“Top 10 Stories” - Dreamhack Summer Recap
By Atrioc and tree.hugger
Images by grnp, lb, Atrioc, BossaKungen and Dreamhack
By Atrioc and tree.hugger
Images by grnp, lb, Atrioc, BossaKungen and Dreamhack
A LAN party represents every ideal that we hold dear in ESPORTS. At its core, the original idea of getting people together for friendly video game matches - with the inevitable human urge to be the best of the group - is the rock that we have built the entire industry on. Brood War in Korea spawned its phenomenal success from a huge network of Korean LAN cafe's generating the competitors - all of whom started by trying to be the best at their neighborhood cafe before searching for bigger and better challengers - the beginning of the modern tournament scene.
The Dreamhack Summer Top 10
#1 - Liquid'Huk as champion!
#2 - Moon takes silver
#3 - Tyler coaches Huk in booth
#4 - Dreamhack Crowds.... need improvement?
#5 - For Aiur! Protoss Domination
#6 - Hotel Mixup *Update*
#7 - Goody Median Time
#8 - Merz on crack?
#9 - TLO and MC guest commentate
#10 - The Success of Korean Training
#11 BONUS - Jinro's Passion
#1 - Liquid'Huk as champion!
#2 - Moon takes silver
#3 - Tyler coaches Huk in booth
#4 - Dreamhack Crowds.... need improvement?
#5 - For Aiur! Protoss Domination
#6 - Hotel Mixup *Update*
#7 - Goody Median Time
#8 - Merz on crack?
#9 - TLO and MC guest commentate
#10 - The Success of Korean Training
#11 BONUS - Jinro's Passion
But I digress. The real story - or should I say stories - isn't the concept of the event itself, but what happened at this one in particular. So without further ado, here are the top 10 story lines of this summer's Dreamhack 2011.
#1. Liquid'Huk wins Dreamhack Summer 2011
"Top 3 Control" is looking less like a boast, a lot more like reality
As a Liquid fan who spent the entire finals cheering at the top of my lungs at every drone kill or forcefield Chris Loranger did as if he was the second coming of Nal_rA with a better haircut, I feel like my analysis of his actual gameplay may be a little slanted. Thankfully tree.hugger is here to provide some insight as to how this Canadian Protoss has just become the reigning king of the foreign scene.
Cool, Calm and Collected.
By tree.hugger
By tree.hugger
Back-to-back championships don't just happen.
Early this year, after the events of Assembly Winter and Code A March, this writer argued with a friend that HuK was going to be the best non-korean player within six months. It was an easy prediction. Mediocre results non-withstanding, the building blocks that led to this weekend's Dreamhack and Homestory Championships were already in place in February. HuK has long been known as one of the hardest working foreign players as well as one of the most confident. In each and every one of his games at Dreamhack and Homestory, and in the poise with which he conducted himself outside of competition, his hard work and high expectations were evident. These are the fundamentals of success, and they beget other things. For HuK, the main missing element to his game in the past; smart decision making, has come with time and more hard work. The story of HuK's triumphs is nothing more—and nothing less—than these basics.
Practice:
Watchers of HuK's stream know that he is most comfortable playing his games on a knife's edge. There may not be a player in the world today who is more at ease in weird and unorthodox late-game situations than HuK. Indeed the typical HuK win often seems to involve multiple lead changes, heavy damage on both sides, and the eventual victory of perseverance and creativity. So it was not a surprise to see HuK draw multiple oddball late-games over the week—especially at Dreamhack—and to acquit himself in each one. And no game was weirder than HuK's group stage defeat of Moon on Metalopolis. After an early zealot-sentry attack, HuK held an early advantage through the midgame, securing his third easily. But Moon conjured up a large mutalisk flock and sought to regain control of the game with relentless harass. This was a tremendously dangerous position for HuK, as he was forced to defend multiple points of attack while at the same time risking falling behind economically as Moon took his fifth base.
Pictured: HuK's stalkers deflecting mutalisk harass.
