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Final Fantasy XIII Updated Information

FINAL FANTASY XIII
ファイナルファンタジーXIII

PlayStation 3

JP - Winter 2009

US/EU - Spring 2010

Xbox 360


US/EU - Spring 2010

Story


The fal’Cie: beings created by and from the Crystals. Thirteen centuries ago, a fal’Cie aspired to rise above. He created a paradise in the sky,to house all he felt deserving. They call it Cocoon. Over the centuries, the Cocoon fal’Cie created many life forms and machines for it’s inhabitants, and life flourished. But for the people of Cocoon, it wasn’t enough: they feared they would be cast from their paradise, into the wilderness and undesired nature of the world below…Pulse.

Pulse affects the people of Cocoon in ways we cannot understand. It’s unnatural. Anyone with a connection to Pulse must be sealed away from the rest in the Sanctum or exiled into that strange, deep hell below.The Holy Government and their PSICOM will stop at nothing to keep Cocoon and it’s chosen safe from the evil of Pulse. But something strange is happening…

The l’Cie, Those marked with a mission from the fal’Cie, have appeared. The fear of Cocoon has come true, the other fal’Cie grow jealous of Cocoon, and wish to drag it down from the heavens. They will stop at nothing, even turning their own l’Cie into Corpses should they fail their mission. Now, there are those who wish to stop the purge of those tainted from Cocoon, and a fantasy unravels before our eyes one again…

Characters
Lightning/ライトニング,
A former soldier in The Holy Government of Cocoon, who sought the fal’Cie of Pulse. She commands a strange Sword/Gun hybrid, and control gravity with a snap of the fingers. Her curiosity however, did not come without price, as she herself became a l’Cie. Charged with the task of Cocoon’s demise, she must leave behind all she once knew, or face the remainder of her days as a Corpse of the l’Cie. The only positive to come from this change is the aide of a powerful ally, the knight known as Odin.

Snow Villiers/スノウ・ヴィリアース,
The leader of the resistance force of Cocoon known as Team Nora. Strong willed and passionate, the purging of those from Cocoon for any association to Pulse, proven guilty or not, has become too much. He attempts to help those he can from escaping exile, but is in turn cursed by the fal’Cie.The Shiva Sisters, Nix and Styria, aide him in his quest, as he uses his fists to force his way thru any conflict.

Oerba Dia Vanille/ヲルバ・ダイア・ヴァニラ
Full of hope and optimism, even in dire situations, Vanille too has been chosen by the l’Cie. It is in one of these situations, captured and set for exile by the PSICOM, that she meets a resistance fighter named Snow. With the equally adorable eidolon Carbuncle at her side, her smile is sure to brighten even the darkest time for her and her friends.

Sazh Katzroy/サッズ・カッツロイ
Duel pistols and a long military history hide the true nature of this kind and caring soul. Lightning’s longtime, and perhaps more sensible,partner, Sazh will always be by your side. Caring for a young chocobo who nests in his hair while fighting for the freedom of the l’Cie is the latest in a long line of missions he may not have joined willingly. Sazh also has a young son, who will be revealed in more detail atTGS’09.

Hope Estheim/ホープ・エストハイム
A child marked for purging by the PSICOM, he watched as his mother fought alongside Snow and, subsequently, lost her life as he lived on. In yet another cruel twist, he is now cared for by the same l’Cie he considers the reason for his mother’s death, and doesn’t hesitate to let his feelings be known on this situation.

Jill Navato/ジル・ナバート
A lieutenant in The Holy Government, she is rumored to be the primary antagonist to the main party of FFXIII.

Yaag Rosch/ヤーグ ロッシュ
Lightning’s former commander within The Army of The Holy Government. Tasked with protecting Cocoon from the Pulse threat, he finds himself at odds with a powerful former ally.

Serah
To Be Revealed @ TGS’09

Team NORA
Gadot, Maqui & Lebreau are the comprising members of Team NORA, and Snow’s must trusted and relied upon confidants. They aide him in his quest to save The Purged from their fate.

Gameplay
Battle
+ The ATB returns for FFXIII, but heavily modified to mirror the more intense and action packed battles showcased in the CG film Final Fantasy VII: Advent Children Complete.
+ Multiple commands can be stacked into slots per turn and released at the same time to form a chain combo. The number of command slots increases as the characters grow in strength.
+ Commands can still be placed in the slots even though the ATB bar has run out, and the actions will be executed once the required slots are filled up. This, however, affects the chain combo hits as the combo has been interrupted.
+ The game does not make use of MP but introduces “Cost Points” for each command, which determine how many times the commands can be used per turn.
+ The player is able to view the HP and name of the enemy before engaging it in battle.
+ The player is awarded a “Star Rank” after each battle based on their performance.
+ The “Star Rank” alters the game’s difficulty during your play. The better your rank, the harder your fights will become.

Partners
+ Battles again feature 3 person teams per fight.
+ In battle, you control one character and the others are controlled by the “Paradigm System”
+ The “Paradigm System” functions as a sort of Ai system, where you can change the way your partners fight in battle.
+ Some tactics will function as a sort of Job System, where when shifting Paradigm’s, your partner will take on a certain skill set related to a specific job (ex. Healer)

Break
+ A “Break State” is one of the new features of FFXIII battle system. The breaks refer to the times an enemy enters a state of non-retaliation.
+ This occurs when a chain combo has been maintained fora certain period of time on an enemy. When a high level combo has been achieved, the enemy will glow red and enter this state, during which the player will be able to inflict high amounts of damage.
+ The chain bar will gradually deplete during this period; when it becomes empty,the break state ends

Magic
+ Magic, including Eidolons, is restricted to use only by the l’Cie.
+ Eidolons stay in battle while the characters accompanying the summoner leaves the party
+ Each character will posses only one Eidolon that is summoned from a crystal that sprouts from the character’s mark of l’Cie.
+ Eidolons will have a “Gestalt Mode” which dramatically alter the speed and command of battle.
+ Eidolons will play a major role in the game’s storyline.
+ Confirmed Eidolons: Shiva Sisters (Styria & Nyx), Odin, Carbuncle, Siren, Ifrit & Bahamut.

Technical
+ PS3 JP Ver., including all voice work and coding, is 90% done, currently in final debug and finalization stages.
+ PS3 US Ver. has finished voice recording, but all voicing has not been implemented. Menu/Text translation is not complete.
+ 360 Ver. is 70% complete. and debug work has just begun.
+ 360 team is working very hard on compression techniques to ensure minimal differences in graphic display.
+ SQEX beginning to take dual audio into consideration for US/EU release,no word if it will be for PS3 & 360 or PS3 exclusive.
+ Yoshinori Kitase claims the game;s main story, without sidequests, is about 50hrs.
+ SQEX considering DLC, but nothing story-altering. More along the lines of extra bosses/enemies, and special weapons.

Media
SQIN’s FFXIII News Databse
Latest FFXIII Gallery @ Joystiq (GC’09)

Trailers
E3′06 Debut Trailer
Cloud DVD Trailer
E3′08 Trailer
E3′09 Trailer

SquareEnix @ TGS’08 ( all the latest final fantasy, kingdom hearts news & info )

~FINAL FANTASY XIII~
+newCHARS: leader of army of soldiers with dark gray, ponytailed hair & his possible assistant(?), woman wearing glasses with long white/blond hair. seen aboard an airship with an army carrying a cocoon-like casket toward the leader. pigtailed girl was also there, seemed to be a captive. magazine interview revealed the demo with ff7acc will feature a character not revealed to the public yet.
+newNAMES: pigtailed girl is named SERA, italian for evening/night. magazine interview with nomura/toriyama mentions MR.33cm’s name revealed in Shonen Jump as SNOW.

+newINFO: trailer features first voice acting. discussion between LIGHTNING and SNOW seems to indicate he’s been given the task of protecting SERA. SNOW promises to protect SERA no matter what. LIGHTNING challenges him to prove he can protect. magazine interview revealed all summons will be on discs, and that when considering the FNC games, agitoXIII should be seen as the middle ages, versusXIII the present, and FFXIII as the future

+newMEDIA: TGS Booklet Scans 01

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~FINAL FANTASY versusXIII~

+newNAMES: prince is named NOCTIS LUCIUS CHERAM, latin for night. girl is named STELLA NOX FULURE, latin for STAR. SHINIGAMI may be named ETRO. NOCTIS prefers to be called NOCT.

+newLOCATIONS: signs on highway show possible town names: EN VICTIS and NHIFILUM. STELLA is from a different city/country than NOCTIS, known as TENEBUIRA(sp?). She invites him there during the trailer.

+newINFO: STELLA asks NOCTIS if he can see “THE LIGHT” too, which he can. Legend states that if the GODDESS ETRO opens the door in TENEBUIRA, a power will be granted to the one who opened it. Neither seem to know exactly what the light is, though NOCTIS seems uneasy having this conversation in public. They discuss this near the painting of The GODDESS ETRO, designed by Yoshitaka Amano and shown for the first time here. After STELLA leaves, an unseen character is heard addressing NOCTIS, but not shown, asking the prince “who are you?”.

newMEDIA: TGS Booklet Scan 01

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~FINAL FANTASY agitoXIII~

+newINFO: Intro depicted in a 1940s style, old time radio adress with video in black and white, very scratchy. Depicts a world engaged in war with itself. Shows countries being bombed left and right. Previously introduced students are shown surrounded by enemies. As the CARD USER flicks a card at the gathering foes, magic flies from it and the fellow students draw their weapons.

