BlizzCon 2026: Every Blizzard Megaton, Fully Analyzed — From Nostalgia to Overpromises, a Long Bet Stretching Five Years#

BlizzCon 2026: every Blizzard megaton, fully analyzed — from nostalgia to overpromises, a long bet stretching five years

Opening: Lights in Anaheim, and a Late-Night Newsroom Argument#

At the Anaheim Convention Center in November 2026, the lights on BlizzCon’s main stage dipped and rose again. The cheers of more than 20,000 players had barely faded when six game logos rolled across the big screen. From StarCraft to Diablo, from World of Warcraft to Hearthstone, and even Heroes of the Storm — the game nearly everyone had forgotten — Blizzard turned its whole vault upside down this time.

But watching from our screens, NTGame’s late-night editorial discussion was nowhere near as electric as the show floor. Zixing had replayed the presentation a third time, fingers drumming on the desk: “Notice anything? Six titles, and only one of them is playable before next year.” Wubian chimed in: “And that one is ‘an old thing put back on the shelf.’” Chasun stared at the StarCraft CG trailer for a long moment before saying: “That pie is bigger than the World of Warcraft map.”

The editorial desk argued until 2 a.m. and finally reached a consensus: in 2026, Blizzard pulled off an extremely shrewd “collective overpromise.” This was not simply announcing new games — it was a declaration to the entire industry: you thought Blizzard was old? No. We still hold enough cards to last until 2030. Only, whether those cards are real takes five years to find out.

I. Six Titles Announced, and Only One Playable Right Away#

First, the full “bombshell” list laid out plainly. The six titles announced at BlizzCon 2026 span a staggering range of genres and release windows. But judged by the standard of “when can I actually play it,” this luxurious list gets skinny fast.

Title Genre Release window Launch status
World of Warcraft: Forever MMORPG classic server November 4, 2026 Playable at launch
World of Warcraft expansion “The Last Titan” MMORPG expansion 2027 CG trailer only
New Hearthstone content Card battler No specific date announced Teaser stage
Diablo V Action RPG Spring 2029 CG trailer only
StarCraft open-world shooter Open-world shooter 2030 CG trailer only, no gameplay demo
Heroes of the Storm new hero Sarahtas MOBA character update End of 2026 Available in-game

Pull the table out and the problem jumps out at once. Of the six titles, the only ones actually playable in 2026 are World of Warcraft: Forever and Heroes of the Storm’s new hero. Everything else lands between 2027 and 2030, with the most distant — the StarCraft shooter — a full four years out.

Zixing posted in the editorial group: “This isn’t a showcase. It’s Blizzard’s ‘five-year earnings preview.’ Every title maps to an earnings expectation at a point on the timeline, not to what players actually want to play.”

Wubian pushed back: “But you can’t call it wrong. In today’s industry, you can count on one hand the companies that can announce six titles in one go. At least Blizzard still has promises to dangle — plenty of studios can’t even manage that.”

Chasun’s reply was blunt: “Overpromising isn’t the problem; the manner of it is. Everything carried by CG, without a single second of gameplay footage — ten years ago that got you torn apart, today it’s ‘standard practice.’ The industry got spoiled, and players got spoiled with it.”

That argument ran through our entire BlizzCon 2026 retrospective, and it is exactly the two threads this piece examines: nostalgia and disappointment from the player’s seat, and the economics of overpromising from the industry’s.

II. Tears of the Nostalgia Crowd: The One That’s Truly Within Reach#

If you take “nostalgia” apart, the cards Blizzard held here were strikingly precise.

World of Warcraft: Forever is positioned as a “classic server,” but it is not nostalgia pure and simple. Blizzard gave it the subtitle “Forever,” and that English word carries a message: this time, the classic experience is no longer the nostalgia of a fixed period, but a “permanent, continuously updated classic.” In other words, Blizzard plans to run the classic server as an independent, long-lived product line, rather than treating “Classic Era” as a one-time wave the way it did in 2019.

The new “Sky Elf” race is a bold remodeling of the classic server. No explanation needed for how deeply classic-server players cling to “pristine authenticity.” When the Classic Era servers launched in 2019, Blizzard got savaged by its own community for “tweaking a few model textures.” Now Blizzard is adding a whole new race to the classic server — both a probe and a gamble.