Not Pictured: HuK's cannons holding Moon's roach attack at his third, and HuK's immortal-roach counter attack killing Moon's fifth and third.
Yet HuK's multi-tasking was up to par, and he held up against Moon's mobility and daring. Moon would continue to gamble, keeping up his pressure and trying to sneak expansions. But HuK was on top of it all. For every probe that Moon killed, HuK answered back minutes later by shutting down an expansion. As his army held on and Moon's dwindled, HuK remained poised in the face of ever more desperate aggression. Even with both players around 70 supply, and worker counts in the single digits, HuK seemed perfectly in control, neither committing to over-defense or over-aggression, which is the best, and hardest way to play. Had he used his entire army to attack, he would've run the risk of losing a base trade. Had he defended exclusively, he ran the risk of Moon finding a way to restart his ailing economy. Instead, with precise unit choices and constant multi-tasking, HuK , maintained a balance that slowly choked out any chance Moon had of coming back.
This is one of the prime values of practice, especially on ladder. Builds and gameplans can be plotted out in custom games. Micro can be refined on specialty maps. But the end game is much harder to prepare for. The player who can properly play out late game situations is at a huge advantage over his competitors. Ladder practice routinely puts you in uncomfortable situations. While the game against Moon may have been the most dramatically unusual situation HuK played out, but it was not the only one. But for each unexpected maneuver or tech choice, HuK always managed to find an answer.
Confidence:
In an interview before the third day of Dreamhack, HuK mentioned that his Ro8 opponent, Socke, has been his kyrptonite in the past. But he did so in a nonchalant way, with the kind of tone that made the whole thing seem a bit ridiculous. It wasn't an emotional thing, it wasn't a personal grudge. It was a fact, and HuK wasn't afraid to admit it. There's something to be said for passion and competitiveness, but it's easy to let that become a defining and consuming emotion. At Dreamhack, HuK never allowed his facade to show a seam. He respected his opponents, and because of that he did not underestimate them. He expected to win every match, and he channeled this confidence into concentration.
In the two games that it took HuK to demolish Socke in, he seemed to have absolutely no trouble. A safe three gate->robo->twilight build in the beginning was deftly executed, as HuK had the right units in the right amounts with the right abilities all at the crucial times. His play at Dreamhack was a far cry from the tentativeness he showed in the GSL Super Tournament against San. PvP can often be a treacherous match-up to take the initiative in, but HuK simply played exactly as he had intended to, and easily brushed Socke off his shoulders.
___ _____ Control.
The second game was the clincher however, as both players inevitably four gated on Tal'Darim and HuK flattened Socke like a piano falling out of a fourth story window. And he also proxied a pylon in Socke's main. Oh yeah, and he lost four stalkers and two zealots to Socke's eight stalkers and six zealots. And he was 1-5 with two tournament eliminations at the hands of Socke this year? That's the kind of confidence that says you might win a battle or two, but I'm winning the war.
The match against Socke might have been the crucial match for HuK for the entire European trip. Of course, in the semi-finals he played July, a golden mouse winner in BW and the player who knocked him out of the previous Code S season, and at Homestory he played MC and NaNiwa and IdrA and so on. But the match against Socke was a high stakes match in PvP, the match-up that HuK always seems to lose in. Yet against Socke he seemed supremely comfortable with PvP, and that confidence appeared to snowball over the two weeks. The only game HuK lost in the tournament that wasn't in the finals was a group stage PvP loss to Bischu.
Decision Making
His perennial achilles heal, HuK's series and game decision making was pitch perfect in Europe. While his mechanics and confidence seemed to have risen at steady rates over time, they often outstripped HuK's field vision and overall strategy. Witness HuK's loss at Assembly to Socke, at TSL to HasuObs, and his defeat against July in Code S. In each game, HuK was often wrong footed by opponents who abused his aggressiveness. But at Dreamhack and Homestory, HuK's decision making proved to be the missing shell in his arsenal.