+newMEDIA: TGS Booklet Scan 01

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~DISSIDIA: FINAL FANTASY~

+allHEROES: WARRIOR of LIGHT, FIRION, ONION KNIGHT, CECIL HARVEY (Paladin & Dark Knight), BARTZ KLAUSER, TERRA BRANFORD, CLOUD STRIFE, SQUALL LEONHART, ZIDANE TRIBAL, TIDUS

+allVILLAINS: GARLAND, EMPEROR PALAMECIA, CLOUD of DARKNESS, GOLBEZ, ExDEATH, KEFKA PALAZZO, SEPHIROTH, SORCERESS ULTIMECIA, KUJA, JECHT

+newINFO: Shows BARTZ, ExDEATH, TERRA and KEFKA in action. BARTZ’s play style involves him using swords & techniques from the various heroes of the FFseries.

+powerUPS: ESPERS revealed for use in battle. Serve as power ups for your characters, i.e. summon IFRIT and receive double strength, summon CARBUNCLE drain opponents Brave Points. Over 50 ESPERS available, represented in battle as a quick flash of artwork.

+newPROMOTION: SUNTORY will offer a new line of FF-POTION featuring artworks and images of the DISSIDIA cast

+newMEDIA: HEROES, VILLAINS, LIMITED EDITION PSP,

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~KINGDOM HEARTS: BIRTH by SLEEP~

+newINFO: AQUA shown in combat for first time. Hovers in battle, similar to one of SORA’s drive forms in KHII. Uses a combination of magic and melee attacks, Trailer ended with VENTUS on a beach appearing to tell an unknown character that he will help him disappear

+newLOCATIONS: SLEEPING BEAUTY world shown, features TERRA trying to escape the Forest of Thorns. MALEFICENT, AURORA, PRINCE and FAIRY GODMOTHERS all shown. CINDERELLA also shown in her world.

+newTRAILER: Cam Quality, View it HERE

+newMEDIA: TGS Booklet Scan 01

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~KINGDOM HEARTS: 358/2 DAYS~
+newCHAR: XION revealed as the final member of ORGXIII. Teenage girl, black hair, described as melancholic. Seems to question her own purpose in life, revealed to be searching for a lost friend. The friend she seeks may be KAIRI. Showed a new scene between ROXAS and AXEL on DESTINY ISLANDS. Trailer focused heavily on these three. DiZ, RIKU and KING MICKEY also appear in the trailer.

+newLOCATIONS: Missions shown taking place in both HALLOWEEN TOWN and SNOW WHITE world.

+newINFO: Confirmed for JP Release in FEBRUARY’09

+newTRAILER: Cam Quality, View it HERE

+newMEDIA: TGS Booklet Scans 01 & 02

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~PARASITE EVE: THE 3rd BIRTHDAY~
+newINFO: Shows AYA BREA in the present, walking thru a city as snow falls. Narrated flashbacks show events of PE1&2. Snow stops, and a wormlike creature described to be shrouded in mist, and having mechanical tentacles starts crashes thru the city. AYA begins to fight it off with her pistols. Characters from pervious PE games will return, no specifics yet. Game is being developed externally by HEXA DRIVE, published by SQUARE-ENIX

+newMEDIA: TGS Booklet Scan 01

+newTRAILER: Cam Quality, View it HERE

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~FINAL FANTASY VII: ADVENT CHILDREN COMPLETE~
+newINFO: Quick message at the end of the trailer reveals a new short film will be produced for the BluRay release. Short film will take place 2yrs after the events in FFVII:AC, 1yr after the events of FFVII:DIRGE of CERBERUS. Three versions will be release: A PS3 BUNDLE featuring FILM, 80GB SYSTEM & FFXIII DEMO. FIRST PRINT EDITION featuring FILM & FFXIII DEMO and REGULAR EDITION featuring only the FILM.

+newMEDIA: TGS Booklet Scans 01 & 02

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~STAR OCEAN: THE LAST HOPE~
+newINFO: View it HERE
+releaseDATE: FEBRUARY 19 JP, MARCH 03 US
+newMEDIA: TGS Booklet Scans 01 & 02

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~THE LAST REMNANT~
+newTRAILER: View it HERE
+newINFO: Xbox 360 Bundle to be released in JP with GAME, 60GB SYSTEM, OST, FACEPLATE
+newMEDIA: TGS Booklet Scans 01 & 02

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~DRAGON QUEST IX: DEFENDERS OF THE SKY~
+newMEDIA: TGS Booklet Scans 01 & 02
+newTRAILER: Cam Quality, View it HERE

23scans of the SQEX TGS Booklet.
nothing all that amazing though.

Sleep: A Necessity, Not a Luxury

The pace of life gets faster and faster, and people try to cram more and more into every minute of the day.

As things get more hectic, sleep tends to get short shrift. It’s seen as wasted time, lost forever.

"For healthy people, there’s a big temptation to voluntarily restrict sleep, to stay up an hour or two or get up an hour or two earlier," said Dr. Greg Belenky, director of the Sleep and Performance Research Center at Washington State University Spokane.

"But you’re really reducing your productivity and exposing yourself to risk," Belenky added.

That’s a message doctors are trying to spread to Americans, including the estimated 40 million people who struggle with some type of sleep disorder each year.

Before Thomas Edison invented the light bulb in 1880, people slept an average of 10 hours a night. These days, Americans average 6.9 hours of sleep on weeknights and 7.5 hours a night on weekends, according to the National Sleep Foundation.

"The group of people getting optimal sleep is getting smaller and smaller," said Dr. Chris Drake, senior scientist at the Henry Ford Hospital Sleep Disorders and Research Center in Detroit. "When a person’s sleep drops to six hours or less, that’s when a lot of things become very problematic."

While experts recommend seven to eight hours of sleep each night, the amount needed for an individual can vary.

But lack of sleep affects a person in one of two ways, Belenky said. First, sleeplessness influences the day-to-day performance of tasks.

"The performance effects are seen immediately," he said. "You short-change yourself of sleep, and you see the effects immediately. You can make a bad decision. You can miss something. Have a moment’s inattention, and you’re off the road."

The longer-term effects of sleep deprivation involve a person’s health. Doctors have linked lack of sleep to weight gain, diabetes, high blood pressure, heart problems, depression and substance abuse.

"Hormones that process appetite begin to get disorganized," said Drake, who’s also an assistant professor of psychiatry and behavioral neuroscience at the Wayne State University School of Medicine. There’s a decrease in the amount of leptin, an appetite-suppressing hormone, when a person gets too little sleep. At the same time, ghrelin — a hormone that stimulates appetite — increases with a lack of sleep.

Too little sleep also interferes with the body’s ability to regulate glucose and can cause inflammation leading to heart problems and a rise in blood pressure. "There’s a stress response to being in a sleep loss," Belenky said.

The types of people not getting enough sleep also break down into two groups. First, there are those who make the conscious choice to go without enough sleep.

"It’s sort of part of the culture," Belenky said. "People pride themselves on getting little sleep. You’ll hear people bragging, ‘I only need six hours a night.’ So there’s a macho element here."

On the other hand, there are people who are suffering from sleep disorders. These disorders include:

  • Insomnia, an inability to go to sleep or stay asleep.
  • Sleep apnea, or breathing interruptions during sleep that cause people to wake up repeatedly.
  • Restless legs syndrome, a tingling or prickly sensation in the legs that causes a person to need to move them, interrupting sleep.

Someone suffering from any of these problems should visit their doctor or see a sleep specialist, Belenky said.

Sleep apnea, the most prevalent sleep disorder, can have particularly serious long-term effects if left untreated. "You’re waking up out of sleep to breathe. You can’t sleep and breathe at the same time," Drake said. "It’s a risk factor for developing major cardiovascular health effects."

Some people who have trouble sleeping will resort to mild sedatives like Ambien and Lunesta.

The U.S. Food and Drug Administration recently asked the makers of these sedative-hypnotic drugs to strengthen their warning labels. This action followed reports of dangerous allergic reactions, as well as a host of bizarre behavioral side effects that include sleep-driving, making phone calls, and preparing and eating food or having sex while asleep.

Drake and Belenky both consider sleeping pills to be fine for the short term if taken properly.

"Sleeping pills are a temporary solution," Belenky said. "If you’re upset about something or have situational insomnia, or you’re trying to sleep at the wrong time of day because you’ve traveled across time zones, they are effective."

But, both doctors noted the pills will do nothing to help a chronic sleep problem. "They don’t address the pathology of their sleeplessness," Drake said.

The U.S. National Institutes of Health offers these tips for getting a good night’s sleep:

  • Stick to a regular sleep schedule.
  • Avoid exercising closer than five or six hours before bedtime.
  • Avoid caffeine, nicotine and alcohol before bed.
  • Avoid large meals and beverages late at night.
  • Don’t take naps after 3 p.m.
  • Relax before bed, taking time to unwind with a hot bath, a good book or soothing music.
  • If you’re still awake after more than 20 minutes in bed, get up and do something relaxing until you feel sleepy. Anxiety over not being able to sleep can make it harder to fall asleep.

