Warcraft Movie Quotes

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Along with Batman v. Superman and Godzilla vs. Kong, I suppose we’ll get Frankenstein vs. Dracula, and perhaps Transformers vs. G.I. Joe in the HasbroVerse, and Warcraft vs. Angry Birds in the GameVerse — not to be confused with the BoardgameVerse of Battleship vs. Risk and Chutes and Ladders vs. Candy Land. And eventually all of these shared universes will collide with all of the others, including Alien vs. Predator and Freddy vs. Jason, in a Brobdingnagian rumble pitting Jedi against Pirates of the Caribbean, Terminators against Borg, and Muppets against Smurfs, world without end. Even if for some inexplicable reason that doesn’t happen, the LegoVerse will make it happen
Steven D. Greydanus
A couple of coworkers and I went to see the movie Collateral one evening. When we came back to the office around 11:00 (to go back to work), we ran into Chris Metzen sitting in the hallway. Upper management was making an effort to stay late with the team to show solidarity, and tonight was Chris’s night. He was playing the new beta and preparing for the final boss fight in Gnomeregan. Dungeon crawls were far more intense than anything he was used to, and he told the people standing behind his desk that he actually felt nervous before the fight. “Dude, my heart is pumping so hard right now, I’m gonna have a fucking heart attack. Just look at my hands, they’re shaking. I’ve never been so nervous about a game before this!” As his party prepared to fight the Gnomeregan end boss monster, Mekgineer Thermaplugg, Chris typed, “Remember guys, he’s just a gnome!” After a heated battle, Chris died screaming, seconds before the boss collapsed. This was before players received postmortem credit for kills, so Chris couldn’t complete his dungeon quest. He was so disappointed, he immediately went home. When I told Jeff what had happened the next morning, he laughed and replied, “Ouch. That really sucks. We should give kill-credit to everyone in the party, dead or alive.
John Staats (The World of Warcraft Diary: A Journal of Computer Game Development)
These were the horror stories I’d heard from job candidates coming from other companies. I interviewed veterans who’d worked for eight years in top studios and never shipped a game because of cancellations and changes from marketing. Some publishers didn’t allow their developers to play games, even after-hours (this was especially strange to us, since Blizzard encouraged this, stocking its hallway game cabinets with free copies of games for people to check out on a first-come, first-served basis). Yet some studios considered familiarity with other games bad for morale and prevented their employees from hanging posters from other projects or properties (including movies) because they didn’t reinforce “team spirit.” Many studios were highly structured, politically driven machines where argument was frowned upon and decisions were made by a small number of people. But the most common flaw in the industry at the time was its shortsighted nature—treating employees as temporary or easily replaced assets. Dev teams were often rebooted between projects, wiped before they ever established a rhythm or voice of their own. It was no wonder Blizzard retained its employees longer than other companies.
John Staats (The World of Warcraft Diary: A Journal of Computer Game Development)