Particularly superb was the ease and precision with which HuK split his army to deal with multiple threats, which is one of the most difficult things for protoss to manage. Another point of excellence was how quick HuK was to consolidate and finish off a game once he had achieved an advantage. Especially in his series with Moon, July, Predy, and Tarson, HuK ended the game just minutes after gaining the upper hand. HuK's ability to drive the dagger into his opponent immediately was the result of excellent reading of each situation, and led to several quick and demoralizing defeats.
And then, of course, there was HuK's Homestory championship run, in which he achieved a build order win every single game against MC in the losers bracket finals. In the grand final, he responded perfectly to NaNiwa's preferred one gate robo play on Crossfire, riding stargate play to an easy win, and decisively shifting the momentum in the final series. Most memorably, the final game of HuK's European trip; a dramatic match on Shakuras was won with a hail mary dt tech that came long after many players would've gg'd.
But by far the smartest game HuK played was in a long slugfest on Shakuras in his second game against LaLush. HuK premiered the unusual forge FE that he later unsuccessfully tried against Moon in the finals. After taking his natural, HuK massed gateways, which he allowed to be scouted, then quickly took his third base behind a ton of sentries, following up with a tech to colossi. LaLush was expecting a mass gateway play and hesitated before attacking, which bought HuK barely enough time to hold off the attack with double robos, and some really clever pylon placement to draw fire from and funnel the zerg army. HuK attempted an attack just a minute later, but LaLush was well positioned, and forced HuK back. This was basically a game ending situation for HuK. His opponent was on four bases, had infestors on the field, had a strong standing army, and a greater spire making. Against a blink stalker/colossi army, that's generally a winning composition.
But not... in this case.
But HuK played extraordinarily calmly from this situation. He had several advantages, including his opponent's lack of creep spread in the mid-map, a significantly more mobile army, and an unusually strong protoss economy for that point in the game. In response to the situation, HuK comfortably transitioned into a war of attrition against LaLush's deathcloud. LaLush, who was massing his army in the mid map, was naturally trying to take his fifth and sixth at the inner positions to solidify his lead, but HuK swept in to take them out as they went up, then followed up again and again, ping ponging back and forth across the middle before the slow broodlord infestor army could defend. In the meantime, he took his fourth, and as LaLush seemed paralyzed by inactivity, HuK took his fifth. LaLush had probably planned to push earlier, but with his fifth and sixth constantly under siege, he instead decided to continue massing broodlords and not overcommit to an attack. But HuK was racing ahead, getting two speed warp prisms and ninja killed LaLush's third and fourth bases with two successive warp-ins of zealots and dts after harassing the main. This was the turning point. The zerg, who had seemed moments from making a final slow push to win the game, earlier was suddenly gas poor and down several hatcheries. His timing window had passed, and HuK now had enough bases, gateways and tech that his chances of winning grew as the game progressed. Still afraid to make a push he couldn't reinforce, LaLush again had the defensive posture chosen for him. HuK, game having been won ten minutes before it actually ended, wrote "TL <3" in the midmap. Even against a composition that's recently been called 'imba', HuK knew exactly how to play the game out from a disadvantage, and managed the game superbly to eek out the victory.
The Whole Package
One final word. Major tournaments have a funny way of defining a new standard for a certain match-up. After MLG, I wrote about how MMA was redefining terran play against zerg. Especially at Dreamhack, it was HuK demonstrating the new-ish oGs protoss play against zerg. We've seen variations of this before, most notably with InCa in the GSL finals against NesTea, where his execution was leaden-handed. But this last weekend, HuK showed that with competent control and better mind-games, oGs-protoss can be devastating.