The Story So Far : The Brood War

The evacuation of Aiur

Tassadar’s brave sacrifice had destroyed the Overmind, but countless rampaging zerg remained on Aiur and would surely overrun the surviving protoss. Zeratul offered sanctuary on Shakuras, the adopted home of the dark templar. Although the decision was difficult, Executor Artanis and the surviving members of the shattered Conclave agreed that their first duty was to save as many lives as possible.

Jim Raynor’s forces and the protoss cut a path through the zerg to reach an ancient xel’naga warp gate, the relic of an earlier age. Using the gate, Zeratul opened a connection to a second gate on Shakuras. During the battle, Raynor and some of the protoss were cut off, but Artanis and Zeratul led many other protoss through the gate to safety on Shakuras.

To their horror, they found that the zerg were following them through the gate. The evacuees joined forces with their dark brethren and fought the invasion. Meanwhile, Raynor’s forces and a handful of protoss chose to remain on Aiur and shut down its warp gate, ensuring that no further zerg reinforcements could reach Shakuras. With no means of escape, this brave band seemed doomed.

Unlikely allies

Raszagal Very well, Kerrigan. We shall hear what you have to say. But be warned: We will not suffer your treachery here.

Sorrowfully the dark templar led their visitors to meet Raszagal, the ancient matriarch who ruled Shakuras. The protoss’ first priority was to battle the spreading zerg infestation of Shakuras. Raszagal declared that a xel’naga temple on Shakuras could cleanse the planet, but its activation required two crystals–the Khalis and the Uraj–that had been lost long ago.

Kerrigan arrived unexpectedly and told the wary protoss that with the Overmind slain, she was no longer the merciless killer she had been. However, the surviving cerebrates had merged to create a new Overmind that would soon control the Swarm and transform Kerrigan back into the Overmind’s pawn.

Kerrigan offered to help retrieve the Khalis and Uraj, and Raszagal accepted, overriding the objections of Artanis and Zeratul. The protoss heroes and Kerrigan departed for the planet Braxis, where they secured the Uraj. In the process they encountered an unfamiliar terran force identifying itself as the United Earth Directorate (UED). Ordered to surrender, the protoss refused and eluded capture.

Their next destination was Char, where the protoss located the Khalis, dangerously near the developing Overmind. Pitting themselves against the zerg and the young Overmind, Kerrigan and the protoss retrieved Khalis and returned to Shakuras.

Tragedy on Shakuras

Zeratul There is something amiss here. The Matriarch has always been a wise and gentle soul. Though there is some merit in her decision, this is very unlike her. Artanis That may well be… But right now we have a friend to kill. May Adun forgive us.

There they found that some of the Aiur evacuees had turned against their dark templar allies. Already in the midst of a crisis, Raszagal was in no mood to negotiate and ordered the dark templar to vanquish the dissenters. Zeratul found the command troubling, but he and his allies obeyed. As the traitors’ resistance crumbled, the dark templar demanded that the rebel leader surrender. He refused, claiming that the other protoss were doomed and Raszagal was hiding a loathsome secret.

Before the traitor could explain his accusation, Kerrigan and her zerg minions slew him. Zeratul angrily ordered Kerrigan to leave Shakuras. She left willingly, telling him that their alliance had already achieved her goal. The cerebrates had refused to follow her leadership, and now with the dark templar’s assistance, they were all but destroyed.

The zerg would overwhelm Shakuras unless the protoss unleashed the xel’naga temple’s power. Thus, the desperate protoss carried out their plan despite knowing that they were further aiding Kerrigan by doing so. Artanis and Zeratul carried the crystals to the temple’s summit, channeled the temple’s vast energies, and obliterated all zerg on Shakuras.

Discovery of the psi disrupter

For some time the UED had kept a close watch over the terran colonies in the Koprulu sector. With the discovery of the protoss and zerg, the Directorate’s ruling council decided it was time to reestablish control over their distant cousins.

The UED dispatched an expeditionary fleet led by Admiral DuGalle. His orders were to overthrow the Terran Dominion and capture the young Overmind. First, with the assistance of Samir Duran and his Confederate resistance forces, the UED fleet secured the planet Braxis as a staging point. Vice Admiral Stukov, DuGalle’s tactical advisor, recruited Duran’s group into the UED.

Next, DuGalle launched a surprise attack on the Dylarian shipyards, commandeering many of the Dominion’s battlecruisers docked there. Dominion reinforcements arrived, led by General Edmund Duke, but they were outgunned and ultimately retreated. The triumphant UED laid waste to the shipyards and conscripted the remaining Dylarian defenders.

UED forces learned of a mysterious weapon on the planet Tarsonis: the psi disrupter, which could block zerg communications. If the Dominion secured the weapon, the UED would be unable to use the zerg as planned. Thus, Duran recommended destroying the weapon, and DuGalle agreed despite Stukov’s objections.

Duran and other UED forces captured the psi disrupter, but several UED ghosts quickly arrived and announced that Stukov had ordered them to dismantle the device. Duran had little choice but to relinquish the weapon.

Stukov’s defiance

DuGalle Hah! The man who crowns himself ‘Emperor’ speaks to me of daring? You have far outlived your reputation citizen Mengsk. Captain, prepare to take the Emperor into custody.

The UED fleet headed to the planet Korhal IV, capital of the Dominion. Attacking Korhal’s capital city, Augustgrad, DuGalle’s fleet eventually surrounded the remainder of Mengsk’s forces. UED forces prepared to take the deposed emperor into custody, but Jim Raynor arrived in Mengsk’s old battlecruiser, the Hyperion, along with a small protoss fleet. Moments later, Raynor, his protoss allies, and Mengsk had escaped, and the UED fleet was in hot pursuit.

The UED tracked Raynor and Mengsk to Aiur, where the fugitives activated a warp gate in preparation for an escape. The gate’s energies incited the surrounding zerg to attack, and to Stukov’s shock, Duran’s forces moved out of position, leaving UED forces on the planet open to attack by the Swarm. Unable to hold off the zerg and recapture Mengsk at the same time, Stukov withdrew his forces to rejoin the fleet. Stukov himself abruptly departed for Braxis.

DuGalle was puzzled to hear that Raynor and Mengsk had escaped, and Stukov had abandoned the battle on Aiur. When the UED detected a psi disrupter on Braxis, Duran concluded that Stukov had rebuilt the Tarsonis device to sabotage the UED’s goals. Unable to deny the evidence, DuGalle ordered Duran to find and kill Stukov.

DuGalle I can’t believe it. Yet the evidence is incontrovertible. Alexei, what have you done?

Duran shot Stukov and then slipped away. Mortally wounded, Stukov told DuGalle that Duran was the real traitor and had likely been infested by the zerg. Duran had allowed Mengsk and Raynor to escape. Furthermore, Duran had suggested destroying the psi disrupter, which Stukov had reassembled because he was certain it was critical to saving humanity from the zerg.

Stukov’s message convinced DuGalle, who established a garrison on Braxis before he led the UED fleet to Char. UED forces overcame the young Overmind’s defenses and administered powerful neurostims so that the UED could control the Overmind.

Controlling the Swarm

As the drugs started taking effect, Duran and the Queen of Blades suddenly appeared in the UED’s midst. Kerrigan introduced herself as the leader of the zerg. It was clear that Duran was indeed infested. DuGalle threatened to disrupt her control over the zerg with the psi disrupter, but Kerrigan said that she intended to destroy the weapon. She thanked DuGalle for executing Stukov and departed.

Establishing a base on Char, the UED took control of the Overmind’s minions, who made up the vast majority of the Swarm. This control gave the UED a decisive advantage over Kerrigan, for the psi disrupter prevented her from controlling zerg that were not yet under the young Overmind’s control.

Kerrigan The only thing I can assure you of, Arcturus, is that without my help, you’ll be the Emperor of your own little eight by eight cell for the rest of your life.

She contacted Shakuras and convinced Jim Raynor and the protoss to rescue the remains of the Dominion fleet from the UED. Raynor and the protoss remained distrustful, but she informed them that controlling the zerg was only the first step in the Directorate’s plan. Earth would inevitably lock down the whole sector.

Furthermore, Kerrigan claimed that she bore Mengsk no ill will. She needed Mengsk’s psi emitters to reclaim additional zerg minions, destroy the psi disrupter, and vanquish the Directorate fleet. In return, she offered to help Mengsk reclaim Korhal IV. With no acceptable alternatives, Mengsk agreed. Kerrigan’s plan worked perfectly, and she destroyed the psi disrupter.

Breaking alliances

Kerrigan honored her side of the bargain, bolstering the ranks of her zerg minions and helping Mengsk retake Korhal from the UED. Then, without warning, she sent her zerg against the Dominion and protoss encampments. General Duke fell in battle, but Kerrigan spared Mengsk’s life because she wanted to savor his suffering as he watched her ascend to power. As for Jim Raynor, he escaped, swearing that one day he would kill her.

Kerrigan You’re right, Fenix. I used you to get the job done, and you played along just like I knew you would. You Protoss are all so headstrong and predictable, you are your own worst enemies. Fenix That’s ironic. I can remember Tassadar teaching you a very similar lesson on Char.

