finished the job remotely. His time on Warcraft Adventures ultimately totaled around two weeks. Soon after his visit, Wooley reported that Blizzard had enjoyed its work with him and might hire him again. Roper later echoed this praise for Meretzky's contributions, which he said left the game with "a much, much stronger series of puzzles that tied in much better to the storyline." Meretzky also signed Roper's copy of Superhero League of Hoboken during the period. In 2016, Meretzky stated that even the planned revisions to Warcraft Adventures would have resulted in an average adventure game. However, he enjoyed the title's story and voice acting, and its core idea of rendering the Warcraft universe in finer and more intimate detail. Despite Meretzky's redesign, Blizzard did not initially project a delay for the game, which remained set for a summer 1998 launch. Cancellation Following the conclusion of Steve Meretzky's work, Blizzard continued to develop Warcraft Adventures for roughly three months. By mid-March 1998, its release date had been pushed back to fall; it soon slipped to winter. However, most of Meretzky's redesign ultimately was not used in the game. As the team prepared a software build for the 1998 Electronic Entertainment Expo (E3), the "Strike Team" overseeing Warcraft Adventures convened to assess the project. By this time, the game was in direct competition with the visually superior The Curse of Monkey Island, and LucasArts had begun to show off its upcoming 3D adventure Grim Fandango. As a result, Warcraft Adventures appeared technologically dated. In addition, the team estimated that implementing Meretzky's plan would require another half-year of work. Roper believed that improving the game to Blizzard's expected level of quality meant "starting over", and that a delay into 1999 was possible. In 2001, Blizzard's Mike Morhaime placed internal estimates at 9–12 months of added development time before Warcraft Adventures would have been brought to standard. As a result of the review, the "Strike Team" opted to end development of Warcraft Adventures, which Roper called the "best [option] for our brand and the WarCraft license." The cancellation meeting contained around five senior members. According to Roper, the choice was difficult but was reached collectively, and came as a relief to a team that had been "desperately trying to will this [game] into being". Because the decision arrived just before Warcraft Adventures scheduled appearance at E3, the game's designated booth space was replaced