phase prism, the stalker, the new zerg nydus worm and classic zerglings, the ability to combine phase prisms and warp gate ability to create a significant force anywhere on the map, massive new colossus units, the ability for classic zerglings to mutate into new banelings, the classic mutalisks, new Phoenix, classic terran battlecruiser, new (now renamed) warp ray, and the "ultimate" unit of StarCraft II: the mothership. It finished with a terran/protoss brawl which ended with three ghosts each launching a nuke that wiped out the entirety of the protoss and terran forces involved in the brawl (with the exception of the ghosts) and then zerglings killed the ghosts and forming up the letters 'GG' as they mutated into banelings.[95]

BlizzCon 2007 Videos

Blizzard Entertainment showcased several videos at BlizzCon 2007.

  • Terran Campaign Trailer: Also shown at BlizzCon, this video demonstrated some of the mechanics behind the new terran campaign, as well as discussions between Jim Raynor and other characters.[142]
  • Art Video: A discussion featuring the artwork of StarCraft II.[143]
  • Lore Video: Chris Metzen and Andy Chambers discussed the lore of the StarCraft universe.[39]

March 2008 Videos

Blizzard Entertainment held a press event in March 2008 to showcase the zerg.

  • Zerg Reveal Trailer: At the event, Blizzard Entertainment showed a video featuring the zerg including a voice over.[43]

WWI 2008

Blizzard Entertainment hosted the World Wide Invitational in June 28 to 29, 2008. Live streaming video of panels and games were shown.[144]

BlizzCon 2008


TheProphecy SC2-WoL VCine1

The Prophecy (shown here in full) was previewed at BlizzCon 2008.

At BlizzCon 2008, Blizzard showed several videos, including the first minutes of the StarCraft II cinematic, The Prophecy. At the time, it may have been the game's opening cinematic.[145]



StarCraft II Commercial

StarCraft II Commercial

Ghosts of the Past



  • Most StarCraft II prefer to play against AI opponents than play competitively.[146] According to a poll conducted by Blizzard, StarCraft II players' primary interest in the game can be broken down as follows (as of January 2017):
  • According to Kevin Dong, data collected by Blizzard indicates that players of Blizzard RTS games tend to focus either on PvE or PvP, with little overlap between the two audiences.[148] In the context where this data was given, this presumably includes StarCraft II.
  • The development codename for Stormgate is "Pegasus." This was chosen as a reference to StarCraft II, whose development codename was "Medusa."[149]
  • StarCraft II has a "time-to-kill" factor that's 3.5-4 times greater than Warcraft III. As in, a unit in StarCraft II will perish 3.5-4 times faster than a unit in Warcraft III.[148]


  1. 1.0 1.1 1.2 Karune. 2008-01-11. StarCraft II Q&A - Batch 25. StarCraft II General Discussion Forum. Accessed 2008-01-11.
  2. 2.0 2.1 Teamliquid staff. 2009-12-03. StarCraft II Interview with Dustin Browder. Accessed 2009-12-04.
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  118. I see lots of questions about timelines. Here is a little FAQ.

    Question: "Why hasn't Blizzard released the Beta?" or "WTF have they been working on, I played it at Blizzcon last year and I thought it was done!"
    Answer: Solo campaign is under heavy construction as is Battlenet. When these things have enough work done that we know when our release date is going to be with strong confidence we will announce the Beta. Unless something crazy happens, the Beta is going to happen this year.

    Question: "Why don't you just give us your target dates if you don't know the final date? We promise, we won't get mad if Blizzard misses target dates."
    Answer: Let's be realistic. Our target dates are not something we hit more than half the time. Putting those out there would be pretty close to lying to the fans. We are not going to do that. We want to be able to give good info, not info that we know is suspect. We'll give target dates when we think it is very likely that we will hit them.

    Question: When can we have the next Battle Report?
    Answer: We were waiting on getting some improved graphics in (some of the new stuff looked REALLY rough). That was finished last week and we are now playing and looking for a good game. Once we get that game the process is reasonably quick to get it out. Once we go Beta, you guys can do these and put them up. When that happens I'm sure there will be a ton of them and I'm sure the quality of the games played and the announcing will go way up.

    Question: "I notice that you haven't actually given us any dates...."
    Yeah. Sorry. We don't want to lie about the Beta, and we don't even want to lie about the next Battle Report. When we know a date (for anything) for certain, we'll let you know.

    Hang in there. We're in the final stretch.
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