A higher sample rate generally produces a more accurate, fuller representation of the recorded sound. The original StarCraft used audio files at a 22 kHz sample rate (the number of samples of a sound taken per second when the sound is digitized). Throughout the development of StarCraft: Remastered, the goal of the Blizzard Sound Team has been to try and reveal-not reinvent-what the game sounds like. When we set out to remaster StarCraft, we decided that polishing its visuals and interface but leaving the audio in 1998 would feel extremely jarring, but radically changing the way the game sounds would be even worse. Many are almost 20 years old-they’ve been recovered from the archives in a nearly-archaeological process, and enhanced to expose their hidden frequencies and take advantage of modern sound systems. Some of those sounds are entirely new, and presented in languages that StarCraft didn’t support when it was released in 1998. StarCraft: Remastered is composed of 2,381 total audio files, including unit dialogue and effects: roaring rockets, susurrating Zerg, and the sad bleep of deactivating Probes. It doesn’t do those things very well in the vacuum of space-but the Koprulu sector’s a noisy corner of the galaxy. It bypasses language barriers and affects us at a subliminal level.