The figure “over 1,000 new quests” was the most surprising data point of the show. Consider: the original Classic Era servers carried roughly 2,000-odd quests. If Forever really adds 1,000 new quests without disturbing the old-world content, this classic server is already approaching the size of a full expansion. Between “nostalgia” and “innovation,” Blizzard picked a middle path: keep the old world’s maps, dungeons and class framework, but build new storylines on top of that framework.

Wubian found this point especially interesting: “Viewed through the lens of mobile-game long-term operations, Forever’s logic is very clear. It isn’t ’nostalgia’ — it’s ‘use the old world as the base and build a new service game.’ Blizzard upgraded the classic server from a ‘sentiment product’ to a ’long-term product.’ That’s a shift in business logic.”

But Zixing poured cold water: “The problem is that the core demand of the classic-server crowd is ‘going back,’ not ‘adding things on top of the past.’ New race, new quests — the direction is right, but the execution risk is enormous. If the new quests’ quality and pacing don’t match the old ones, players will feel ’this isn’t the classic server I wanted’; if the new race breaks class balance, the ‘balance’ that classic players prize most collapses.”

The Sky Elf race carries one more notable detail: Blizzard did not reveal its full skills or racial traits at the show. Which means when the race goes live on November 4, it may well be “half-finished” — let players play it first, then tune based on feedback. That is not rare in the update cadence of modern online games, but for classic-server players, this “launch now, fix later” attitude may be exactly what they resent most.

Either way, World of Warcraft: Forever is the only major title from BlizzCon 2026 you can play “right now.” Its success or failure will directly decide Blizzard’s road after 2027. If Forever’s operating numbers look good, Blizzard gains more confidence to keep investing in the classic line; if it fails, market expectations for “The Last Titan” and “Diablo V” get dragged down with it.

III. StarCraft’s “Third Shot at a Shooter”: All CG, No Gameplay#

The StarCraft open-world shooter was the most watched — and most contested — title of the show.

The controversy is not really about “StarCraft being turned into a shooter” as such — this is, after all, the third attempt. The first was the stillborn StarCraft: Ghost; the second was StarCraft: Void, announced by Blizzard in 2019 and later canceled; the third is this open-world shooter. When Blizzard played its CG trailer on the 2026 stage, most of the audience’s first reaction was not “wow” but “again?”

Chasun offered a sharp observation during the editorial discussion: “The CG trailer shows a human marine, a zerg queen, a protoss high templar, and a planet being consumed by the swarm. The story hint is very obvious: the protagonist is a human survivor on a ruined colony world, hunting lost protoss relics while surrounded by the zerg. But here’s the problem — this CG contains no gameplay footage at all. No UI, no combat demo, no mission structure. It tells you ’this game exists’ while telling you nothing about ‘how this game plays.’”

That is the textbook signature of an overpromise.

Zixing analyzed it from the tech-realist angle: “Before 2016, when Blizzard announced a new game, even the CG reveal usually came with a short gameplay demo. When Overwatch was revealed in 2014, it opened with CG too, but a complete gameplay demo followed right after. The industry trend in recent years is a widening gap between CG trailers and gameplay. Some games have shown nothing but CG for three straight years. This is not a Blizzard-only habit — it is an industry-wide climate.”

“Why?” Wubian asked.

“Because a gameplay demo is a commitment, while a CG trailer is only a concept,” Zixing answered. “The moment gameplay footage is out, players start forming expectations about visuals, feel, systems and content volume, and over a long development cycle those expectations will likely be broken somewhere. A CG trailer is different: it is only responsible for building ‘mood’ and ‘atmosphere,’ and carries no specific functional promise. Substituting CG for gameplay is, at bottom, lowering the risk of development commitments.”

“But to players, this is ‘crying wolf,’” Chasun added. “Blizzard has already canceled StarCraft: Void once. If this open-world shooter truly ships in 2030, it will be the first StarCraft-as-a-shooter to actually reach store shelves. The problem is that between 2026 and 2030 — four years — there is more than enough time for Blizzard to overhaul this project yet again, or cancel it outright. Players will grow sensitive to every ’new update’ across those four years: ‘delayed again?’ ‘canceled again?’”

In fact, the StarCraft IP’s own history has already proven the risk. When StarCraft: Ghost was first announced in 2002, Blizzard promised a 2004 release; it slipped, was indefinitely postponed in 2006, and was ultimately canceled. StarCraft: Void, announced in 2019, went silent within a year of its reveal and never showed a single frame of gameplay. This open-world shooter has a launch window of 2030 — four years from 2026. Can it really hold on until that day?

