Author: Brenna Graves

Review: Shotgun Legend


Shotgun Legend is a straight up, no shame tribute to the NES and the heyday of the action/adventure classic, The Legend of Zelda. The game has a ridiculous plot regarding tire rims, portals and aliens, but the end result is a carefully baked NES-era game put out onto Steam. You may think “oh, this is pixel graphics on top of a fully modern game” or something to that effect, but I need to stop you dead in your tracks. Shotgun Legend handles and looks like I should have bought it on a grey rectangle for way too much at Funco Land. You can only move in four directions, the action is clunky and your hitbox is much bigger and smaller than you think it is at the same time. If you’re hoping for a “retro indie” that actually plays like a dream, pack up and move on.


One thing people forget about is how goddamn hard the Legend of Zelda and many NES games were because of how well they’ve aged with nostalgia. Additionally, the luxury of looking back and identifying games that were crazy hard due to poor programming (Silver Surfer, Snoopy’s Silly Sports Spectacular) have overshadowed truly difficult games (Kabuki Fighter, Contra) because we also have played them time after time. If you can remember what the original Zelda entailed, it meant being dropped into a HUGE map for the time with three hearts, no coins and no clear direction on where to go. That is the NES experience Shotgun Legend manages to capture.

Given that you have a shotgun as soon as you spawn, the first cavern you encounter gives you no weapons upgrade, but the ability to create a second player who can help you along with the keyboard while player one continues with the controller. I HIGHLY recommend having a friend with you, especially for a first play, because there is no forgiveness in Shotgun Legend. While there is a nice bonus of re-appearing at the start of whichever doorway you’ve recently exited (dungeon, cave, abandoned castle), you will still experience a ton of death trying to find your way around. Certain areas are only blocked off by item related impasses, such as enemies who don’t feel bullets or a familiar looking dock that might need, say, a raft. Upgrades appear either after defeating certain enemies (some might call them bosses) or buying them outright from merchants. At the current time, eight active items and eight passive items do make for a nice build to your character being more playable and powerful, not to mention the heart containers that show up after boss fights and the occasional purchase.


The gunplay, if you can call it that, fits in well with the idea and personality of the game. You can’t fire from one side of the room to the other and hope for the best, but the shot spread is actually pretty decent and you can get about six tiles max if you’re lucky. Shotgun Legend lets you decide your play style, whether you want to get up close and personal for a hopefully one shot take down, or just kind of plink away at the enemy while trying to keep your distance. There isn’t any secret that enemies won’t just lie there while you shoot at them, so I suggest being fast on the trigger and getting in close so that all the shots find one target.

I personally found the difficulty of Shotgun Legend to be pitch perfect to match the emulated environment. I didn’t die immediately, but I got lost enough that I wasn’t surprised when I got done in by a walking tree. I wandered into an abandoned town and met a town hall full of armored skeletons. Beetles fly much faster than I imagined they could. The dungeon wasn’t well lit until it was suddenly full of fireballs. The number of times I died is immeasurable, and I always reloaded, certain that I understood how to survive this time. The game rewards you for not only trying again, but also starting from the beginning. I didn’t know how valuable the compass would be at the start, and, when I decided to start over again, I felt so much better after grinding ten coins and picking that up IMMEDIATELY. The game wants you to succeed, just not easily.


Shotgun Legend is far from perfect, however. One thing that really kind of rubs me the wrong way is the sound panel. For whatever reason, that seems to be the sore thumb in this fist of an NES game. Everything else – the color scheme, the way enemies move, the progression of the game and the controls – fits perfectly with a mid to late 80s persona. But the music doesn’t sound retro, it just sounds really simple and bland. And the most important sound effect in the whole game – the shotgun blast – is way too crisp and on the money. Instead of something that might be more chippy and clicky (the warning sound when your health is low is perfect) it almost feels like a ROM editor dropped in a .wav of a shotgun blast they found online. It’s still old school feel, but it’s a different school, and I don’t know if that’s what the creator intended.

Additionally, it might be too daunting for people who didn’t grow up with the 8-bit generation, or who haven’t bothered to try out the games of yesteryear. Dark Souls is always brought up as a game that punishes players and rewards the veterans, and Shotgun Legend has a bit of that going for it as well. Your first time playing will probably be repetitive and frustrating as you figure out where to go, what you’re allowed to touch and backtrack time and again. I wandered way the hell out on a whim, dodged around a lot of slimes and beetles and ended up at the entrance of a dungeon that I couldn’t do more than look at because it was sealed away until I got the right item. A lot of games nowadays do too much hand holding, but Shotgun Legend may have gone too hard in the other direction by hurling players into a pool without so much as a set of trunks.

