Chapter 130: Overwhelmingly Positive Reviews!

⏱ ~4 min read

Chapter 130: Overwhelmingly Positive Reviews!

Players all over the world were experiencing the unique charm of the game *Warcraft*.
The exquisite CG cutscenes and compelling storyline firmly captured players' attention in the early stages. As players experienced the story, they continuously learned the game's mechanics and familiarized themselves with the control scheme.
After players had experienced all the epic storylines and become familiar with the controls, they would discover that the game's true joy lay in online multiplayer battles, in fighting against other players.
Exploring the game's depth through combat—tactics, micro-management, and even luck—all became part of the fun, immersing players completely.
Finally, there was the ruthless ranked mode. Players would find that reaching 2000 MMR on the ladder was merely the beginning.
It could be said that the players' exploration of this game was endless.
...

Soon, on various national app stores, the ratings for *Warcraft* were released. They were uniformly above 9 points, and player reviews were equally filled with praise!

**United States.**
"This game's richness and balance truly exceeded my expectations. Honestly, when this game shouted the slogan 'Completely Surpass Legion Conquest,' I was quite dismissive. But after playing it, I feel this game deserves such acclaim."
"I don't know how the game's designers thought of adding hero elements to an RTS game, but it's truly an amazing design!"
"Indeed, I think it's a very individualistic hero setting. I mean, it seems to contradict the essence of RTS. Because RTS is about commanding a bunch of units to fight, right? But these two settings actually combined perfectly. Really, I'm very surprised!"
"Honestly, I just can't stop. After fully experiencing all four races, I'm amazed by the game's diversity. Four races, completely different buildings and units, yet they are very balanced. This is far better than *Legion Conquest*."
"This game is the ultimate masterpiece of RTS games—I originally thought that was just the developer's boast, a lie. But after playing it, I feel no amount of praise for this game is an exaggeration!"
"Honestly, it's frustrating that a game like this was developed by the Chinese. Is our country's designers' imagination so lacking?"
"I have to admit, the creativity of the Chinese is too powerful. Even with this Western fantasy theme, they managed to make it look authentic!"

**Europe.**
"Why can the Chinese create such an orthodox fantasy storyline? I find it incredible. I always thought these Easterners couldn't understand our culture at all."
"What surprised me were the characters. Arthas and Illidan are my two favorite characters, but unfortunately, they both seem to be villains."
"Yes, if no one told me, I would really think this game was developed by a British or American company. It will probably become an insurmountable classic in the history of real-time strategy games!"
"Although PC games can't compete with VR games now, this game still captivated me. Good games transcend platforms. Long live real-time strategy games!"

In the UK, a dedicated game critic even published an article specifically analyzing the game's storyline.
"Arthas's storyline is the most compelling. Honestly, I'm very surprised by the development of this plot—a righteous prince seduced by evil forces, succumbing to the power he once fought against, raising his blade against the people he swore to protect, turning his kingdom into a desolate ruin of death. Such a bold plotline—I wonder how the designer dared to create it!"
"The special thing about this plot is that, at first glance, it seems unreasonable. Why would an adult prince, about to inherit the throne, abandon everything he cherished and embrace evil? The prince committing regicide and patricide is a highly controversial topic. If handled poorly, it would become very forced and become the game's flaw."
"Writing a story prototype isn't hard; the difficulty lies in telling it convincingly."
"The game's story designer's narrative skill is at a master level. From the very beginning, the prince's character is highlighted—righteous, but stubborn, willful, even completely ignoring the advice of his mentor, Uther."
"Then, in the Stratholme incident, Arthas goes astray. He gradually becomes blinded by hatred, resorting to any means for revenge."
"Until he sets foot in Northrend, scuttles the ships, and retrieves Frostmourne... By this point, he is completely blinded by hatred, thus tempted by power and controlled by evil."
"Finally, he succumbs to the darkness within and ultimately becomes the nightmare of all Lordaeron."
"I have to say, the overall completion of the storyline is incredibly high. This master-level narrative skill makes me feel the story designer's ability rivals that of a top-tier novelist!"

**South Korea.**
"I think there's nothing much to say. This game completely surpasses *Legion Conquest* in balance and diversity."
"As an RTS player, if you're still playing *Legion Conquest*, you're outdated. *Warcraft* is the future of RTS games!"
"I heard that a player in China has already reached 4000 points. We need to hurry; we can't lose to the Chinese in this area."

Chen Mo's inference was correct. The game's reception in European and American countries was even stronger than in China.
Especially in Europe and America, the Western fantasy theme naturally had a very deep foundation. There were far more players passionate about Western fantasy games than in China.
With the help of the Memory Replay Potion, Chen Mo did his best to restore *Warcraft*'s English content to the level of his previous life, especially the CG dialogues, which were essentially translated word for word.
After launching simultaneously worldwide, *Warcraft*'s sales began to climb steadily, breaking 100,000 units within three days!
At this rate, the global first-month sales should reach around 700,000 units, with the main markets being Europe, America, and South Korea.
The popularity in the European and American markets was mainly due to the theme. Currently, the European and American markets had Western fantasy games and RTS games, but few games truly combined Western fantasy with RTS. There were simply no RTS games that used RPG-style storytelling. *Warcraft* was unique.
The popularity in the South Korean market was due to South Korea's deep RTS tradition and a group of hardcore RTS players.
Although this sales figure was still far behind all PC games, for an RTS game, it was already very commendable.
The main reason was still the smaller audience for RTS games.
Chen Mo's overseas reputation was worlds apart from Blizzard's in his previous life. After all, Blizzard had the reputation of classic games like *Diablo*, *Warcraft 2*, and *StarCraft*, so *Warcraft 3* received extremely high attention upon release.
For Chen Mo's *Warcraft* to achieve such sales overseas was already very commendable.
First-month sales of 700,000 units meant Chen Mo's net income from the overseas version of *Warcraft* was roughly around 60 million, far exceeding the income from all his previous games combined!