Nobody can answer that with certainty.

IV. Long-Game Overpromise Economics: Why Blizzard Drew Its Pie All the Way to 2030#

From an industry standpoint, announcing six titles with windows stretched to 2030 is not a moment’s impulse — it is a precisely calculated commercial strategy.

First, Blizzard is a public company. Its stock price, subscription revenue and earnings expectations all depend heavily on the richness of its “future product line.” In the game industry, an IP’s value shows up not only in “products on sale now” but in “products in development” and “products about to be announced.” Blizzard announcing six titles in one breath in 2026 tells capital markets: across the next five years of earnings cycles, Blizzard has something new every year to support revenue expectations.

“This is actually very close to how film studios announce slates,” Zixing said. “Hollywood studios use annual industry expositions to lay out three-to-five-year film plans — not to tell audiences ‘you’ll see these movies soon,’ but to tell investors ‘we hold enough content reserves that next year’s numbers won’t be ugly.’ What Blizzard is doing is essentially the game industry’s ‘Hollywood slate.’”

Second, the long game has a “player lock-in” function. A player who knows Diablo V ships in 2029 will very likely keep following the Diablo IP across the next three years — even if they never touch Diablo IV season content, the anticipation of “the next generation” keeps them inside Blizzard’s ecosystem. That is exactly why Blizzard set the window at 2029 rather than something nearer: it needs that “distant commitment” to tether player attention and keep subscriptions and community activity alive.

“But there is a very dangerous paradox in here,” Wubian pointed out. “Long-game promises lock in player anticipation, and they also burn player trust. If Blizzard announces in 2027 that Diablo V slipped to 2030, player trust in this entire product line collapses. The core of the crying-wolf effect is this: once players get used to your rhythm of promise, delay, promise again, they automatically read ‘release window’ as an untrustworthy number. At that point, your dates can no longer generate anticipation at all.”

This “high expectation, low credibility” risk has played out repeatedly across recent industry cases. Sony’s The Last of Us Part II took four years from reveal to release, slipped multiple times along the way, and though the final product was outstanding, player trust in “release dates” had already been badly eroded. Microsoft’s Halo Infinite went from a 2018 reveal to a 2021 release through a change of development leadership, an engine swap and delays — by launch, expectations had been downgraded from “masterpiece” to “at least it runs.”

By dating the StarCraft shooter at 2030 and Diablo V at 2029, Blizzard is in essence betting on one thing: that over the next four years, player trust in Blizzard will not collapse because of other products’ delays. But here is the question: can Blizzard itself even guarantee “The Last Titan” in 2027? If even this comparatively near-term promise cannot be kept, all those “distant pipeline” items for 2029 and 2030 become bounced checks.

V. The Multi-IP Parallel Play and Its Dilemma#

Blizzard’s multi-IP parallel play was on full display at the 2026 show. From World of Warcraft to Diablo, from StarCraft to Hearthstone, plus Heroes of the Storm — Blizzard dragged nearly every IP it still operates into this presentation. The upside is obvious: a big enough IP pool can rotate the “promise duty,” and each IP has its own audience, covering different types of players.

But the downside is equally obvious: every IP has now been stretched into a multi-year development cycle. Take World of Warcraft: the “The Last Titan” expansion is planned for 2027, while World of Warcraft: Forever launches in November 2026. That means between late 2026 and late 2027, Blizzard runs two World of Warcraft product lines simultaneously while also developing the new “The Last Titan” expansion. Three lines in parallel is enormous pressure on the development teams.

“Multi-IP parallel play assumes every IP’s team is mature enough to independently carry development and operations,” Zixing said. “But Blizzard has suffered a lot of core-personnel churn in recent years — several veteran designers and narrative directors from the World of Warcraft team, and several core developers from the Diablo series. Those departures have put the execution capacity for ‘multi-line parallel’ in question.”

“There’s also a hidden cost to the multi-IP blitz: it scatters Blizzard’s development resources extremely thin,” Chasun added. “If one team has to maintain World of Warcraft’s live operations, develop ‘The Last Titan,’ and support Forever’s launch at the same time, its efficiency must fall. Blizzard’s history has no shortage of cases where scattered resources degraded quality — Warcraft III: Reforged shipped as a ‘half-finished’ product precisely under the development squeeze from World of Warcraft and Diablo IV.”