Next Kerrigan had Raszagal kidnapped and taken to Char. Predictably Zeratul tracked down the protoss matriarch and demanded her safe return. Kerrigan proposed a trade: if Zeratul and his compatriots destroyed the young Overmind, Kerrigan would permit Raszagal to return to her people. Because the Overmind was indisputably the protoss’ enemy as well as Kerrigan’s, Zeratul reluctantly agreed.

Only after he and his compatriots had destroyed the Overmind did Zeratul learn that Kerrigan had long ago enslaved and corrupted the dark templar’s matriarch. The Queen of Blades had brilliantly outmaneuvered the protoss. With the Overmind and its cerebrates dead, all zerg in the Koprulu sector reverted to Kerrigan’s control.

Yet the dark templar refused to give up. They stole Raszagal from the zerg, but Kerrigan’s minions surrounded Zeratul’s base before the dark templar could escape with their matriarch. As Kerrigan and her minions drew near, Zeratul mortally wounded Raszagal rather than let her be recaptured. In her last moments, Raszagal thanked him for freeing her from Kerrigan’s influence. Kerrigan decided to spare Zeratul’s life rather than allow him the peace of death. Ravaged by grief and guilt, Zeratul vowed that he would avenge Raszagal.

A far greater power

Duran This creature is the completion of a cycle. Its role in the cosmic order was preordained when the stars were young. Behold the culmination of your history.

As Zeratul and his people left Char, they detected protoss power signatures on an uncharted moon nearby. Zeratul and several other protoss investigated and found that someone had been using gene splicing to create hybrids with mixed zerg and protoss DNA.

In at least one case, the attempt had proven successful. Staring the abomination in horror, Zeratul was surprised when a male terran suddenly uncloaked in front of the stasis cell. The terran introduced himself as Samir Duran.

Zeratul recognized the name and asked if Kerrigan had instigated the hybridization project. Duran denied the accusation and said that he served a far greater power. The zerg-protoss hybrid were the last step in a vast cycle that was approaching its end. Scattered on a thousand different worlds, the hybrid would presently awaken, and the universe would change forever. Deeply troubled, Zeratul and the other protoss returned to their ship and continued on their way to Shakuras.

Kerrigan’s ascension

The Queen of Blades soon faced another threat, and she was not pleased to discover that Duran had inconveniently disappeared. Apparently Arcturus Mengsk had called in a few favors and scraped together a new fleet. Artanis had also warped into the area with a fleet of protoss ships from Shakuras. Last but not least, Admiral DuGalle was stubbornly determined to defeat the woman who had masterminded Stukov’s death.

DuGalle You vastly underestimate me, my dear. Kerrigan I don’t think so, Admiral. You see, at this point… I’m pretty much the Queen Bitch of the Universe. And not all of your little soldiers or space ships will stand in my way again.

Kerrigan taught the three fleets better than to underestimate the Swarm. Facing imminent defeat, Mengsk and Artanis were forced to withdraw from the battle. At last it became clear that the UED fleet could not hope to succeed where the other two fleets had failed. DuGalle offered to surrender if Kerrigan would spare the lives of his soldiers. The Queen of Blades, however, had no interest in taking prisoners. Instead, she told DuGalle to turn his ships in the direction of Earth and flee. She would give him a reasonable head start before she sent the Swarm after him.

DuGalle and his battered ships obeyed, for they had no other choice. Onboard the flagship Aleksander, DuGalle composed a last letter to his wife. His mission was a failure. The zerg remained untamed; the colony worlds, unconquered. His pride had killed Stukov and brought the Directorate fleet to this desperate pass.

The admiral killed himself not long before Kerrigan’s forces overtook the UED fleet and devastated it. Not one Directorate ship reached Earth to report the events that had taken place in the Koprulu sector.

Aftermath

The Queen of Blades did not become complacent in the wake of her victory. She kept watch over the Swarm from her core hive on Char. The Brood War left her the dominant force in Koprulu sector. The initial explosive expansion of the zerg has been replaced with a foreboding silence for four years, but no scouting expeditions to Swarm-controlled worlds have lived to tell what they saw there.

Thus, outsiders can only speculate about what she has been doing–or what she has been seeking–these past four years. Many believe that the zerg are building their strength and engineering new organisms before going on the offensive again. Some contend that Kerrigan is staying her hand due to some small shred of humanity buried deep inside the creature she has become. Those who have encountered her savage fury know this to be merely wishful thinking.

On the terran front

Mengsk and his forces have regrouped on Korhal IV. His first order of business was to rebuild the Terran Dominion. In Kerrigan he had found a new target for revenge, and he’d always been happier with a goal to work toward anyway. The Dominion has since become the most powerful force among the terran factions, having taken over many of the original Confederate worlds.

The Kel-Morian Combine and the Umojan Protectorate have been preparing for the inevitable war with either the zerg or Mengsk. The UED task force was almost completely destroyed in Brood War; only a few isolated pockets of survivors remain hidden in the Koprulu sector.

Jim Raynor has led a resistance movement against the Dominion, but that has been a losing battle. Arcturus Mengsk has used his greatest weapons–the media and propaganda–to marginalize Jim’s efforts. Raynor seems to be losing faith, drinking heavily and haunted by the ghosts of his past. He has never forgiven himself for letting Kerrigan be taken by the zerg.

Reintegration of the protoss race

The protoss evacuees from Aiur have been struggling to recover from the loss of their home planet while finding ways to mesh their society with that of the dark templar who call Shakuras home. The transition has been difficult for both sides, and the name of Raszagal has been invoked more than once to keep the peace.

The old Conclave has been swept away, and in its absence many protoss have begun looking to their ancient tribal affiliations for leadership and a sense of identity. With the protoss people working together as they did in ancient times and studying the xel’naga technology on Shakuras, the protoss have made many technological developments for continuing the war with the zerg.

Memories of Raszagal have plagued Zeratul, who was further disturbed by his encounter with Samir Duran and the zerg-protoss hybrid Duran had apparently been creating. Shortly after bidding Raynor farewell on Shakuras, Zeratul departed the planet, and he has not been heard from in years. To this day he seeks to understand what Duran and the hybrid he was creating might portend. Lately he has uncovered something that may be related to the xel’naga, creators of both protoss and zerg, and he seeks new clues to unravel the mystery.

StarCraft : The Story So Far

First Contact

Terrans first journeyed to the far edge of the galaxy when a navigational malfunction sent their automated colony vessels hurtling off course. Bypassing their intended target, the ships crash-landed on three worlds scattered across the Koprulu sector.

Over several decades the terrans established colonies, spread to other planets, and came into conflict with one another. In the decade after the end of the Guild Wars, the Terran Confederacy stood unchallenged in its supremacy over colonial space.

The terran colonies first became aware they were not alone in the universe when a gleaming fleet of protoss warships suddenly emerged over the Confederate world of Chau Sara. The advanced alien ships incinerated the planet’s surface without warning.

Reeling from the unprovoked attack, the Confederacy sent a fleet led by Colonel Edmund Duke, to protect the nearby colony of Mar Sara. Surprisingly the protoss retreated, and Colonel Duke proudly declared the retreat a Confederate victory.

Mar Sara

Back on Mar Sara, Marshal Jim Raynor responded to a distress call out in the wastelands. He found a terran outpost that had been infested by unknown alien organisms. Realizing there could be no survivors, he and his men destroyed it.

The Confederacy reacted by imprisoning Raynor and his men. Further alien attacks broke out on the planet. It took the arrival of an anti-Confederacy rebel group called the Sons of Korhal to begin any sort of organized resistance to the aliens, which had become known as the zerg.

The bestial zerg spread too swiftly to be stopped. Freed by the rebels, Raynor uncovered proof that the Confederacy had anticipated the zerg’s arrival. He and the rebel leader, Arcturus Mengsk, evacuated everyone they could from Mar Sara before the protoss fleet reappeared and incinerated the planet.

Antiga Prime

Thoroughly disillusioned, Raynor joined the Sons of Korhal. On the planet of Antiga Prime he worked with Mengsk’s second-in-command, Sarah Kerrigan–formerly a ghost, one of the Confederacy’s elite psionic assassins–whom Mengsk had liberated from the government’s neural conditioning. Raynor and Kerrigan developed into a formidable team.

Mengsk quickly stirred up a full-scale revolt against Confederate forces on Antiga Prime. Now a general, Duke tried to intervene, but his ship fell victim to a zerg attack. In a stunning coup Mengsk persuaded the general to join the Sons of Korhal in exchange for saving Duke’s command and his life from the rampaging aliens.

Hastily the Confederacy sent reinforcement troops to the planet. However, Kerrigan and Mengsk discovered a terrible secret: Confederate scientists had constructed a "psi emitter", a device that acted as a beacon for the zerg. Tests of this new doomsday weapon had drawn the zerg to Mar Sara and other colonies.

Mengsk ordered a psi emitter to be planted in the Confederate base on Antiga Prime, and the zerg swarmed in to destroy the Confederate forces. Soon afterwards the protoss incinerated the planet from orbit, just as they had Chau Sara and Mar Sara.

