http://gearsofbiz.com/starcraft-remastered-hasnt-changed-how-korea-feels-about-starcraft/35818
At first glance, it might appear as if SC:R has enjoyed the same, rapturous reception as its illustrious predecessor. The Korean launch event on August 1—featuring legendary pros from multiple eras—drew a live audience of reportedly 10,000 people, with online streams peaking at over 500,000 concurrent viewers (at the time of writing, the YouTube video of the event sits at over one million views). While Blizzard has not released numbers on digital sales, pre-orders for a limited, Korea-only run of 20,000-plus physical copies of the game sold out in less than a day.
Other numbers don’t tell quite as rosy a tale. According to www.gametrics.com, StarCraft’s share of total playtime in PC bangs—the Korean version of the net cafe where the StarCraft craze was born—rose from 3.27% to 4.03% in the week after SC:R’s release (6th overall). That seems like an impressive boost, until you realize that it’s just barely over the previous year-high mark of 4.02%, which occurred in April in the week after SC:R’s announcement. When you consider that Blizzard made SC:R playable exclusively in PC bangs for the first two weeks of release, it seems all the more underwhelming.