Set against other major publishers, Blizzard’s multi-IP strategy is not unusual. Sony’s 2025 PlayStation Showcase likewise announced multiple titles slated for 2027-2029, including a new God of War and a new Horizon entry. Microsoft’s Xbox Developer Direct announced new Gears of War and new Forza titles, with windows equally far beyond 2027. Rockstar Games is famous for taking a decade to forge one game — Grand Theft Auto VI spans exactly three years from its first CG trailer in 2023 to its 2026 release.

The lesson: long-game promises and CG-first reveals are no longer Blizzard’s private ailment, but the console industry’s “standard practice.” When every major publisher stretches windows to 2027-2030, player trust in “distant release dates” drops across the board, and the industry’s “promise cycle” keeps lengthening. A vicious circle takes shape: long development cycles push launches back, repeated delays cost dates their credibility, publishers lean harder on CG trailers to hold attention, and players, seeing nothing but CG, lose expectations for gameplay content.

Blizzard is simply the most typical, most conspicuous practitioner of this industry trend.

VI. A Five-Year Timeline: Slicing the Pies One by One#

Looking at a single showcase, it is hard to see the full shape of the strategy. But lay the six titles out on a time axis and the intent becomes very clear: Blizzard did not “suddenly announce six games today” — it designed a complete product pipeline for its next five years. This timeline deserves to be unpacked line by line.

Time point Title Position Status
November 2026 World of Warcraft: Forever Near-term playable product Playable at launch
End of 2026 Heroes of the Storm: Sarahtas Life support for a dying product Available in-game
Early 2027 New Hearthstone content Mid-term product Teaser stage
2027 World of Warcraft: The Last Titan Mid-term mainstay CG only
Spring 2029 Diablo V Long-term mainstay CG only
2030 StarCraft shooter Long-term flagship CG only, no gameplay

Straighten the timeline and one detail pops out immediately: these six titles’ release windows barely overlap. From November 2026 to 2030, each year’s “headline product” is staggered in sequence. That means in Blizzard’s earnings planning, every year has at least one “presentable” product to support the revenue story — Forever in 2026, “The Last Titan” in 2027, Diablo V in 2029, the StarCraft shooter in 2030. This is a precisely actuaried “annual promise schedule.”

But it also exposes the other side of the strategy: most of the chips are bet on the far future. In the “right now” window of 2026-2027, the only real ammunition is the classic server Forever. For a company whose traditional selling point was “a heavyweight new release every year,” that near-term list is actually quite thin. Put differently, Blizzard is trading future certainty for breathing room today — it admits it cannot produce many flagship-level novelties in the short term, and cedes the stage to products years away.

Zixing’s verdict on the timeline cuts straight to the bone: “This is essentially an ’expectations management’ document. It is not telling players what you will get to play — it is telling shareholders what you will get. Every year’s product maps to an earnings node; that level of precision is already beyond game marketing. It reads more like capital-level troop deployment.”

Wubian saw it from the player-experience side: “But for players, this staggering is torture. You just finish Forever, and the next thing you want waits until 2027; wait another year or two, and the one after that lands in 2029. A rhythm of ‘one good thing every two years’ makes players feel they are forever ‘waiting’ rather than ‘playing.’ Especially when the one you’re anticipating is dated 2030 — that long stretch of misery is something no amount of nostalgia can easily sustain.”

And on how distant release windows corrode player anticipation, Chasun’s take may best capture the industry’s bind: “Anticipation is a depreciating asset. Player anticipation for a game peaks the moment it is announced, then decays slowly over time. Publishers try to ‘renew’ it with CG trailers, anniversary events and gameplay snippets, but every renewal is itself an expenditure. When a game’s release window stretches to four years, anticipation drifts from ‘delight’ to ‘doubt,’ and finally to ‘indifference.’ By the day it actually ships, what gets players through the door is often not anticipation, but the inertia of ‘well, I’ve waited this long — might as well take a look.’”

That passage may be Blizzard’s biggest hidden worry for the years ahead. An “annual promise schedule” can prop up earnings — it cannot necessarily prop up player enthusiasm.

VII. Diablo V’s Return, and Heroes of the Storm on Life Support#

Against the backdrop of six titles, Diablo V and Heroes of the Storm’s new hero Sarahtas are two easily overlooked but equally noteworthy items.

Diablo V first. Its release window is spring 2029, one of the most distant projects of the entire batch, second only to the StarCraft shooter. The few keywords revealed at the show give this “five-year date” plenty of room to imagine.