Tarsonis

Jimmy, drop the knight-in-shining-armor routine. It suits you sometimes. Just not… not now. I don’t need to be rescued. I know what I’m doing. The Protoss are coming to destroy the entire planet, not just the Zerg. I know that because… well I just know it. I am a Ghost, remember? Once we’ve dealt with the Protoss, we can do something about the Zerg. Arcturus will come around. I know he will.
Kerrigan

Next Mengsk struck at the ultimate prize, the world of Tarsonis, capital of the Confederacy. He overrode his lieutenants’ misgivings and had General Duke place psi emitters on the unblemished and densely populated world. As the zerg descended on Tarsonis, Raynor began to question Mengsk’s sanity: no measure seemed too extreme for Mengsk if it achieved his goals. Even so, Raynor did not fully understand the depths of Mengsk’s malice.

This time the leader of the protoss fleet, Executor Tassadar, deployed ground forces in an effort to save the planet. There was every chance the protoss could succeed, and so Mengsk ordered Kerrigan to vanquish the protoss on Tarsonis. Despite her concerns Kerrigan obeyed and ensured that the planet would fall to the zerg.

Surrounded by zerg, she called for evac from the doomed planet. However, in a shocking betrayal, Mengsk abandoned Kerrigan and her troops to their fate. Furious, Raynor departed Mengsk’s flagship, the Hyperion, and returned to Tarsonis, but he arrived too late to prevent Kerrigan’s capture by the zerg.

The rise of the Terran Dominion

I will not be stopped. Not by you, or the Confederates, or the Protoss or anyone! I will rule this sector or see it burnt to ashes around me.
Arcturus Mengsk

Despite this minor setback Arcturus Mengsk’s victory was all but complete. With Tarsonis destroyed the Confederacy collapsed. Most Confederate survivors quickly joined the Sons of Korhal, which became the primary military force opposing the alien invaders. The former rebels saved many terran lives. They only hesitated when a planet did not welcome their intervention. After all, as Mengsk remarked sadly, a planet’s local government had ultimate authority on that planet. Besides, the Sons of Korhal had limited resources, and it was a time of war.

As planet after planet appealed to the Sons of Korhal for aid, Mengsk announced that a new government, the Terran Dominion, was necessary to keep watch over these worlds. He declared himself emperor of the Dominion, and he promised victory over the aliens.

Meanwhile, Raynor realized too late that he had begun to fall in love with Sarah Kerrigan. Unable to save her now, he resolved to seek justice in her name.

Overmind

Terrans mistakenly believed that the zerg were an instinct-driven hive society, but in fact a supreme sentience, the Overmind, controlled the zerg via intermediaries called cerebrates. Moreover, the Overmind had acquired a promising creature on Tarsonis, a creature that would serve the Swarm in new ways.

This creature was wrapped in a protective chrysalis and transported to the remote ash world of Char, where it awaited its rebirth into the Swarm. The creature’s powerful psionic emanations drew terran and protoss forces to Char, but the zerg fought off the interlopers and protected the chrysalis until it opened. A new being emerged: someone who would alter the future of the entire Koprulu sector forever.

Sarah Kerrigan emerged from the chrysalis a loyal servant of the Overmind. Her evolution had unlocked the fantastic potential of her psionic powers and incredible strength. Stripped of human ethics and morality, she was ruthlessly dedicated to the Swarm’s survival.

During her time in the chrysalis, Kerrigan had been confused and distressed. She had reached out telepathically to her former comrades, Arcturus Mengsk and Jim Raynor. Raynor had come to Char to save her. Mengsk had sent General Duke, perhaps hoping to regain Kerrigan as an ally, perhaps simply wanting to capture and study whatever remained of her. Whatever their hopes, both men arrived too late. Her confusion was gone, and she easily drove the terrans away.

Yet the Overmind also suffered a terrible blow. Protoss led by Executor Tassadar kept the Queen of Blades and a number of other zerg busy while a dark templar named Zeratul assassinated one of the Overmind’s cerebrates. The zerg formerly controlled by the slain lieutenant ran amok, turning on the rest of the Swarm, which were forced to destroy them.

Well spoken, Concubine of the Zerg. But though we strike at you from the shadows, do not think that we lack the courage to stand in the light.
Zeratul

Yet all was not lost for the zerg. When Zeratul had killed the cerebrate, he had made a fleeting telepathic contact with the Overmind. In that moment, the Overmind had discovered the secret location of the protoss homeworld, Aiur.

Long had the Overmind sought the protoss homeworld. With the location of Aiur and the terrans to serve as the zerg’s newest servants, the Overmind was confident that the Swarm could finally defeat and assimilate the protoss. Using protoss DNA, the Overmind would produce the perfect killing machines: a new strain of zerg that would conquer the rest of creation.

The infestation of Aiur

The Queen of Blades hunted down the protoss on Char while the main force of the zerg departed to assault Aiur. Although Aiur’s inhabitants resisted valiantly, the zerg established a foothold among the planet’s lush jungles, and the Overmind embedded itself in the planet’s surface.

As the ruling caste of the protoss, the Judicator caste held authority over all protoss on Aiur. The caste’s governing body, the Conclave, was in furor. Executor Tassadar, leader of the protoss warrior caste, was fighting on distant Char and defying the Conclave’s orders to incinerate any terran world infested by the zerg. Now the zerg threatened to overrun Aiur.

A new executor, Artanis, was chosen and sent into battle, winning a crucial victory in the province of Antioch. Soon afterward Tassadar contacted Artanis and spoke of the battles upon Char, the discovery of the dark templar, and Zeratul’s victory against the cerebrate.

Dark brethren

The dark templar had been banished from Aiur long ago for refusing to become part of the Khala, a deep telepathic connection that had linked all protoss in ancient times. Most protoss believed that the reestablishment of the Khala had ended millennia of civil war and saved their race from extinction.

Thus, Tassadar’s decision to work alongside the dark templar, even against the zerg, was heresy in the eyes of the Conclave. The horrified protoss demanded that he return to Aiur, but Tassadar refused, saying he would return when the time was right.

At Tassadar’s recommendation, Artanis shifted tactics on Aiur, targeting a cerebrate with a small detachment while his main force kept the zerg occupied. The cerebrate’s death threw its minions into disarray, but they recovered when the Overmind reincarnated the slain leader. Only the potent energies wielded by the dark templar could ensure a cerebrate’s permanent destruction. The Conclave directed Artanis to return to traditional tactics, and he won another battle in the province of Scion, albeit at great cost.

The trial of Tassadar

Stay thy hand, Judicator. The stewards of Tassadar shall not fall while the Dark Templar live. Call off your guards and stand aside, and you may yet live to see another moonrise.
Zeratul

Confident of their final victory, the Conclave dispatched Executor Artanis to bring Tassadar back to Aiur for judgment. Artanis journeyed to Char and regretfully informed his predecessor of the Conclave’s wishes. Tassadar agreed to return peacefully if the executor helped him free Zeratul and the other dark templar from a terran installation where they had been trapped by the zerg.

Artanis agreed, and Jim Raynor and his crew also joined the fight. Raynor and the dark templar then accompanied Tassadar back to Aiur, where they planned to help fight the invasion. Unfortunately the Conclave proved intractable in refusing to work with the dark templar. The Judicator caste came to blows with Tassadar’s loyal followers and their allies.

Unable to bear the sight of his people destroying themselves, Tassadar surrendered himself to Judicator justice. Even so, his allies swiftly liberated him from imprisonment to face the approaching crisis.

Death of the Overmind

The Conclave had seriously underestimated the zerg. The protoss military was almost exhausted, whereas the zerg seemed more numerous than ever. Whole continents were being overrun, and Zeratul had worse news to impart. When he had slain the cerebrate on Char, a telepathic link had briefly connected him with the Overmind. He had seen that the evolution of the zerg, like that of the protoss, had been directed and speeded by a race known as the xel’naga.

Remember us, Executor. Remember what was done here today. May Adun watch over you.
Tassadar

Ultimately the Overmind had outgrown the xel’naga’s control and devoured that ancient race. Now the Overmind intended to consume the protoss as well. If it succeeded, no one would be able to stand against the zerg.

Tassadar rallied the flagging protoss for one last push against their foes, making peace with the failing Conclave shortly before the battle. He and the other heroes only weakened the zerg while sustaining heavy losses themselves. In a last desperate gamble, Tassadar channeled the energy of the dark templar through the hull of his ship, the Gantrithor, and steered it on a collision course with the monstrous Overmind.

The resulting massive explosion killed the Overmind and threw its minions on Aiur into disarray. The protoss had little cause to rejoice, though, for much of Aiur was left in ruins. Furthermore, the zerg race itself was undefeated. Far away on the planet Char, Kerrigan felt the death of the Overmind and finally grasped the true purpose of her creation. The reign of the Queen of Blades was about to begin.

.StarCraft 2 Korean and Chinese Build Summary

The stream of information continues. Fans who were lucky enough to visit the events held by Blizzard in the far east are still supplying us with new interesting tidbits about the game, which we will summarize here.

Note that the builds showcased in different locations have small changes and inconsistencies between them - the Roach, for example, was a melee unit in China, but a ranged one in Korea. In any case, make sure to read my previous post covering the zerg to get the full picture. Here’s the full list of changes and other noteworthy bits:

Zerg

zergrush2.JPG

* Nearly all of the Zerg’s units can evolve in StarCraft 2.

* Zerg evolution, or upgrades, only affect one unit. For example, the Zergling has 3 levels of evolution: Level one grants it more speed, level two provides +2 to damage and +1 to armor, and level three +1 to damage and +2 to armor. No word has been given about the favorite crack upgrade, which transformed Zerglings into insane machines of destruction in late games of StarCraft 1. The upgrades are researched at the unit’s building - in the Zergling’s case, the Spawning Pool.