There's less of a set build order that defined HuK's play but rather a series of solutions to typical protoss problems. In particular protoss has a real difficulty judging a good time to move out and attack zerg, as the amount of units a zerg has in relation to the protoss can fluctuate greatly. Protosses have solved this problem by either putting together a single ee-han timing attack and hoping, or defending until 200/200 before moving out. But in his Dreamhack match-ups against a wide assortment of zerg players, HuK showed that fast dt play can allow protoss a presence on the map and a way to do damage, all without committing to an attack. With a DT and mass gateway mid-game, protoss can enter the late-game with a strong blink stalker army supported with storms. This solves a second crucial problem for protoss, namely the hyper-mobile muta/ling/baneling style, which is insufficiently countered by robo tech. Yet blink-templar is suitably good against the old roach-hydra style still favored by some players. Indeed, the trade off of more stalkers and less colossi gives protoss a flexibility and speed that the robo deathball style didn't offer. Protosses applying the oGs-protoss style have more options in the midgame to harass with dts, and are significantly less susceptible to zerg drops and counter play. It's really an elegant advancement by protoss players, and a more exciting one from the spectators point of view. But best of all, for HuK at Dreamhack and Homestory, it was the perfect vehicle to prove that his practice, his confidence, and his abilities have not been wasted.
And these last two weekends, it all came together. Congrats, HuK.
#2. WeMadeFox_Moon grabs Silver
“It's just frustrating. If he went for macro games in games 4 & 5, he would've had more than 50/50 chance to win. However, he went for useless all-ins twice in a row and gave it away." – Korean Netizen
Its 4am at a Swedish Counter-Strike after party, and WeMadeFox’s Moon has had too much to drink.
Despite being the only Korean at the party – (July and Bomber declined to go, and MC has long since headed home after some early bad luck at the blackjack table) – and having only a tenuous grasp of English, he seems to be having a fun enough time accepting the back slaps, congratulations, and extra drinks passed his way by fans attempting to both congratulate him on making it so far and console him for being so close to more.
I decide to capitalize on the good spirit and ask him about the already infamous blunder in the finals Game 4, where his attempt to trick Huk with a fake hatchery backfired – Huk didn’t even scout the hatchery and thus prepared for the inevitable all-in.
Before he even responds I can see the sigh coming. Though the memory was, at the time, only a few hours old – I can tell from the way he begins to speak that it has already begun to harden into a long lasting regret.
He says the obvious, that he thought Huk had scouted it, but he also reveals a lot more. He was nervous. He hadn’t expected to beat Bomber. The move had actually been thought up on the fly, not planned out before hand. Even worse was the 6 pool in game 5. He says it had been a calculated risk, based on Huk’s economic play on that map previously, but it was now a move he wishes he hadn’t made. The moment the probe scouted him first, far earlier than expected, he had felt sick to his stomach.
I tell him not to worry about it, and he gives me a weary smile and a thank you. It’s almost touching to see a guy who has already cemented himself as one of professional gaming’s all time legends and who has won and lost countless tournaments over his storied Warcraft career still care so deeply about every loss, but in all honesty he really has much more to be proud of than regretful over. Going into this tournament many considered him the weakest Korean invitee, yet he surpassed them all - most notably Bomber – with extremely clever play all while still being a part time Wc3 player (In fact, neither of the two finalists in this tournament had any notable BW background – something to think about?).
If he continues his growth and conquers his own doubts about his SC2 skill, I see very little being able to stop Moon from seizing future tournaments with the same ferocity he did in Warcraft 3.
#3. Tyler's in-booth coaching
"Of course it helps a lot" - Liquid'Huk
This was a pretty touching moment for Liquid fans, and in fact was cited by Huk afterwards to be a major factor in his victory. Despite an early knockout in the group stages, Liquid’Tyler maintained an air of professionalism and team spirit throughout the entire tournament, and did his best to cheer on and support his teammates. This culminated in him jumping out of his front row seat after Huk’s game 2 loss to Moon and rushing to his booth to talk strategy with his fellow Protoss.
What did he say? The exact “speech” may never be known, but when I asked Tyler that very question he responded by saying “I told him that he was losing because of his own mistakes – he was letting Moon catch him with bad positioning”. That might not sound earth-shattering, but the brutally honest advice came at a good time. According to Huk at the celebration dinner afterwards: “he won me the finals”.
#4. Dreamhack Crowds.... Need Improvement?
