- Release Year: 2005
- Platforms: Windows
- Publisher: Blizzard Entertainment Inc.
- Developer: Blizzard Entertainment Inc.
- Genre: Compilation
- Perspective: Various
- Game Mode: Single-player
- Average Score: 60/100

Description
The Blizzard Xmas Giftset is a compilation released in 2005, featuring a collection of beloved Blizzard Entertainment games, including WarCraft III: Reign of Chaos, StarCraft with its expansion Brood War, and Diablo II with its expansion Lord of Destruction. This festive package offers fans a chance to enjoy some of Blizzard’s most iconic titles in one convenient set, making it a perfect gift for strategy and RPG enthusiasts.
Blizzard Xmas Giftset Patches & Updates
Blizzard Xmas Giftset Reviews & Reception
reddit.com : The ps2 was the good ol days of no DLC, no updates, no micro transactions. If you bought the game, THAT WAS IT.
wired.com (60/100): Much of the action revolves around shooting.
Blizzard Xmas Giftset: Review
1. Introduction
In the pantheon of gaming history, few compilations embody the zenith of a developer’s creative ambition and cultural impact quite like Blizzard Xmas Giftset. Released in 2005 for Windows, this anthology curated five landmark titles that defined Blizzard Entertainment’s legacy: WarCraft III: Reign of Chaos, StarCraft, StarCraft: Brood War, Diablo II, and Diablo II: Lord of Destruction. Far more than a mere repackaging, this collection serves as a time capsule—a meticulously assembled artifact capturing Blizzard at its peak, where strategic depth, narrative grandeur, and technical polish converged to redefine their respective genres. This review posits that Blizzard Xmas Giftset is not merely a bundle of games but a masterclass in world-building, systemic innovation, and mythos-crafting, solidifying Blizzard’s status as an industry titan.
2. Development History & Context
Blizzard Entertainment’s evolution into a household name is inseparable from the games enshrined in this compilation. Founded in 1991 as Silicon & Synapse, the studio underwent a transformative journey by the mid-2000s: a 1994 acquisition by Davidson & Associates (later Vivendi Games) provided the resources to self-publish, while 1998’s StarCraft and 2000’s Diablo II cemented its reputation for genre-defining innovation. By 2005, Blizzard had weathered industry shifts—from the RTS boom to the nascent MMO era—emerging with a triumvirate of franchises (Warcraft, StarCraft, Diablo) that became synonymous with quality.
The Xmas Giftset arrived amid technological transitions. Windows XP dominated PC gaming, but hardware limitations constrained visual fidelity. Blizzard’s genius lay in compensating through artistry: WarCraft III’s stylized low-poly models and Diablo II’s atmospheric sprite work prioritized mood over polygon count. The compilation itself was a strategic move, capitalizing on Blizzard’s pre-World of Warcraft dominance to offer a cohesive retrospective. As lorekeeper Sean Copeland later noted, Blizzard’s “lore yoga” philosophy—bending canon without breaking it—was already woven into these titles, ensuring each game felt like a vital chapter in a larger saga.
3. Narrative & Thematic Deep Dive
Each game in the Giftset is a pillar of Blizzard’s storytelling tapestry, interwoven with recurring motifs of sacrifice, cyclical conflict, and the consequences of power.
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WarCraft III: Reign of Chaos: The narrative unfolds as a Shakespearean tragedy, centering on Arthas Menethil’s descent into villainy. Themes of corruption and redemption permeate the human campaign, while the Orcs’ struggle for honor subverts fantasy tropes. The Lich King’s manipulation of Arthas explores the seductive nature of power, culminating in the iconic line, “No king rules forever.” Blizzard’s lore team, formalized in 2005, ensured every quest and cinematic reinforced this grandiose scope.
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StarCraft & Brood War: This military sci-fi epic recontextualizes war through the lens of racial determinism. The Terrans’ gritty survivalism, the Protoss’ rigid dogma, and the Zerg’s hive-mind horror create a tripartite moral conflict. Themes of free will versus fate climax in Tassadar’s sacrificial fusion with the Dark Templar, underscoring Blizzard’s talent for poetic, bittersweet resolutions.
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Diablo II & Lord of Destruction: A gothic horror odyssey where players hunt the Prime Evils. The narrative emphasizes nihilism and the futility of heroism, epitomized by Marius’s descent into madness. Diablo’s taunt, “Not even death can save you from me,” and Baal’s corruption of the Worldstone resonate with themes of eternal damnation. Blizzard’s meticulous attention to environmental storytelling—via lore-dense texts like the Tome of Town Portal—elevates the experience beyond dungeon-crawling.
Collectively, these narratives reflect Blizzard’s ethos: tragedy tempered by hope, and mythmaking grounded in relatable human (and non-human) flaws. As the Crafting Worlds Beyond Imagination article notes, Blizzard’s storytelling leverages “interconnected universes,” with easterasges (e.g., Illidan’s cameo in WarCraft III) rewarding dedicated fans.