First, “procedurally generated dungeons.” Players who know the Diablo series know randomized dungeons are the IP’s core DNA — from the original game through Diablo III’s Adventure Mode, procedurally generated layouts made every run slightly different. Putting it into the fifth installment follows series tradition — the real question is whether this random generation can preserve freshness while holding up level-design quality and narrative pacing, instead of degenerating into mechanically collaged, copy-pasted maps.

Second, “the return of set items.” Sets have always been the most argued-over point in the Diablo community. Diablo III’s green sets were once the core of build-crafting, while also drawing the criticism that “you can’t play without a full set”; Diablo IV adjusted the system, trying to weaken reliance on sets. Now the fifth installment explicitly brings sets back — a sign Blizzard recognizes that the build-goal feeling sets provide is a key motivation keeping many players in loot games.

Third, the debut of the “Plague Knight.” This is a brand-new character figure in the Diablo universe, and one of the few concrete content points at the show besides the release window. Combined with the overall setup of “a world already fallen,” the Plague Knight clearly exists not just to give players one more playable class — it may well be an important vehicle for the fifth main storyline’s narrative.

Chasun worked through the intent behind this combo at the desk: “Procedural generation secures replayability, the set return secures build depth, and a new class provides a narrative hook — this is Blizzard’s standard ’long-term retention recipe’ for a loot game. But recipes are easy to write and the fire is hard to control. Will procedural maps strip levels of memorable moments? Will sets force players back into the ‘must-wear-or-lose’ corner? None of that is settled until you actually play.”

Zixing poured cold water from the development-cycle angle: “Spring 2029 is nearly three years out. In a cycle that long, any design decision can be torn up and redone. What gets announced now and what ships five years later are often two entirely different games. So my attitude toward these ‘mechanics keywords’ is: remember them, but don’t take them too seriously.”

Then Heroes of the Storm. This MOBA has gone six years without a new hero, counting back from 2020. When Blizzard announced in 2020 that it was ending Heroes of the Storm’s esports operations, nearly everyone concluded the game had entered its “retirement years” — maintenance only, no updates, no promotion. But at the 2026 show, Sarahtas’s arrival rekindled a faint ember of hope in the Heroes of the Storm community.

In World of Warcraft’s backstory, Sarahtas is an ancient blood god, once sealed in shadow, who later surfaced during the Battle for Azeroth expansion as a sentient Old God blade. Putting this character into Heroes of the Storm, Blizzard is clearly hoping to borrow World of Warcraft’s narrative resources to inject a little topic energy into this nearly withered MOBA.

But the key question: after Sarahtas, is there a next new hero? If this is a one-off “life support,” all it accomplishes is getting players to reopen the game in the short term, then sink back into a long wait. Blizzard announced no update roadmap for Heroes of the Storm at the show, and mentioned nothing about esports or long-term operations. Which suggests Sarahtas may well be an isolated case.

Wubian offered a mobile-games long-term-operations view on Heroes of the Storm’s plight: “In the mobile game industry, a product entering decline usually takes one of two paths: ‘continuous small updates’ — regular skins, characters and events to hold core-player retention — or a ‘version reboot’ that vaults the product back to market center stage with one big update. Heroes of the Storm is on the first path, but its update cadence is far too slow — one new hero in six years is unacceptable for any service game. If Blizzard truly wants to save Heroes of the Storm, it needs at least three to four new heroes a year, not one every six years.”

VIII. Closing: From Nostalgia to Overpromises — How Much Should Players Believe?#

Put the whole show’s information together, and first revisit a detail many people missed: everything Blizzard announced shares a common prefix — nearly all of it is “new installments of existing IPs,” not brand-new original IPs. StarCraft, Diablo, World of Warcraft, Hearthstone — not one is a new series Blizzard is testing the waters with. For a storied company famous for creating new worlds and new IPs, this “bet the whole line on old inventory” posture says a great deal on its own.

Behind it may be prudence about “new-IP risk.” In the current environment, incubating a brand-new IP takes enormous marketing spend, with a success rate that is not high. By comparison, drawing on the goodwill of existing IP is the lower-risk, more predictable-return choice. Use Diablo’s golden brand to pull attention to Diablo V, use World of Warcraft’s player base to support “The Last Titan” expectations, use Hearthstone’s existing users to hold the casual-card base — commercially, the logic of this play is beyond reproach. But it also means that between “creating” and “consuming,” Blizzard now clearly leans toward the latter.