“The crowd roared, 1,200 screaming eSports fans as loud and proud as any sports event and there was not a man in the audience who didn't roar and applaud with them.“ - TotalBiscuit
I don’t know if the crowd at Dreamhack had the same level of energy as the crowd at MLG Columbus. I wasn’t there. I can’t say for certain.
I don’t know if they screamed as loud or stomped their feet as hard.
I do know this: If, for some reason, they didn’t measure up to the MLG crowd – whether it be in decibels of screaming, or in cheerfulness of cheerfuls, or even in the subtle art of knowing when to gasp, ooh, and ahh….
It wasn’t for lack of trying.
These fans loved Starcraft, the esports scene, the commentators, everything. Hell, half of them had spent the past three days skipping sleep to spend their entire time at Dreamhack playing and watching starcraft.
And that’s the real problem, because the reason I’ve categorized this as “needs improvement” is that despite the enormous amount of SC2 passion undoubtedly coursing through the veins of the world’s biggest LAN, it was only really harnessed exactly once the entire tournament: during the finals between Huk and Moon where the games took place inside the awesome and energetic DreamArena Extreme.
The entire rest of the tournament “took place” inside the Day9 tent, a too-small tent where fans were unable to see the players – even on the screens! – (the players themselves were playing on the complete opposite site of the event, where they too got shortchanged from almost any fan interaction), and the TotalBiscuit “Biscuitdrome”, which was much closer to the players area (only a short walk), but also much smaller and frequently plagued with sound/PA problems.
“Dreamhack was very nice although I was disappointed how small the tent was. It was always filled and ppl standing up” – Morrow
“What is certain is that more people wanted to watch SC2 than could comfortably fit into our two stages.” - TotalBiscuit
The entire pre-finals part of the tournament could have been held online with only minor losses in fan interaction, and as MLG showed – that is just a huge waste of potential excitement. No fault to the excellent Dreamhack staff who pulled off one of the most well-run LAN tournaments in esports history, but if you want an area to improve in: don’t make the fans choose between hearing the commentators and seeing the players.
#5. Protoss Domination
While Terran remains dominant in Korea, it seems more and more like the followers of Aiur are becoming the kings of foreigner tournaments.
“Complete with customized crown"
Despite compromising less than a third of all invited players, a whopping 6 of the 8 starting groups were won by Protoss, with Naniwa, Sase, MC, White-Ra, and Huk all ripping through 5-0 without dropping a single series, leading to an Ro16 and Ro8 that were both half Protoss.
It seemed that over the entire tournament any player caught building a pylon had his winning percentage boosted significatly: Protoss held winning records against both Zerg (50-34, 59%) and Terran (58-33, 63%).
The reason? According to Bomber, foreign Protoss are generally more evolved than their Korean counterparts, and vice-versa for Terran. As for Zerg, he says he currently finds them “a little-bit weaker” in both scenes, though July expects that Heart of the Swarm will undoubtedly shake all of that up.
#6. Hotel Mixup *Update*
Bomber is not looking forward to sharing a bed with July
After my http://www.youtube.com/watch?v=uIQXxHKGZZc]interview[/url] with July, in which he correctly prophesized a 3-2 Huk victory in the finals, he turned to me off camera with a suddenly very serious face and demanded I write about “[the] hotel problem”. It took him a while to explain in broken English, and I had to confirm the facts with both MC and a staff member for one of the sponsors who had worked to remedy the situation, as well as a member of the Dreamhack Starcraft 2 staff, but basically the situation is as follows:
#1. "The issue is that Koreans are used to a certain level of treatment, one that in foreign events is just not given. I believe MLG went above and beyond and provceided everything (flights, hotels, practice environment), and mostly they expect that. " - Xeris
#2. While Dreamhack had provided booking/accommodation for the Korean teams during the Stockholm Invitational, this was a different event (organized around a gigantic LAN party), and they had stated in their player agreements, which were in English, that it would not be the case for the Dreamhack Summer 2011.
#3. In an unfortunate mix-up, the Korean managers simply do not pick up on this fact, and fly in to Sweden expecting to have all their accommodations taken care of and to have a practice environment set up.