* Roaches have alternated between functioning as melee units and ranged anti-ground units. They have clearly been designed for close range battles, as evident by their enormous blades.

roach.gif

The Roach is a lower tier unit than the Hydralisk, which is now tier 2 - putting the Lurker at tier 3.

* The Infestor can use its “Dark Swarm” ability without needing further research. Infest and Disease, however, have to be researched.

* Infested Protoss buildings currently produce Infested Marines - a placeholder for Infested Zealots, perhaps?

* The Overseer has been spotted!

overseer.jpg

* The Nydus Worm can currently carry twelve of any Zerg ground unit. It is an unfinished unit, though, so expect that to change.

* Hatcheries have two Rally Point options: Rally Point for normal units, and Worker Rally Point for drones - allowing the player to send freshly hatched drones straight to the resources.

Protoss

toss.JPG

* The Mothership currently has 4 abilities:

1) Void, a new name for the Black Hole, which now also affects ground units

2) Cloak, which cloaks units around the Mothership - much like the Arbiter of StarCraft 1, but with a larger radius

3) Planet Cracker, the ID4-esque heavy ground damage dealer

4) Time Bomb, which is cast on a specific location and protects friendly units by reducing damage

In addition, the Mothership can drain energy from friendly units and utilize it for its spells.

* Stalkers feel and play like fragile, but more agile, Dragoons. They also serve as excellent economy raiders.

* The Archon’s “Twilight” prefix has been dropped from its name. It now has a “Power Overwhelming” buff, which grants it an additional 20 points of damage. This buff is temporary, and lasts a short time after the Archon’s creation - a great way to effectively use wounded Dark Templars and energy-less High Templars in battle.

Power ... Overwhelming!

* The Phoenix is now an air-to-air unit. It’s quite strong, but slow.

* Even a small group of Colossi can wipe out huge ground armies with ease. They now have a “Heavy Shield” upgrade, which increases their shields’ defense rating. The graphics used for their attack sequence will likely be enhanced soon.

* Gateways can transform to Warpgates and back for free - and it only takes 3 seconds of time. For a more detailed review of Warpgates, check out this post.

Terran

terran.JPG

* The Marauder has 80 HP and does 6 points of damage + 4 to armored units. Its range is like that of a Marine. Since it is relatively expensive, it is not effective on its own - the Marauder is strictly a complement to the Marine. The Marauder’s slow effect actually stops the affected unit completely for a short duration, after which it returns to normal speed. Multiple shots from Marauders can almost completely stop an enemy’s advance.

* Jackals deal relatively low damage - around ten points - making them quite ineffective against single units.

* The Banshee no longer deals area-of-effect damage. It now fires more directed rockets at a single target. It is still somewhat structurally weak, with 150 HP. Since it attacks in an oblique line, it has trouble hitting targets directly beneath it.

* Reapers can no longer use the Stim Pack ability. A huge blow for this unit, which has “Raider” as its middle name. The Reaper seems a bit lost in the current build of StarCraft 2 - is it on the way out?

Say no to drugs!

* The Nomad no longer looks like a giant, flying crane. It has received a complete overhaul, and now has a sharper design. No pictures are available yet. Its Auto-Turrets are quite strong and destructive, and currently no longer cost any energy - instead, they require Vespene Gas only.

* Differently upgraded Battlecrusiers, with either the Yamato Cannon or the Plasma Torpedo upgrade, are treated as different units - double clicking one version will only select Battlecruisers with the same ability.

* Ghosts have the EMP ability, but can no longer call down Drop Pods.

* Thors are no longer built by SCVs. They are now constructed at the Factory, like other Terran mechanized units. The built-by-SCV unit mechanic was an interesting one, and we hate to see it go.

Other issues:

* In StarCraft 1, units “checked” for new orders every half a second, making for a somewhat unresponsive reaction time. In StarCraft 2, this reaction time has been dramatically reduced, and all units now feel much more responsive.

* Before starting a match, players can communicate with each other using VoIP.

* The match summary screen now contains informative graphs as well as the old number statistics.

* The game requires a Pixel Shader 2.0 capable computer, and at least a GeForce 5200 (or equivalent) graphics card. StarCraft2 should be at least playable on just about every computer that’s been made in the last 5 years.

* The Blizzard 40-strong development team is divided into three equal thirds: programmers, artists and designers. Members are from Korea, China, America and Europe, and two are ex-ProGamers.

Zerg’s Infestation Initiated

The Zerg are here.

Ending a long period of Rumors and leaks, Blizzard has once again chosen an event held in Korea to announce the latest major development in the StarCraft Universe. On March 10th, 2008, Blizzard has unleashed a true Zerg Rush of information dealing with the long awaited third race.

The large amount of screenshots, concept art pictures, videos and game data provide an in-depth view of the last playable race of StarCraft 2.

The Zerg Rush begins

The information rush includes:

  • 13 confirmed Zerg units.
  • 24 new action-packed Zerg screenshots
  • A 15-Question FAQ covering key Zerg aspects
  • A StarCraft2.com update, featuring Zerg lore, new Zerg unit pages and brand new concept art pictures
  • Three videos, featuring a cinematic introduction to the Zerg and a gameplay exhibition, along with footage of a pro-gamer playing as Zerg
  • Two interviews with Sam Didier, Blizzard’s art director, and Dustin Browder, lead game designer

The late arrival has only benefited the Zerg, both feature and graphics wise. Well thought-out abilities such as burrowed unit movement and the complex role of the Queen are clear indicators that the Zerg is a far more mature race than the Protoss and Terran were during their initial presentations.

Here’s all the information we have gathered since the announcement. First up, the new pictures:

84_hr.jpg85_hr.jpg86_hr.jpg87_hr.jpg88_hr.jpg89_hr.jpg90_hr.jpg91_hr.jpg92_hr.jpg93_hr.jpg94_hr.jpg95_hr.jpg97_hr.jpg98_hr.jpg99_hr.jpg100_hr.jpg101_hr1.jpg102_hr.jpg103_hr.jpg104_hr.jpg105_hr.jpg106_hr.jpg107_hr.jpg96_hr.jpg

Two official videos have been published. One is an introduction to the Zerg race, narrated by Kerrigan, and the other a long gameplay exhibition video. A third camera movie follows sAviOr, a Korean Pro-Gamer, playing StarCraft 2 as the Zerg.

Thirteen Zerg units have been announced so far:

* Drone: Unchanged from StarCraft 1.
drone.gif

These remain the Zerg’s peons - able to harvest minerals and mutate into structures.

* Zergling: Mostly unchanged from StarCraft 1.
zergling.gif

Fast and relatively weak, best used in large numbers. In StarCraft 2, Zerglings can morph into Banelings. For more details, check out our Zergling focus article. The Zerglings have changed since their last appearance, and now no longer have accented wings.

Cute, isn't he?

* Baneling: New unit.

baneling.gif

This previously revealed unit is new to StarCraft 2. The Baneling is not much more than a mobile suicide bomb, replacing the Infested Terran of StarCraft 1.

* Overlord: Somewhat changed from StarCraft 1.

overlord.gif

Overlords grant control points which allow the Zerg to field more units. The Overlords are no longer detectors and can no longer transport units. However, they receive two new abilities:

1) Slime: allows the Overlord to disable resource nodes and neutral observatories.

2) Create Creep: allows the overlord to generate a temporary patch of creep on the ground. This will allow the Zerg to easily expand their influence on the battlefield without expanding and creating additional Hatcheries.

The Overlords can also morph into Overseers.

* Overseer: New unit.

Overseers lose the Overlord’s new abilities. They gain the ability to detect cloaked and burrowed units and also receive a larger sight radius.

No word has been given regarding the missing transportation ability for the Zerg.

* Queen: Completely changed from StarCraft 1.

queen.gif

The Queen of StarCraft 2 shares nothing more than the name with its previous incarnation. The StarCraft 2 Queen is a unique unit - only one can used at a time, similar to the way the Protoss Mothership used to be. The Queen is built directly from the Hatchery, and can no longer leave the ground and fly. The Queen can be built relatively early in the game, and evolves as the Zerg progress in the game. Only the Queen can construct Zerg base defenses. The Queen has many abilities, including:

* Create structures that expand creep and act as stationary defense turrets

* Deep Tunnel: allows the queen to instantly move to any Zerg building

* Toxic Creep: makes a small area of creep harmful to enemy units

* Swarm Infestation: the Queen transforms any Zerg building into a defensive turret

* Regeneration: allows the Queen to quickly heal damaged Zerg buildings

Some of these abilities will likely cost little to no energy, allowing the Queen to use them frequently. However, aside from all these abilities, the Queen is also a formidable attacker in itself. Its attack is powerful enough to kill a Marine in one strike.

Momma Zerg

* Hydralisk: Unchanged from StarCraft 1.

hydralisk.gif

The Hydralisk of StarCraft 2 is still the highly versatile foot soldier of the Zerg. It can shoot its deadly spines at both ground and air targets. Like in the Brood War expansion, Hydralisks can morph into Lurkers.

Hydralisk mass

* Lurker: Unchanged from StarCraft 1.

lurker.gif

The Lurker can only attack while burrowed. These relatively armored Zerg units, morphed from Hydralisks, have a devastating area of effect line attack which is extremely deadly to infantry.

