( Wired ) -- Few games live up to 11 years of anticipation , but `` StarCraft II 's '' slick upgrades mean the sequel 's got a shot . At midnight July 27 , Blizzard switched on the servers for `` StarCraft II : Wings of LIberty . '' The original `` StarCraft , '' released in 1998 , became an overnight success , selling 1.5 million copies in its first year on the way to more than 11 million copies sold in its lifetime . A decade on , the sci-fi game -- which pits human Terrans against alien Zerg and Protoss races in a real-time strategy war that spans the galaxy -- is still revered for its precise balance and easy-to-learn , hard-to-master game mechanics . `` StarCraft '' became especially popular in South Korea , where professional players can earn upward of $ 100,000 a year and expert matches get televised nationwide . At first glance , it seems Blizzard has taken an if-it-ain't-broke approach to `` StarCraft II 's '' gameplay . The biggest improvements to the single-player campaign have been in the presentation . In the original game , you were simply flung from one mission to the next with nothing but a short mission briefing , or perhaps a brief cinematic scene once in a blue moon . In the sequel , you spend your downtime hanging out inside the spaceship owned by series protagonist Jim Raynor . Inside Raynor 's ship , you can spend the money you make from missions on upgrades for your army . Many upgrades consist of simple stat enhancements , but some unlock new abilities for your units . It 's a fun way of introducing RPG elements that provides a tangible feeling of progression . Another change from the original `` StarCraft '' : You can now choose the order in which you tackle certain missions . It 's not as if you have complete freedom : You will usually be presented with two missions to choose from . This means the game follows a branching storyline of sorts , although so far I have always been able to go back and complete missions I skipped . Optional objectives within the missions themselves range from rescuing oppressed villagers to collecting a number of doodads strewn across the map . This idea is very similar to Blizzard 's 2002 game `` Warcraft III '' ( the last real-time strategy game the company released ) . The rewards are usually worth the trouble . If you rescue hapless villagers , they 'll join your ranks . If you collect doodads , you 'll be given more money with which to upgrade your units . Eleven years of technological progress means `` StarCraft II 's '' storytelling methods are n't as primitive as they were in 1998 . The first `` StarCraft '' employed mid-mission dialogue , but the animation was limited to a few pictures of talking heads . `` StarCraft II , '' on the other hand , benefits from the fully rendered cinematic scenes we 've come to expect of modern gaming . These scenes are excellent : The facial expressions , character movement , sound direction and art design all come together to make a gripping plot , at least from what I 've seen so far . It helps that Blizzard boasts some of the best artists in the business . `` StarCraft II '' might be somewhat low-tech compared to graphics juggernauts like Crysis or Metro 2033 , but because of its excellent art direction , it is arguably more visually appealing than either of those games . `` StarCraft II '' uses a wide range of colors , and the attention to detail on things like marines ' mechanized moving parts or the fluorescent glow of laser beams is spectacular as well . I have n't yet played `` StarCraft II 's '' final multiplayer mode , but I did play a great deal of the multiplayer beta and came away impressed . Blizzard 's overhaul of its classic Battle.net service is geared toward helping strategy newbies become competent , offering an array of challenges designed to teach important multiplayer skills . `` StarCraft II '' is a long time coming , and with fans currently caught in the throes of launch ecstasy , it 's still too early to tell if it will ultimately prove to be worth the wait . But based on my first impressions , it would have to screw up pretty hard to not be . Subscribe to WIRED magazine for less than $ 1 an issue and get a FREE GIFT ! Click here ! Copyright 2010 Wired.com .
Original `` `` StarCraft II '' '' sold over 11 million copies in 1998 and 1.5 million in its lifetime . Biggest improvements to single-player campaign have been in the presentation . StarCraft uses wide range of colors and the attention to detail is spectacular .