#4. Dreamhack finds this out as they walk in the door and does the best they can to accommodate them, but ends up with very limited options due to everything within miles being booked solid. They manage to get all the Koreans (excluding MC, who goes to stay with friends at SK gaming) into a small room thats pretty far from the event.
#5. BenQ Sweden helps the players out on short notice by organizing a bus trip to a local LAN cafe where they can practice prior to the tournament. Big cheers for them for helping out so quickly.
#6. The players are unhappy due to the mixup, understandably, but they still do have a great time at the event and the living arrangements are the only "sore spot". Everyone learns from the situation and life goes on!
A good post explaining how a similar situation arose with the NASL is here by Xeris:
On June 29 2011 08:53 Xeris wrote:
I'll have to comment on the "Korean Hotel Problem" because I'm dealing with a very similar issue organizing the NASL Grand Finals.
The issue is that Koreans are used to a certain level of treatment, one that in foreign events is just not given. I believe MLG went above and beyond and provceided everything (flights, hotels, practice environment), and mostly they expect that.
At NASL, it was stipulated in the contract what players would receive who advance to the Grand Finals. There was a bit of misunderstanding when the Koreans said "but why aren't you playing for our flights" ... but we worked it out.
In a perfect world, every tournament will be able to pay for accommodations of all its players =D
I'll have to comment on the "Korean Hotel Problem" because I'm dealing with a very similar issue organizing the NASL Grand Finals.
The issue is that Koreans are used to a certain level of treatment, one that in foreign events is just not given. I believe MLG went above and beyond and provceided everything (flights, hotels, practice environment), and mostly they expect that.
At NASL, it was stipulated in the contract what players would receive who advance to the Grand Finals. There was a bit of misunderstanding when the Koreans said "but why aren't you playing for our flights" ... but we worked it out.
In a perfect world, every tournament will be able to pay for accommodations of all its players =D
Its important to note that the players were innocent bystanders in all this, and the original information about their unfortunate circumstance (being stuck 5 to a small room, far from the event) was indeed true and regrettable. If there has to be a party to "blame" in the whole event, it would have to be the Korean team managers who didn't read their agreements carefully enough and expected more than what was given to other non-Korean players at the event, but in all honesty the whole thing was just a cultural misunderstanding. Neither side is mad at each other.
#7. Goody Median Time
“The running joke is that we need to adjust the tournament for GMT (Goody Median Time)” - TotalBiscuit
Dreamhack was an absolute dream for the spectator at home. With a whopping 6 streams broadcasting every single match of the tournament in free crystal clear HD to viewers worldwide it set the absolute gold standard for any SC2 LAN event thus far. They had a perfectly planned schedule and a dedicated team of knowledgeable admins that were constantly patrolling around to make sure everything ran smoothly and on time….. which made it all the more hilarious when it was messed up without a single player disturbance or technical difficulty.
Goody's games were simply taking too long.
His very slow paced, methodical style - especially in TvT (his group also contained the Terrans Jinro and Predy) - led to some of his series taking multiple hours to complete, without ANY breaks between games. Combine that with some similar long games from Xlord and the commentators actually had to skip their lunch break on the 2nd day in order to make up for the unexpected loss of time.
Lesson learned? Rush Goody.
#8. Merz on Crack?
The cold stare of the fastest SC2 player around
Well, no. Actually he doesn’t do cocaine(as far as we know!), but something has to be going on to explain his absolutely massive APM lead over every other competitor at Dreamhack. Clocking in at a blistering 470 real APM / 339 blizzard minutes, he stands a full 100 actions more than his closest competitors MC and TT1, and a whopping 300 more than big names like Goody, Sjow, and White-Ra.
For a relatively low profile player he consistently had a large number of passerby stopping to marvel at him play live, and his consistently fast mouse speed and keyboard tapping was probably one of the biggest billboards of SC2’s crazy competitiveness to the LoL, HoN, and Counter Strike players who would occasionally wander over to watch the action.
