<h4>Chapter 131: Chapter 130: Good Reviews!</h4>
yers all around the world were feeling the unique charisma Warcraft possessed.
The high quality animations keep the yers glued to their screens at the start while learning the game as they proceed through the story.
The yers will discover the core of the game was in versus mode after experience the entire story and familiarise themselves with the controls.
They will also continue all the game has to offer in terms of content, controls and even luck, and they will all be parts that yers learn to enjoy and love.
Finally, there was the incredible addictive ranked matchmaking. There they will find that two thousand points would only be the beginning.
It could even be said that there is limitless exploration in this game.
—
It didn’t take long for the reviews of Warcraft toe now in the app stores in various countries. It was more or less a score of nine across the board, with simr praises everywhere.
US.
“This game is much more rich and bnced than I expected. To be honest, I didn’t want to agree with the im of ‘better than Legion Conquest in every aspect’, but I think it deserves that title after ying.”
“I don’t know how the designer managed to incorporate the concept of Heroes into an RTS game, but this is an amazing design!”
“I think that the game was designed around the concept of heroes. This game feels a lot like an RPG which contradicts RTS games. Because you control a bunch of units in RTS games right? But somehow they managed tobine them too, I’m honestly amazed!
“To be honest, I can’t stop ying at all. There are many things I’ve found surprising after ying all four races. All of them have different units and buildings, yet they arepletely in bnce. This aspect was done much better than Legion Conquest.”
“I thought the im of being the best RTS game was some marketing gimmick, but after ying, this game most definitely deserved it!”
“To be honest, I’m kind of sad that the Chinese made this. Do the developers of our countryck inspiration?”
“You can’t deny that the Chinese are really creative. It’s amazing how they managed to recreate a fantasy theme like this!”
—
Europe.
“How did the Chinese manage to recreate a fantasy world so well? I’m amazed, I didn’t think Easterners understood our culture.”
“I’m really surprised about the characters in the game. MY favourite characters are Arthas and Idin, but they both seem antagonistic.”
“I would’ve thought this game was American or European made if nobody told me otherwise. This would probably go down in history as a ssic RTS game that will never be reced!”
“Although PC games stand no chance against VR games, this game managed to draw me in. Games can be good regardless of their tform, hurray for RTS games!”
“It’s not hard to create an original story, it’s making it logical that’s difficult.”
In Britain, there were even professional video game reviewers who wrote articles analysing the story of the game.
“Arthas’s story is the most intriguing. I was honestly really shocked at the development of this arc. The righteous prince being drawn in by the evil forces and sumbing to the forces he once defeated, holding up his sword swinging it at people he swore to defend, turning his kingdom into ruins. It’s amazing how the designer came up with such a bold story!
“The story is pretty unique, you might think it’s illogical why a prince ready to seed the throne would give up everything he had? To turn into the dark side? Even killing his father? This is a very difficult topic, and if not dealt with correctly could easily be the biggest w of the game.
“The story of this game is one of the best in the industry. From the beginning when the price was full of righteousness, but because of how full of himself he was hepletely ignored the warnings of Uther.
“And after the Stratholme incident, Arthas got on the wrong path. He was blinded by revenge and hatred and did everything he could to get revenge.
“Up till he got to Northrend, sank ships and drew Frostmourne... At that point, he waspletely blinded by hatred which was why he gave into the allure of power, controlled by evil.
“Eventually, darkness took over his heart, bing the nightmare of all of Lordaeron.
“Needless to say, the story is incrediblyplete. I think that this level of storytelling is on the par with a professional writer!”
—
Korea.
“I don’t think there’s much to be said. This game is better than Legion Conquest in terms of bncing and many other aspects”
“If you’re still ying Legion Conquest as an RTS yer, you’re outdated. Warcraft is the future of RTS games!”
“I heard there are already yers with over 4000 points. We have to step it up, we can’t lose to the Chinese.
—
Chen Mo was right, this game did even better in Western countries than in China.
Especially when fantasy themes are deeply rooted in their culture, meaning that there will be many more yers who will love the theme of the game.
With the help of Memory yback Potions, Chen Mo recreated Warcraft in English to a simr level to that of the original. The dubs in particr were essentially the same.
As Warcraft was released all over the world at the same time, the sales kept going up, breaking one hundred thousand in three days!
At this rate, it should reach seven hundred thousand in the first month worldwide. The biggest markets were Europe, US, and Korea.
The Europeans and Americans liked it because of the theme. There were fantasy games as well as RTS games avable on the market, but it wasn’tmon tobine RTS games and fantasy games. There were no RTS games that told the story like an RPG game, with Warcraft being the only game to do so.
It was popr in Korea because they had roots in RTS games, and there were many die-hard RTS yers.
The sales weren’t anything to write home aboutpared to all PC games, but it was very impressive for an RTS game.
It mainly had to do with the small RTS yer base.
Moreover, Chen Mo’s brand wasn’t even close to how well known Blizzard was in his previous life as games such as Diablo, Warcraft 2, and Starcraft were already out, Warcraft 3 gained plenty of attention the moment it was out.
Chen Mo was proud to be able to get results like this overseas.
The game sold seven hundred thousand copies in the first month, meaning Chen Mo received around sixty million from international sales, much more than the revenue Chen Mo got from his previous games!