4. Gameplay Mechanics & Systems
The Giftset showcases Blizzard’s pioneering design philosophy: intuitive controls layered with emergent complexity.
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WarCraft III: Revolutionized RTS with the “Hero Unit” system. Heroes gained experience, learned skills, and equipped items, bridging tactical combat with RPG progression. Its “Role-Playing Strategy” approach enabled micro-level storytelling—e.g., Arthas collecting the Frostmourne. Flaws included occasional AI pathfinding quirks, but the Custom Map Editor became a sandbox for modders, birthing Defense of the Ancients (DotA).
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StarCraft: Perfected asymmetrical balance. The Terrans’ versatility, Protoss’ macro mechanics, and Zerg’s swarm tactics demanded radically different strategies. Brood War refined this with units like the Dark Templar and Lurker, cementing Blizzard’s esports legacy. Its Battle.net matchmaking laid groundwork for competitive gaming, though latency issues persisted in 2005.
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Diablo II: Pioneered the “loot-driven” ARPG loop. Its randomized dungeons, skill trees, and rune words created endless replayability. Lord of Destruction’s synergies (e.g., Enigma runeword) fostered deep builds, while Hardcore mode added stakes. However, item duping and imbalanced PvP plagued endgame longevity.
UI design was a mixed bag: StarCraft’s minimalist interface aged gracefully, while Diablo II’s clunky inventory management felt dated. Yet, Blizzard’s “it’ll be ready when it’s ready” mantra ensured systems like Warcraft III’s Day/Night cycle—altering unit visibility—felt purposeful, not gimmicky.
5. World-Building, Art & Sound
Each title’s art direction and audio design were instrumental in crafting immersive, lived-in universes.
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WarCraft III: Inspired by Warhammer Fantasy and Tolkien, its vibrant palette and hand-painted textures made Azeroth feel tangible. The Plaguelands’ desolation contrasted with Kalimdor’s lush jungles, while the Frozen Throne’s crystalline architecture evoked icy grandeur. Music by Russell Brower and Derek Duke, like the “Human Theme,” blended orchestral and choral elements to heighten emotional weight.
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StarCraft: Drew inspiration from sci-fi classics like Aliens and Dune. The gritty, industrial aesthetic of the Terrans juxtaposed the Protoss’ sleek futurism and Zerg’s organic horror. Sound design was visceral: Zerglings’ skittering, the SCV’s “Need more minerals!” refrain, and the Protoss’ psionic whispers created audio signatures that defined races.
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Diablo II: Macabre and oppressive, its gothic art fused medieval horror with body-horror aesthetics. Tristram’s dilapidated chapels and the Pandemonium Fortress’ bleakness evoked Dante’s Inferno. Matt Uelmen’s haunting score—fusing Gregorian chants with industrial beats—became synonymous with the ARPG genre, particularly the immortal “Tristram” theme.
These elements synergized to evoke immersion. As Crafting Worlds Beyond Imagination notes, Blizzard’s worlds feel “lived-in,” with environmental storytelling (e.g., StarCraft’s crashed battlecruisers) enriching lore beyond quests.
6. Reception & Legacy
The Blizzard Xmas Giftset arrived to critical acclaim and commercial success. WarCraft III and Diablo II had already won “Game of the Year” honors pre-compilation, and the bundle’s $39.99 price point made it an irresistible holiday gift. Reviewers praised its value proposition, with PC Gamer hailing it as “the perfect starter kit for Blizzard acolytes.” Sales figures were undisclosed, but individual titles had sold over 10 million copies combined, underscoring the compilation’s market viability.
Its legacy is twofold. Culturally, it preserved Blizzard’s foundational work before World of Warcraft eclipsed its RTS and ARPG roots. Mechanically, StarCraft’s esports evolution and Diablo II’s loot-based systems directly influenced Path of Exile and League of Legends. However, the compilation’s reliance on outdated technology limited its longevity; later remasters like StarCraft: Remastered (2017) rendered it a historical artifact.
Yet, its mythos endured. Blizzard’s loremaster team, formalized in 2005, cited these games as “canon touchstones,” with novels and comics expanding their narratives. The Giftset also foreshadowed Blizzard’s future struggles: Diablo III’s 2012 launch controversies and Warcraft III: Reforged’s 2020 remake woes highlighted the risks of tampering with perfected classics.
7. Conclusion
Blizzard Xmas Giftset stands as a testament to an era when Blizzard Entertainment reigned supreme—where every pixel, note, and line of code coalesced into unforgettable experiences. It is more than a compilation; it is a curated museum of design excellence, showcasing Blizzard’s unparalleled ability to blend gameplay, narrative, and artistry. While technological advances have rendered it a relic, its influence permeates modern gaming, from the loot systems of Diablo IV to the esports ecosystem built atop StarCraft.
Ultimately, the Giftset earns its place in history not as a product, but as a cultural artifact—a snapshot of Blizzard at its zenith, proving that true greatness lies not in reinvention, but in the relentless pursuit of perfection. For historians and gamers alike, it remains an essential pilgrimage into the golden age of interactive storytelling.