For players who have followed Blizzard for years, this is a delicately complicated feeling. On one hand, seeing beloved IPs still seriously tended, still continuously producing new work, is a comfort; on the other, watching those IPs routinely milked for promises leaves a faint sense that a once-pure love is gradually turning into numbers on an earnings report. Nostalgia is precious precisely because it cannot be precisely calculated — and once it is folded into a public company’s long-term planning, it inevitably turns briskly cold and hard.

So, back to that question: how much should players believe?

Zixing’s answer: believe the present, not the distant future. World of Warcraft: Forever is the only product you can verify in the short term — play it first, then judge whether Blizzard still means it. As for Diablo V and the StarCraft shooter, treat them as “Blizzard’s five-year vision,” not as “upcoming reality.”

Chasun’s answer: believe mechanics, not promises. Watch how Diablo V’s build design and Sarahtas’s actual implementation turn out, and judge whether design capability remains. If the innovation in core gameplay mechanics is solid enough, Blizzard’s core design ability has not decayed; if the new class just re-skins an old mechanism, then Blizzard may simply be “trading nostalgia for traffic.”

Wubian’s answer: believe operations, not announcements. Watch World of Warcraft: Forever’s post-launch rhythm — update frequency, event quality, how quickly player feedback gets handled. A game’s fate is decided not by launch-day fanfare but by the operations that follow. All these “distant works” Blizzard announced at the 2026 show will eventually be dragged back to that plainest of standards: operations.

For a company more than thirty years old, the Blizzard brand carries too much player feeling and expectation. At the 2026 show, that feeling and expectation were reignited once. But a five-year span is enough to cool any fire. By the day the StarCraft shooter actually ships, the players waiting in front of their screens may already be a different generation. What Blizzard must do, across those five years, is prove with one “actually playable” release after another that it still deserves to be trusted.

To be fair, Blizzard was not without sincerity this time. Slotting World of Warcraft: Forever into November 2026 gives players something to play this year; even being willing to give Heroes of the Storm — a product nearly given up on — a new hero proves Blizzard has not entirely forgotten its old player base. Its problem is not “doing nothing,” but “staking too much expectation on the distant future.”

Viewed from another angle: if Diablo V and the StarCraft shooter really do arrive on schedule, Blizzard’s years of “collective overpromising” will turn from “bounced checks” into “kept promises.” At that point, players may look back on this showcase and see it as the starting point of a Blizzard revival. But if any one of them slips, delays, or is canceled outright — especially that StarCraft shooter, which has already failed twice — what Blizzard overspends is not just player anticipation, but the credibility the entire brand accumulated over decades. That is precisely the cruelest part of “long-game overpromise economics”: once it starts, there is almost no turning back — only forward, betting that you can deliver.

So for those of us watching this showcase, the most rational posture may be to pocket, for now, both the excessive hope and the excessive mockery, put these titles on a watchlist, and test Blizzard’s sincerity with late-2026’s Forever and 2027’s “The Last Titan.” As for the more distant Diablo V and StarCraft — let time give the answer. Good games are never afraid of being late; what they fear is being betrayed, over and over, across a long wait.

Editorial Afterparty#

Long Zhuiri: “Finishing this piece, my biggest takeaway is that this showcase was Blizzard telling players — we’re still here, but we’re no longer in a hurry. Blizzard showcases used to be ‘here’s what you’ll get to play’; now they’re ‘here’s what we’d like to make.’ The distance between those two attitudes is these five years.”

Chasun: “I think the most ironic part is that turning StarCraft into an open-world shooter is now attempt number three. The first two never made it. Whether this one can be made depends on whether Blizzard can hold itself together across these four years. Honestly, I have no expectations left for a StarCraft shooter — what I’m more curious about is whether Diablo V can tell its ‘world has fallen’ premise well.”

Wubian: “If I had to pick, I’d pick World of Warcraft: Forever as the only release worth playing in 2026. Not because it’s new, but because it’s the only product where you can verify Blizzard’s sincerity in 2026. As for the rest — talk to me in 2029.”

Zixing: “From the industry angle, the most successful thing about this showcase wasn’t announcing six titles — it was getting everyone discussing ‘Blizzard’s distant pipeline.’ When the whole industry is discussing your future, you’ve already won the present. Whether 2029 and 2030 actually ship on schedule — that’s another story.”

— Long Zhuiri and Chasun, NTGame Editorial Desk

内容最后验证于 2026-07