One final note is that Shotgun Legend is still very much an Early Access game. The developer has been pretty active and aware of issues since the game’s launch at the beginning of the month, and I appreciate seeing the number of hot fixes that have dropped in just a couple of weeks time. I believe this to be a passion project, both for enjoyment and artistic creativity, and so I trust that we can see more and more of Shotgun Legend as things develop further.

Shotgun Legend may not be for everyone. It’s retro to the point of being an artifact, and it handles like one at times. But there’s charm to it, and incentive. It actually plays well, and it’s engaging and challenging. I wanted to keep going. I wanted to learn more and find more, and it drove me in a way that made it worthwhile. If you used to have a grey box of your own back in the day, or just want to try a tribute to the granddaddy of adventure games, then be sure to grab Shotgun Legend.

Review: Cladun Returns: This is Sengoku!


Cladun Returns is a Retro Style dungeon crawler which is the third game in the successful series. The storyline consists of your character who is in Arcanus Cella and has been given the role of helping souls which have been burdened and are unable to reincarnate due to them having a heavy burden placed upon them. These souls are each given five levels that the player must complete to help them understand why they are unable to reincarnate. Yukimura, the first lord that you will meet during the storyline will explain many of the different basic aspects of the storyline that players can explore further.

As a somewhat newbie to this genre of game I went in with much excitement about what games such as this had to offer. Immediately this game offers the player with many different customisation options with many premade characters, however with the easy to use in game pixel editor players can individually select pixels and edit them as desired and share their creations with the community. Personally, I spent a good hour playing around with this feature and ensuring that my character was perfect before playing. Having this freedom is great for a role-playing game such as this as it allows players to feel more connected and immersed with their character along the storyline.


The player can select one of seven different classes, these consist of being a Samurai, Swordsman, Magician, Saint, Merchant, Onmyoji or a Vile Priest. Each of these classes have a skill that is unique to the class as well as many different abilities that can be explored further. Upon first thought I created a Samurai, however the very close up hand to hand combat become quickly apparent that it wasn’t my playstyle. That meant that I began to vary it up and create a Magician which allowed me to enjoy a different playstyle that was more fitting to myself. Being able to adjust the games experience so that it is tailored to how you want to play is a huge selling point.

As a first-time player to a game of this genre I was hesitant that I wouldn’t be able to simply pick up this game and play. However, this game was very clear with its tutorial and provided an excellent environment for learning the basics. Whilst being easy to pick up, this game has a very in-depth “Magic Circle” system which players can explore and create teams of characters that synergise with each other for the specific needs of the upcoming levels. I found myself experimenting with magic circles and different characters for a large amount of time to try and create a main character that could put out huge damage to possibly fly through the levels at higher speeds. Once again, this system can be adapted to the player’s personal playstyle which adds to the immersion of you embodying that character.


At first, I thought that there was a lack of variety when it came to equipment and weapons, however this was because I hadn’t fully understood that much better equipment could be found when exploring the dungeons which gave added bonuses to those simply found at stores, once I had taken not of this I found that there was a huge variety of different weapons that once again can be tailored to an individual’s playstyle and provides much more situational gameplay for players.

The music and audio which accompanies this game is simply fantastic, it creates a sense of excitement when pacing through levels and the sound effects that are included in the game are suitably fitting to the overall gameplay and can also be used as audio cues to allow players to react to situations.

Whilst playing this game I did not encounter and bugs or issues at all which I must say I was hugely pleased about. Also, I was unable to find any ways that the game could be exploited for experience or currency throughout which one again is a huge bonus as it means players must play the game as intended.

The game is currently being priced at £34.99 on the UK PlayStation store, I would say it has enough content and replay ability for this price. This game is very easy to pick up from where you left off and continue with the storyline. The game also has a huge trophy list which can keep trophy hunters such as myself playing for many hours before achieving that elusive platinum trophy. Even if you have never played this type of game before I would recommend that you give it a shot as it well be a game that I find myself going back to everyday to continue the hours of enjoyment.