* Roach: New unit.

roach.gif

The Roach is a melee ground unit. The Roach’s specialty lies in its ability to regenerate health extremely quickly. Few units will have enough fire power to actually kill a Roach single-handedly; to be effectively countered, these new Zerg menaces will have to come under concentrated fire.

Roaches in battle

This is an interesting new mechanic for StarCraft, one that creates an incredible tactical advantage for a skilled player who can “dance” with his Roaches, constantly keeping those that come under fire out of harm’s way.

* Mutalisk: Unchanged from StarCraft 1.

mutalisk.gif

The Zerg’s Primary flying attacker, the dreaded Mutalisk, is back. This flying monstrosity can hit both ground and air targets. It is fast moving, fast hitting, and easy to use in large groups. Its only downside is relatively low health - the Mutalisk is too fragile to be able to face anything more than light resistance and come out on top. The Mutalisk can morph into a Swarm Guardian.

Mutalisk gang

* Swarm Guardian: Mostly unchanged from StarCraft 1.

Like in StarCraft 1, the Swarm Guardian is an aerial siege weapon. In StarCraft 2, its long range, highly damaging projectile attack also spawns small broodlings that can attack the enemy for a short period of time.

* Nydus Worm: New Unit.

nydus_worm.gif

Another previously revealed unit, the Nydus worm is an evolution of the StarCraft 1 Nydus Canal. The Nydus Worm can tunnel to any point on the map, allowing Zerg units to funnel through. In the video, several Nydus Worms are used together to deliver units, implying that every worm can only deliver a limited amount of units (unlike the Nydus Canal).

Shaihuludata Gigantica canal

* Infestor: New Unit.

infestor.gif

The Infestor is the primary support unit for the Zerg, taking on the role of the Defiler. It has no attack of its own and relies on powerful abilities to bring harm to the enemies of the Zerg:

* Can move while burrowed. As we have suggested long ago in our “Suggestions for StarCraft 2” article, the Zerg race now features one unit that can move while hidden underground.

* Dark Swarm: Unchanged from StarCraft 1. This ability creates a cloud made out of small insects, making ranged attackers unable to hit units inside its cover.

* Disease: The Zerg’s Irradiate-equivalent, this ability targets a single enemy, giving it a damaging aura that slowly hurts it and other surrounding units.

* Infestation: An evolution of the old Queen ability, the Infestor no longer requires its target structure to be critically damaged. At the moment, it is unclear which buildings the Infestor can infest: Some rumors claim it can affect ALL buildings, including Protoss ones, while others only include specific Terran structures.

Infested!

Infested buildings only stay infested temporarily. During that time, they automatically create Infested Marines.

* Infested Marine: Changed from StarCraft 1.

infested_terran.gif

The StarCraft 2 Infested Marine is no longer a walking bomb. This time, it wields a normal marine rifle, and generally fights like a normal marine, with the only difference being a decreased movement speed.

* Corruptor: New Unit.

corrupter.gif

The Corruptor is the Zerg’s answer to the other races’ air superiority. The Corruptor is not a heavy unit like the Protoss Carrier or Terran Battlecruiser, but it is more than a match for them. Instead of destroying its target, the Corruptor transforms the enemy into an ally - after attacking a target long enough, it becomes corrupted and functions as a stationary turret in the service of the Zerg.

Corruptors on the attack

* Ultralisk: Somewhat changed from StarCraft 1.

ultralisk.gif

The Zerg’s heaviest hitter and most durable unit, the Ultralisk returns improved in StarCraft 2: it now has an area of effect attack, inflicting damage to any unit standing in front of its huge blades, and can also burrow.

The Ultralisk gently gathers up a group of marine to make a sandwitch with

In addition to the revealed units, many familiar buildings are also making a comeback in 3D form:

* Hatchery               * Lair                        * Spawning Pool

hatchery.giflair.gifspawning_pool.gif

* Hydralisk Den        * Spire                      * Ultralisk Cavern

hydralisk_den.gifspire.gifultralisk_cavern.gif

So far, it looks like the StarCraft 2 Zerg buildings are not much more than 3D versions of the originals, similar to the Protoss and Terran races.

It's an ugly planet! A BUG planet!

This long Q&A sheds some more light on the Zerg race and the state StarCraft 2 is in now:

Q: How far in development is SC2? And how much of it will be included in the final version?

A: Nothing’s for certain. It took us such a long time because we were developing other games. Because of our perfectionism we can’t say for sure when SC2 will be released.

Q: I heard there were immense changes to Battle.net. What are these changes?

A: Unfortunately we can’t give away too much on this right now. I can only tell you it’s going along well. Expect great changes!

Q: There’s no Kerrigan in the video. Is the Queen Kerrigan? If not, how is Kerrigan represented? Also the Roach looks like a… roach. People called Paladins from WoW Roaches so is that the reason?

A: The Roach has nothing to do with the Paladin. Kerrigan is a unique unit and will only be playable in the single-player campaign.

Q: How many Starcraft 1 developers are involved in SC2 right now? I heard some developers of C&C were brought over and therefore was not a real sequel to SC1.

A: There are about 12 original developers. It also sticks to the original and is therefore a sequel! We’ve worked hard to make this a fun game and tried to satisfy picky players on multiplayer.

Q: How is the balancing process going?

A: The balancing process is very complicated! That’s why us devs are always playing and balancing the game. Fortunately we have great talents here. We’re planning on getting feedback from this demonstration. We will also balance through patches. Map developers from WC2 are participating in SC2. We can’t tell you much now but you will be able to experience it soon.

Q: I heard SC2 uses a new graphics engine. Can you tell us the specifics?

A: I’m not a graphics expert, but I can tell you we have several advanced graphics techniques being used.

Q: The Zerg scenario ended with the Protoss attacking, but the Terran were conquered for the Protoss assault. Is the sequel loyal to the original storyline? The Queen seems to be used like a hero. Do we have to tech to use it?

A: The storyline is still under development. We can’t give you any details on it yet. The Queen is usable from the beginning and is specialized towards defense. More to come later.

Q: In WWI the Mothership was a super unit and was changed to a normal unit in Blizzcon. Queen has become a superunit so what’s become of the Mothership? Do terrans have a superunit as well? The graphics look great and the system requirements look pretty steep.

A: We can’t tell you anything for certain in the game right now. The Queen’s not really a superunit but really a specialized unit. It’s weak when not defended! It’s not a hero. The sys reqs are low enough so many more users can play. A graphics card with Pixel Shader 2.0 is required.

Q: How will the testing take place? Pro gamers say SC2 feels similar to SC1 and was that a main focus? Or was the focus more on new content?

A: We’re still discussing the best approach to testing. Because SC1 was so loved we’re trying to capture the feel of SC1. However we are adding new content.

Q: Zerg’s Infestor. In SC1 Infestation wasn’t used much. How much will this be used in SC1? Do the infested units count toward population?

A: Infestation is still being tested. We’ve only shown our work in progress. We’re trying to make Infestation a valid tactic in SC2. Supply depots can be infested as well. This will be a useful ability this time around. Currently you can only produce infested marines but that’s subject to change.

Q: SC1’s AI was a bit weak. How’s pathfinding and singleplayer? The Protoss have a cliff walker unit but the Zerg don’t seem to have one. Is there a unit made with this ability? Recently user-made maps are popular but there are some restrictions with licensing. For example making a map unusable is downloaded then changed. Is there a way to secure maps?

A: The devs are working to resolve this issue (AI and pathfinding). But this is still under construction! We can’t tell you anything about what the final build will look like. The Zerg do not have a cliff walker but use Nydus Worms. We’re aware of the problem with securing user-made maps and are considering options to resolve this issue.

Q: You said the development process takes a long time but Activision Blizzard’s CEO Bruce Hack (spelling?) said it’ll be out soon. About when will SC2 be released? And what will happen to SC1’s sales and marketing once SC2 is released?

A: We can’t say when we’ll release. We’ll be going for perfection. Also we have differences with Bruce Hack. However we both want to release this game ASAP. And because we have SC2 it doesn’t mean we’ll forget about SC1. If there’s one user that loves SC1 we’ll keep it going.

Q: As of today, all 3 races have been announced. Each race has strengths and weaknesses. What do you think, as a developer, are the strengths and weaknesses of each of the three races?

A: Us developers don’t focus too much upon strengths and weaknesses. That’s why we don’t add so many unnecessary features. The player is left to decide what the strengths and weaknesses are.

Q: SC1 is more popular in Korea than anywhere else. Will there be any plans to be made with Korea in mind?

A: We know about the popularity in Korea. Because Koreans love competitive gaming we’re trying to make this an e-Sport game. Just revealing the game in Seoul should tell you how much we love the Korean market.

Q: Will there be an event where people can play SC2 in Korea? Also the Observer mode in SC1 was rather lacking. Will SC2 have new features? For other RTS’es the game’s site hosts tournaments and leagues. Will this be done for SC2?

A: It was very important for us to announce the game through WWI and Blizzcon. Therefore we’re planning on having more such conventions. The e-Sports department is doing all that they can to create the best multiplayer experience. This can change depending on the players’ opinions, however. On a side note we’re preparing a WC3 tournament and are expecting to host similar leagues for SC2. However this doesn’t seem like the right time to talk about leagues or tournaments just yet.