Did the APM translate into victories? Not really, merz unfortunately did not advance out of his group. He did, however, pull off a stunning 2 game comeback against Idra (who was a massive favorite on most betting sites) after dropping the first set and being fairly behind in the second.
#9. TLO and MC commentate
Is there anything we aren't good at?
While TLO may have been http://www.youtube.com/watch?v=PYHLzHDcMvw]lamenting[/url] the fact that his wrist injury has left him unable to compete for the time being, spectators of the games that he commentated definitely were not . His commentary was naturally insightful, expected from a top player who has the unique background of playing random for a significant part of his early SC2 career, but on top of that it had the charm and humor of someone who carries both those qualities in his everyday life.
Even more entertaining was MC, who overcame a pretty massive language barrier to continue his mission of becoming the most loved Korean in the foreign scene. His knowledge of the game was obvious from the beginning (he correctly predicts a dt rush before the 2nd gas is even taken or the cyber core is even finished), but even more surprising was how he managed to be consistently funny with a limited vocabulary (poking fun at Huk's claim of "top 3 control" or shouting "imba repair!")
http://www.youtube.com/watch?v=NYDmNcbX6Nw&feature=player_embedded
Every time something like this happens it becomes pretty obvious that top players with any sort of personality simply make fantastic commentators - something the Koreans have known since the dawn of the scene (think Nal_Ra, or TheMarine) but we foreigners seem to have ignored a lot until now. Could we start seeing some more of it as the western e-sports scene grows and provides more financial incentive for players to switch to commentating?
(P.S. It is my one true dream to live in a world where Mondragon does professional SC2 commentary. Someone make this happen)
#10. Korean Success
Which one of these guys didn't train in Seoul?
There are two things we can gather concretely from the results of this tournament: #1, in a LAN tournament in which high level Koreans are participating, you do not have to be Korean to win. Hooray! #2, you just have to train there. While this is undoubtedly a long awaited victory for foreigner fans everywhere, it is also a perfect testimonial to the current superiority of the Korean training system, which has –without fail - produced a dramatic increase in skill for those who submit to it.
“Wow seems like the Korean Flag means automatic win”
"Koreans + Huk Won all of em! Fighting!"
“it's fun to see a non-korean compete with a korean and take the win. If we won everything, there would be little point in watching"”
- Korean Netizens.
However, far from being a doom-and-gloom conclusion, this actually bodes rather well for the foreigner scene, which is sending three of its fiercest competitors (Thorzain, SaSe, and Naniwa) to train in Korea. If they can pull off the same transformation as Huk, it throws the doors wide open to all sorts of non-Korean upsets in future tournaments.
“My only goal is to improve as a player – competing in the GSL is only a bonus for me – [going to Korea] is really an investment in me as a player” – Dignitas.Naniwa
#11. BONUS Jinro's Passion
Too cool for his own good?
Its no secret that Jinro is practically a god in the Swedish esports scene. From the moment he arrived at Dreamhack, the biggest esports event in his country, he was mobbed by media and fans looking for autographs and telling him they cant wait for him to win the whole thing.
While this is awesome, it also creates quite a bit of pressure to perform to the expectations. So when Jinro dropped out early after some dissapointing losses in the group stages, nobody was madder than Jinro himself. He took an hour long walk in the rain outside the event before returning and telling his team that he would be taking the train back to Stockholm early to dedicate himself to practice.
Whether or not this was the best choice is irrelevant at this point, but it does say something very positive about his own personal attitude toward the game. He takes his losses seriously and blames nobody but himself for a defeat. Not many players have that same intensity to improve themselves, and if he keeps it up I cant imagine him not returning to his dominant status in the foreign scene.
Well that's it from the Dreamhack team!
It was, in the words of commentator dApollo, "probably the best I had ever attended, I believe that history was created and people will remember this for a very long time"
Please check out our Dreamhack Teamliquid interviews HERE, and special thanks to tree.hugger (for his excellent writing), GRNP (for saving my life), WaxAngel (for editing twice after i erased his edits on accident), and Hot_Bid (for making all this possible)!