As much as I like the idea of space-shooters, in reality, after initial interest, I often become somewhat bored of the gameplay loop and relative repetition delivered by extended space-based combat. Perhaps that’s why Star Fox is one of my favourite examples of the genre – it takes the concept of space-based combat and it simplifies it into an arcade-like experience that keeps the challenges brief but extremely exciting. ROCKFISH Games’ exceptional, Everspace takes a diametrically opposing approach to Nintendo, but by crafting something unique at the other end of the spectrum, have delivered one of the finest and most enjoyable space-shooters in recent memory.

By combining traditional but incredibly polished space combat with roguelike mechanics, Everspace delivers a compelling, tense and utterly addictive take on the genre. The more arcade-styled, but equally brilliant, Galak-Z did something relatively similar on PS4 back in 2015 (albeit in 2D), but while that was an undoubtedly polished experience, Everspace represents a triple-A equivalent of the concept, complete with a larger scale, a more serious tone, and above all else, some utterly gorgeous visuals. It is home to the occasional technical hiccup and the control scheme certainly takes some getting used to, but for the most part, this feels every part the kind of big budget space shooter that we so rarely see on consoles nowadays. While it is inevitably limited on an artistic level due to its space-based setting, the technical and artistic work done by ROCKFISH Games rarely fails to impress.


As great as it might look though, what really sets, Everspace apart is its exceptional gameplay. The roguelike structure ensures that it remains compelling in the long run, but it’s your ships slick manoeuvring, the games’ exciting combat and the solid mechanics throughout that make it such an immediately enjoyable experience. It doesn’t do anything particularly new in regards to space combat, but just about everything it does do, it does incredibly well. Whether it be exploration, loot collecting, small scale dog fights or large-scale battles, Everspace manages to succeed on just about every level.

As I mentioned previously though, when it comes to space combat, good gameplay isn’t always enough to keep me interested in the long run – that’s where the roguelike structure comes into play. Sure, there are tons of roguelikes out there, but despite being something of a well-worn genre at this point, it’s one that can still prove captivating when delivered alongside strong combat and a well-balanced sense of progression. Yes, getting sent back to the beginning of the game upon death can be hugely frustrating, but like the best examples of the genre, death in Everspace never feels unfair. That doesn’t necessarily stop me from throwing my controller at the wall or shouting randomly at my cat, but it does ensure that once I have calmed down, I invariably have another crack at reaching the conclusion of this consistently enthralling sci-fi adventure.

Heck, even the story is good. It’s hardly 2001: A Space Odyssey, but the narrative does a good job of explaining away the somewhat unique mechanics of a roguelike shooter while doing enough to create a generally interesting universe in which to battle. It’s unlikely to stick with you in the long run, but the unique enemy factions do at least play into the gameplay loop with excessive time spent in a specific sector or high damage inflicted upon enemy ships leading to a GTA-esque wanted system that will see the enemy call upon additional reinforcements when required with the sh*t really hitting the proverbial fan when one of the factions decides to call in an extremely powerful warship. At that point, it’s time to abandon battle and get the hell out of dodge by escaping via a jump gate before you are blown to smithereens and subsequently sent back to the start.


Even if you do get killed though (and you will…a lot), the upgrade system ensures that frustration is kept to a minimum. Yes, losing your upgraded weaponry and ship is annoying, but by spending the credits collected on your previous attempt, you can still upgrade one of your three unlockable ships before heading back out and thus giving you a much better chance of progressing further than the last. It also helps that, with procedurally generated locations and randomly generated resources providing plenty of variety, each run does feel like a genuinely unique experience.

With its fantastic core mechanics and oddly addictive life support requirements (I probably died just as much from damaged life support as I did from traditional enemy fire), Everspace succeeds as much as a traditional space shooter as it does as an exemplary roguelike. With its triple-A visuals and fantastic gameplay, at its core, this feels every inch the modern day space shooter, but with the smartly implemented roguelike mechanics, well-balanced upgrade system and surprisingly intriguing narrative all working in perfect harmony, Everspace becomes something, dare I say, rather special. It might feel like it has come out of nowhere, but ROCKFISH Games’, Everspace proves one of the most pleasant gaming surprises of 2017 and proof that there is plenty of life left in the space combat genre.

Review: Black & White Bushido


The two most recent generations of hardware, were a host to the indie renaissance. Titles such as Trine, and Hotline Miami, have given the masses an alternative to the mainstream AAA single-player titles, and games such as Nidhogg and TowerFall Ascension, have given players a well-deserved break from the multiplayer colossi such as Call of Duty, or Battlefield. However, the differences between AAA single player titles, and Indie games of the same ilk, always came down to the budget, and creative direction. Whereas the divide in the multiplayer world was a more significant one, as titles even as highly regarded as Nidhogg, usually stayed away from implementing online multiplayer, as indie studios could not always facilitate such addition to their multiplayer only titles.