Where's Ender when you need him

Other notable bits of information from the rush:

* Two new hidden Raynors. In the first picture, Raynor is sitting with his good friends, Zeratul, and both are watching the ensuing Zerg versus Terran battle. In the other, Raynor is watching another battle behind the safety of a giant cactus. Click on the pictures for the full screenshot.

raynorzeratul.JPGraynor.JPG

* A new attack for the Colossus, which has recently been revealed, is shown for the first time:

Colossus multi-laser

The StarCraft 2 universe has expanded greatly with the introduction of the third race. New unit and building pages will appear regularly, and Q&As will be full of Zerg goodness. Now that all races look great and are almost fully playable, how far away can the beta be?

Zerg. Are. Here.

ScreenCraft, Transporting Allies, Anti-Grav Moved

The 32nd batch of questions and answers is here. This is one of the most important Q&As to date, featuring four new action packed screenshots alongside the usual five answers. The screenshots expose the new artistic direction Blizzard had decided to take with StarCraft 2, and also reveal three new units that have recently been discussed but have yet to be shown.

First up, the new screenshots, followed by important highlights and comparisons to earlier designs:

Screenshot A: Blink Assault

1

In Blink Assault you can clearly see and feel the new sense of Terran grittiness. Team colors are a bit worn from battle and the metal texture in Terran units and building have been desaturated a bit. In this screenshot you can see Immortals take on the pounding of fortified Siege Tanks with their hardened shields, while the Stalkers blink up on the cliffs for the assault.

* The Terran’s new darker, grittier feel. [Old | New]

Old FactoryNew Barracks

* A new, very impressive Yamato Cannon effect.

New Battlecruiser Yamato Cannon attack

* The Immortal and the Marine receive new, less bulky weapons. [Old | New]

Old ImmortalNew Immortal

Old MarinesNew Marines

Screenshot B: A Lone Outpost

2

The Terran Army struggles to defend their lone outpost in the scrap yards, fending off a Protoss onslaught just long enough until the Battlecruisers arrive. Though even with their reinforcements, the battle is far from won, as the Protoss also arrive with their fleet of Carriers to counter.

* A new, more brightly colored Twilight Archon engages a Battlecruiser.

Archon versus Battlecruiser

Screenshot C: The Final Push

3

This screenshot depicts a large counter attack upon a Protoss base responsible for warping in several waves of attacks on Terran outposts. Dropped Siege Tanks bombard the area, while the Jackals torch up the surroundings with their area of effect line attack. Furthermore, the Marauders slow incoming Zealots as the Battlecruisers plasma weapons make short work of them.

* New unit: Marauder, firing off its Concussion Grenades, which have a slowing effect on biological units and a bonus against armored units.

Marauders

* New unit: Jackal, which is firing a long-range, area of effect flame instead of the purported Rail Gun.

Jackal

* Levitating High Templars, now overlooking the battle from a very high position.

Levitating High Templars

Screenshot D: Anti-Gravity Back Door

4

As requested by the community, I have taken a screenshot showing a Dark Templar squad secretly infiltrating the Terrans front lines with the help of the Nullifier and its Anti-Gravity ability (previous moved from the High Templar). The Terrans wont know what hit them until it is too late.

* New unit: Nullifier. Aside from the Force Field, Null Void and Anti-Grav abilities, this unit also has a relatively weak ranged attack. The attack’s effect is an early design, which Karune promises will change and improve.

Nullifiers

* The Nullifier, which has received the High Templar’s new Anti-Grav ability, lifts up rocks at the bottom of the ramp, allowing Dark Templars to infiltrate the Terran base. Anti-Grav, which was supposed to compete with Psi-Storm for the High Templar’s energy, has been transferred to the Nullifier in exchange for its old ability, Hallucination.

Anti-Grav in action

* The Zealot receives a much slimmer look, making it appear less like a cartoon character and more like a deadly warrior. [Old | New]

Fat Zealots Ninja Zealots

* The Zealot’s Psi Blades, when not in battle, are turned off.

Resting Zealot

StarCraft 2 has changed a lot since Blizzard first showcased it, almost a year ago, in the WWI event in Korea. Many units have been refined and have had their weapon effects enhanced; the look and feel of both the Terran and the Protoss races have been updated, making their in-game representations closer to the ideal we’ve had in mind since the original StarCraft was first launched.

Blizzard is determined to implement the feedback it gathers during development, and it clearly shows in these new screenshots. Many of the changes we now see are direct consequences of comments fans have made throughout the last months.

Moving on, the standard Q&A batch. First up, a question submitted by the SC2 Blog:

1. Will allies be able to use each others transport/teleportation methods? Marines in Overlords, Zealots in Nydus Worms, etc.. ? (sc2blog.com)

Many of these questions are still being debated within the development team and the final decisions will ultimately be determined through balance. Nonetheless, classic abilities, such as heal by the Terrans, will be usable on allies regardless of faction.

I do not envy the Marine which will have to be transported inside an Overlord…

2. Does the Anti Gravity spell work for your own units? In other words, can you use it to lift up buildings to protect them from an early wave of Zergling? (TheWarCenter.com)

Yes, the Anti Gravity ability can be casted on friendly units and buildings. Also, the Anti Gravity ability has been added to the Nullifier, as the ability has proven much more effective in the earlier parts of the game. Nonetheless, this is still being tested and is subject to change.

As mentioned above, the Anti-Grav ability failed to compete with the deadly and effective Psi-Storm, and has been given to the Nullifier, which now features 3 abilities and a standard ranged attack. Anyhow, casting Anti-Grav on important buildings or on probes to save them from an early rush is an interesting possibility.

Nullifers attack

3. What happens to units who are under a flying building when it falls down? Can you build a building under the building that are flying? and if that is the case, what happens to that building that it is landing on? Get.Yourgun (gosugamers.net)

This is actually a notable design challenge the development team is currently facing with the Anti Gravity ability. Currently, players are not allowed to build buildings under the floating object. When the object does land, it will land on top of whatever unit is under it. For example, if a Supply Depot is lifted up by Anti Gravity and it lands on a Marine when the ability duration is over, it will indeed land on the Marine (but will not cause damage). The Marine can then move out from under that building in the direction of that players choosing. The details around Anti Gravity are still very much in testing. As this is a new ability, many of the details are not finalized.

4. In StarCraft many glitches and near-bugs were discovered with the years passing. Many of them are used regularly and changed the game (Mutalisk stack, patrol-attacking, mineral hopping, Lurker hold, etc). This is and was even more true for other games (bunny hopping in quake or through-floors dmg, etc) and it became part of the identity of the game that people knew about those glitches, learned and mastered them. They became important aspects of the game.
Will any of these bugs make an appearance in StarCraft II, but as intentional features?

- Chosi (Teamliquid.net)

Yes, certain unit characteristics like the firing on the move dynamic of the Mutalisk, as well as stackable flyers will be in StarCraft II. Some of these characteristics may not feel completely the same, as it is a bit tougher to get flying units to stack, it will still be possible. Although it is important to note that not all of these characteristics will be making it back to StarCraft II, there will be plenty of opportunities for players to find new ways to use the units of StarCraft II in creative ways similar to the original.

A question regarding stackable fliers had been asked before. It’s obvious that StarCraft 2 will “feature” its own set of unique glitches - those that are interesting and contribute to the gameplay will remain, while others that can be abused will be patched out. However, since some glitches in StarCraft have become identified with the core of the game, Blizzard will certainly integrate them into StarCraft 2 on purpose.

5. What are the duties of the Blizzard eSports team, and how much will they be responsible for promoting Starcraft II as and eSport?(starfeeder.com)

The eSports team is responsible for developing Blizzards presence in the increasingly popular eSports scene. Their duties include the planning and operation of Blizzard tournaments around the world in places such as Asia, Europe and the United States. They also provide third-party support for the eSports leagues that host both online and live events using Blizzard titles. Additionally, they help provide balance feedback to our development teams based on interaction with professional gamers and response from the eSports community. They will have an integral role in promoting StarCraft II as an eSports as they have done for the previous Blizzard titles.

A lot of information to absorb in this update. With rumors of things to come, the next few days might be even more exciting. The Terran and Protoss races already look amazing; will the Zerg race live up to the standards set by the Terran and Protoss and to the natural hype caused by its late arrival?

YUMMY XOXO LAYOUT

Live preview >> http://www.friendster.com/xianstesting

img294/1175/xoxolayoutcj7.jpg

CODES:

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Small Two of Pieces

Small Two of Pieces
ALBUM : Xenogears Original Soundtrack

Run through the cold of the night
As passion burns in your heart.
Ready to fight, a knife held close by your side
Like a proud wolf alone in the dark;
With eyes that watch the world
And my name like a shadow
On the face of the moon.
Broken mirror, a million shades of light–
The old echo fades away,
But just you and I
Can find the answer–
And then we can run to the end of the world.
Cold fire clenched to my heart
In the blue of the night,
Torn by this pain, I paint your name in sound;
And the girl of the dawn, with eyes of blue and angels’ wings:
The songs of the season are her only crown.
(repeat)
We met in the midst of morning
And parted deep in the night.
Broken sword and shield and tears that never fall;
But run through the heart
Washed away by the darkest water,
The world is peaceful and still.