Now, here comes the big review!
First things first, I must say that Warcraft II has a very special place in my heart, and while it probably hasn't aged as good as Diablo or Starcraft, or been a industry-breaking hit like WoW, there was something truly magical in its graphics, music and story. I recall the impression it left in 1995 with its SVGA hi-res (yes, 640x480 was a huge upgrade over 320x200!) graphics, attention to detail and never-seen-before stuff like sea combat and winter landscapes.
Well, with CSW, now it's that 1995 again for me. And yes, I remember most missions' gameplay and terrain well enough to appreciate their new versions almost 30 years later. But there are two aspects of this campaign that I liked even more: visuals and story.
There were plenty of attempts of recreating Warcraft II in Warcraft III, some almost literal, some only loosely based on the setting. I think Scars of Conflict came the closest regarding graphics and style. Still, I always thought detailed 2D sprites are a pain to reincarnate into low-poly 3D models, so Reforged with its distictively new, realistically proportioned but cartoonishly bright model style provided much better opportunities. CSW's promotional screenshots and freebie models released here on Hive were already very impressive, but the end product looks so much better. It doesn't just recreate ancient game's graphics pixel by pixel but rather captures the general feel of it, as well as recognizeable details, and mixes it with modern designs of characters and landscapes. Things like new tilesets, Blackrock Spire's interiors, design of hobgoblin bodyguards, or the layout of Zul'aman are something similar to what we all expected from Reforged - art evolution based on existing canon, the new weaved into the old, giving a coherent picture.
The same can be said about the story, too. CSW does a great job at welding Warcraft II, Warcraft III and WoW's canons, and that's no small achievement, given the sheer number of retcons over the years. While the campaign's story diverges from Warcraft: Chronicle which is the closest we have to official Warcraft history (like Death Knights introduced much later than in Hillsbrad, or Gul'dan having very specific reasons to take part in razing Quel'thalas), I'd say it's probably for the best as it concentrates on recognizeable points from all three games, and combines them in a way that is understandable for people unfamiliar with lore but gives plently of "wheeee!" moments for die-hard lore geeks. And fanon retcons like making Durnholde the actual prison at Tarren Mill where Zul'jin was held (and having a certain orc child watch it from the walls) make quite a lot of sense.
I also liked that while the cast is made of well-known characters, all of them have some small details making them more relatable. Zuluhed is the closest we have to a nice guy here (ironic given his role in subjigating Alexstrasza), a calm, composed, honorable old shaman. Rend and Maim have some brotherly rivalry but also are genuinely loyal to each other and the Horde's cause. And while the narrative makes it clear we're playing as the bad guys, there's quite some moral greyness, especially considering Zul'jin's agenda. The story also gives a good idea of how much was Orgrim's success based on improvising and a good (or bad, in Gul'dan's case) choice of underlings. While the last mission is obviously "what if" (combining last two missions of the original Warcraft II campaign where orcs actually succeed in razing Dalaran and Lordaeron), others do not deviate from the actual canon and provide a very sensible picture of the Second War.
Did I mention that CSW has some of the most jaw-dropping cinematics I've seen in a custom campaign? I absolutely loved how remastered Warcraft II cutscenes were weaved into the whole plot, from the iconic "Tides of Darkness" scene of approaching orc fleet, to the burning of human corpses on a proto-Slaughterhouse wheel. Gul'dan raising the Tomb of Sargeras followed by Utok's ride through the fields is probably the most memorable and well-executed scene. Lost Isles and Tomb of Sargeras are, in general, the crown jewel of the campaign, mixing Warcraft II's story, TFT's map layout and WoW: Legion's concept and graphics. Fantastic work. A close second is the secret Zul'aman mission, especially its final twist.
Now, does CSW have drawbacks? Yes, becauses nothing is perfect ^^ Still, most of them are either on the "to fix" list or are more of a matter of taste and opinion. Some of the bugs at launch outright broke the game (and that's why I generally never buy games or download campaigns before the first major patch is released)). Text in dialogues and mission objectives would benefit from additional proofreading - there are still plenty of small typos, some mixed up punctuation, missing capital letters etc - things like "cross island" or "Twilight Hammer" (instead of "Cross Island" and "Twilight's Hammer") may be very minor errors but they're still noticeable. What's probably more serious, at least from my point of view, is the general dialogue style - I appreciate including details like allusions to Warcraft II's briefings with direct quotes, but they sound somewhat not very fitting for actual character lines (they were clearly meant to be narrator's speech, not something said by heroes themselves), and many are too verbose and poetical given the setting and circumstances. That's still a better thing than Blizzard's current writing, mind you, or generic AAA games dialogue style where medieval fantasy chars speak like modern teenagers (God of War: Ragnarok, I'm looking at you!), but there were quite a few instances where I was left with "that's a bit out of character" impression. Besides, while the amount of sound work is amazing and voicing quality is very good (and some voices, like Nekros or Anasterian, are genuinely perfect), there's a certain lack of emotion at some points, mostly with Orgrim and Zuluhed.
Nevertheless, that certainly this didn't affect my general, very positive, impression of the campaign.
What else could be improved, if you ask me? Well, the opening cinematic is a bit too long, and perhaps it would have been a good idea to make it a playable quasi-mission like Re-Reforged interlude where Jaina is walking around burning Stratholme - making a playable Saurfang walk between points of interest in Stormwind, talk to Orgrim, check the prison etc. Also, default Warcraft III "Sad Mystery" music would have been better changed to something different in the opening, it's too recognizeable.
Perhaps the ending of the Quel'thalas mission could be redone, now it feels a bit rushed (at least compared to Zul'aman and Tomb of Sargeras awesomeness that follows) - dragons are seen clipping through the trees and the battle before the gates of Silvermoon is just a lot of units randomly attacking each other. Also, how did Utok survive for a month in that pit? Was expecting Zul'jin instead resurrecting him via some voodoo (not to mention Gul'dan would have made sure Utok is dead).
And the ending cutscene left me somewhat puzzled - if we razed the Capital City in the actual mission, what city's walls are being breached? Not to mention Orgrim's "the Tides of Darkness are now at hand" speech feels like it belongs to the mission's beginning instead.
But then again, these are very minor issues indeed. In general, not only this project is a top notch campaign/mod, it's something that feels like Blizzard's own work - and I mean the old, legendary Blizzard, of course. My salutations to the team and deepest respect for the amount of work and love put into it. Wish you the best of luck with the sequels. You've established a new quality level for the community, and honestly, this project alone is worth buying Reforged for. Lok-Tar Ogar!