A lot has changed since 2014, when Nidhogg was initially released, and online multiplayer started to slowly creep into more indie titles. First came games such as Secret Ponchos, then came Assault Android Cactus, and most recently, just over a week ago, Black & White Bushido has been released on the PlayStation 4, Xbox One, and the PC.


Black & White Bushido, as the above paragraphs suggest, is a multiplayer only indie game, which pitches up to four players against each other, in both couch and online battles. In-game, players can choose between a handful of characters, and one of the two available shade schemes. First scheme is white and light grey, and it allows the player to blend into white environments, but places him/her at a disadvantage when traversing on the forefront of black backgrounds. Whereas the alternative black and dark grey shade scheme does exactly the opposite, meaning that player who is using this particular scheme will find the title easier, while hiding in the darkened parts of the in-game maps.

The black and white, yin gang yang, mechanic, which is further enforced through the simplistic art style of the title is surely interesting. However, its execution is debatable. In my experience, player using the white character, was always harder to spot, and could easily traverse the map unnoticed, without having to use the ‘sneak’ button. But the player who was using the dark scheme, could be easily seen while running in front of ‘his/her’ black backdrop.


While playing against another human player, using the built-in couch versus mode, I always found the title to be much more difficult while using the ‘white’ character. And this is because I could not see the model of my player character, and this happened to me regardless of which character I have chosen. As the only thing which has changed after I have swapped my character for another, was his/her look on the black backdrop. And even when it came to skills and abilities, all in-game characters felt exactly the same.

Regardless of the fact that each of the in-game characters wields a different weapon, they all feature an exactly the same repertoire of skills. And it doesn’t matter if you’re wielding a massive hammer, or a katana, because in the end, the game boils down to killing your opponent with a single blow, while using a dash, which every character is capable off.

The simplicity of Black & White Bushido, may be welcomed by some, as it will remind many of the previously mentioned Nidhogg. But ultimately, due to the varied visual design, and the diverse weaponry, the title ultimately feels misleading. As nobody would expect that a much larger character will succumb to a single strike from a much smaller warrior. Also, the fact that a kimono wearing giant, who’s carrying a massive hammer, is capable of the same stunts as a katana wielding samurai is laughable. This issue will become apparent mostly to players who have invested a lot of time in Overwatch, a title where each and every character silhouette, accurately represents character’s health points, weaponry, and ultimately movement.

When facing samurai, with ‘MC Hammer’, it should feel like a 1v1 battle in Overwatch where Genji is facing off against Reinhardt. But instead, it feels like a duel between two Genjis who can only use their dash ability, and both have only one health point remaining. And this is extremely disappointing, but not as disappointing as the fact that twelve days after launch, Black & White Bushido is already dead.

To put any suspicion, or disbelief aside, I have to state that I have tried numerous times to both join a pre-existing game, and create my own online lobby. And over the course of three days, I have not played a single online multiplayer game, and therefore, I cannot say much about the online component of Black & White Bushido beside the fact that I’m disappointed in its early demise. However, if you decide to pick up the title, and somehow manage to play an online game, you should keep in mind that it may suffer from horrendous latency issues related to player character hitboxes, as even the offline game modes suffered from it.

Ultimately, Black & White Bushido, is nothing more than a shallow concept for something that could otherwise be great. And same as with Shred It, which I have also recently reviewed, Black & White Bushido would be much better off as a free to play title, with reasonable microtransactions, and additional monetisation. Free to play model would not only allow the title to reach a wider audience, but also, the promise of new content in form of stages, characters, cosmetic items and weapons, could further boost it up the ranks of the currently available free to play titles. But as it stands, Black & White Bushido, is nothing more than a waste of £7.99, which you could spend on something better than an empty game, which unfortunately was destined to die.

Review: Anoxemia


Released March 27th 2017 to the Playstation 4; Anoxemia is a story-driven exploration and survival game that puts players in control of Dr. Bailey. A marine biologist embarking on a seemingly simple mission, Bailey is tasked to submerge and gather samples of various aquatic flora from a contaminated zone near an old underwater naval base. However, as Bailey narrates, the mission goes awry right from the beginning. Shortly after losing contact with the surface, Bailey’s submarine crashes into the ocean floor, forcing him to abandon the craft and swim through the dark depths in his advanced diving suit and accompanied by the AI operations drone ATMA to light the way.

Dr. Bailey decides to complete his mission, but it has now also become a matter of survival as his oxygen levels steadily decline with every fathom deeper he delves. As well as gathering samples from the ocean floor and various underwater caverns, Bailey and ATMA must also find oxygen tanks to prolong their journey and scavenge sunken supply crates for energy and upgrades to the suit and drone systems. New dangers lurk around every corner in the form of old sea mines and EMP charges, as well as forgotten deep sea defences in the form of malfunctioning drones and turrets. Utilising the sonar and growing weapon capabilities of ATMA, Dr. Bailey must explore and gather all samples from each level to continue to the next.

Though simplistic in nature; Anoxemia isn’t too far removed from the classic dungeon crawler, the dark depths only made visible by ATMA create a fairly immersive atmosphere of claustrophobia and danger. The use of sonar makes incoming enemies known however there is no telling just how close the nearest threat is, it also provides a fairly easy mode of navigation so that the somewhat bland environments don’t become too tedious as the player perseveres. The survival element of this game is a nice touch, however it could have been implemented in a more threatening way as there’s no real danger of actually running out of oxygen or power. Oxygen tanks and batteries are quite generously dispersed throughout each level and they’re extremely easy to find and gather.

The UI is somewhat sluggish, as players actually control the drone ATMA and lead Dr. Bailey through the levels and around the various threats. You may find Bailey doesn’t quite skirt around an enemy the way you wanted, or he may become stuck in a crevice and force you to go back just to get him out again. Suffice it to say, this game is a little rough around the edges. This game has little use for replay value, however getting to the end for the first time does become a chore as the game can become quite tedious past the tutorial levels. As a Playstation 4 port, it seems a little pointless; the control interface is clearly oriented towards a PC point-n-click adventure and there’s little effort to change that in favour of the console gamepad. Despite its drawbacks, there’s a sense of challenge and survival and as a quick bit of fun for the price tag it’s worth a play.

So, the verdict? Take the darkness and atmosphere of Limbo, draw some of the creativity out of it and badly port it onto and you’ve pretty much got Anoxemia. It makes no efforts to break the mould or push the envelope but it also makes no promises to do so, a forgettable title to while away a few hours. The premise has potential to be improved upon, but for now it’s simply just another okay indie title finding little love in the PSN archives.

EA release official Madden 18 teaser trailer


For the first time in Madden NFL history, the cover athlete in back-to-back years are teammates, as the five-time Superbowl​ champion follows last year’s cover athlete, New England Patriots tight end Rob Gronkowski.

The latest installment to the longest-running sports franchise will now be powers by Frostbite — following FIFA 17– which according to EA, “Delivers a significant visual leap not only to the players, but crowds, stadiums, and more.”

Following today’s cover reveal, Electronic Arts revealed Madden NFL 18’s pre-order bonuses. Those who pre-order the standard version will receive five Squad Packs and the choice of an Elite player for use in Ultimate Team.

Meanwhile, those who pre-order the G.O.A.T. Edition will get the previously mentioned content in the standard edition, as well as the ability to choose one of five G.O.A.T. players for Ultimate Team. Those who own this edition will also get three-day early access to the game, allowing them to dive into the action on August 22.

In addition the early access pre-orders, EA Access members will also be able to try out the game early for up to 10 hours starting August 17, so if you have both, than that’s a win-win for you. Madden NFL 18 will be available worldwide for PlayStation 4 and Xbox One on August 25th.

EA will share additional details about Madden NFL 18, as well as a new mode, at EA play on June 10. The publisher will showcase a number of other games as well, including Ghost Games’ new Need for Speed title, as well as FIFA 18, NBA Live 18 and Star Wars Battlefront II.

The Nintendo Switch is already being hacked


As I’m sure most people are aware, consoles and handhelds have exploits. Almost every console can be modded and is able to play copied games except the newest generation. All in good time though right? Nintendo’s 3DS was pretty famous for having a very active modding scene and their Wii has possibly the biggest homebrew scene ever seen aside the PS3. Usually, this takes time though it seems like Nintendo aren’t quite as secure as they’d hoped to be, the Switch was hacked mere weeks after it’s release. Not yet able to play homebrew games, people still managed to hack into it and might end up having homebrew on it fairly soon.

Though, you can’t yet do this yourself as Nintendo are pretty intent on keeping this on the down low. Of course, they want to minimise piracy and modding of their consoles so they’ve issued a website called HackerOne. This isn’t exactly a new thing but it has been expanded to offer cash rewards in return for ratting out hackers. A good move I’d say, money is the best incentive for anything so why would they not send Nintendo the goods in return for money? That money will likely just go on more Switch games anyway.
So let’s hope Nintendo can manage to keep this going, the Switch seems to be the only console Nintendo have put any effort into online gameplay with this time. Aside from the ridiculous phone app to talk. Nintendo aren’t known for making the brightest decisions and if you ask me, their console is months away from being fully hacked like the rest.

We just have to wait until sales die down because they didn’t release another Zelda for them to give up and stick to the handheld market. That’s really what we all want anyway. More Phoenix Wright games!

Omega Quintet Coming to PC via Steam in 2017


Hot on the heels of their recent announcement that Lost Dimension will be coming to PC, Ghostlight today announced that they will also be bringing Idea Factory’s awesome hybrid JRPG/ Idol Simulation, Omega Quintet, to PC later this year!

Omega Quintet was developed by Compile Heart under the brand Galapagos RPG for PS4, whilst Fukahire handled the original character design. Originally released in Europe by Idea Factory International last year, Omega Quintet received a number of excellent reviews.

In a world overrun by a mysterious, malevolent darkness, the only hope for humanity rests in the music of singing idols Otoha, Kyoka, Kanadeko, Nene and Aria, known simply as the “Verse Maidens”. Wielding weapons of sound, they are tasked with fighting back evil and restoring the world, but it won’t be easy! These five plucky girls – along with the help of their manager, Takt – will have to give the performance of a lifetime to stop the darkness from claiming the last of humanity. Will they be able to band together and blow this evil away, or will they fight only to discover that the darkness has been lurking within them the whole time…?

Power of music! Harness the power of song to defeat evil! Every fight is a performance, and you’ve gotta give the audience what they want! Enter “Concert Mode” to get musical boosts and fill your Voltage Gauge faster to perform special skills.

Break a… garter? It may be the end of the world, but your idols must always be ready to perform! You’ll be able to customize their outfits, accessories, hair, and more! Be careful though, as sustaining hits from enemies can cause a “Costume Break” which will compromise their outfits, leaving them vulnerable to more damage!

Lethal harmonies! An idol group combines their talents to create beautiful harmonies, and with the “Harmonics” system you can sing your enemies right into their graves! Create deadly super chains of attacks, utilizing each idol’s skill in the right order to keep the pain coming.

Blizzard Entertainment Announces StarCraft: Remastered


One of the highest rated, most celebrated games of all time has evolved. Blizzard Entertainment today unveiled StarCraft: Remastered, a reverently crafted modernization of the original award-winning real-time strategy game. StarCraft: Remastered will offer a full graphical overhaul of the original StarCraft and the StarCraft: Brood War expansion, while preserving the sublime gameplay that captivated millions of gamers around the world and served as the foundation for professional global esports.

“StarCraft is a pure distillation of Blizzard’s DNA—its story, its balance, and all the little details reflect our long-running commitment to epic entertainment, and it’s been a staple in competitive gaming and esports for almost 20 years,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “With StarCraft: Remastered, we’re modernizing the original game’s visuals, audio, and online support to ensure that players can enjoy StarCraft for another 20 years and beyond.”

The remastered graphics and audio will bring a modern look and feel to the timeless classic, with widescreen UHD support for up to 4K resolution. Other updates will include new illustrations to enhance storytelling in the StarCraft and StarCraft: Brood War campaign missions; advanced matchmaking; full connectivity to Blizzard’s gaming network for social features and updates; cloud saving for campaign progress, custom maps, replays, and keybinds; support for eight new languages in addition to the original five; and more. While these improvements will bring StarCraft to the modern era, gameplay and balance have been precisely preserved, for an experience that will feel identical to veteran players.

Blizzard is developing StarCraft: Remastered for release on Windows and Mac PCs, with an anticipated release date this summer. Pricing and related information on StarCraft: Remastered will be announced at a later date. Prepare to venture once again onto the planetary battlefields of the war-torn Koprulu Sector; command the forces of the zerg, protoss, and terrans in their struggle for galactic domination; relive the epic saga of Marshal Jim Raynor, Kerrigan, and Praetor Fenix; or just vie for the GG against fellow players in this rejuvenated version of the online competitive RTS that set the bar for an entire genre.