
Blizzard did a hell of a job making this sequel even though it is difficult to compete with a legend. When StarCraft first came out in 1998, it was well received, and sold around 1.5 million in its first year- a respectable number. Somewhere along the way, the sci-fi real time strategy game managed to transcend the realm of average and become something different- just ask gamers in Korea, where the StarCraft brand has generated nationally televised competitions, a professional league complete with large cash prizes and even a television station. The game has gained a cult following, in the most extreme way possible.
So while a sequel seemed inevitable, it also seemed problematic. With millions of fans that have been playing for over a decade, the scrutiny heaped upon StarCraft II has been nothing short of intense, and in order to satiate fans, the game would need to be better than good- better than great. It would need to be epic. And in almost every way it succeeds. It isn’t perfect, but StarCraft II: Wings of Liberty offers one of the best games in the real-time strategy genre ever made.
The time is now
Campaign
The campaign follows the Terrans through a series of branching storylines that allow you to choose which order you want to play them, as well as giving you the occasional choice that will force you to side with one group or another. Despite the options, the game still follows a mostly linear story, but it is engrossing enough that most will be happy to watch the scripted plot unfold.
Once you have taken control, the game plays out like many real-time strategy games, but it does so with a polish and finesse. Rather than reinventing the genre, Blizzard wisely takes what works, tightens it up, and streamlines the rest. The result is a gameplay style that will immediately feel familiar to fans of the genre, and yet still feel fresh and new as well. Players who aren’t familiar with the genre will still have some troubles at first, but should be able to stumble their way through until they get the hang of things. RTS games are inherently difficult to master, but StarCraft II manages to balance complex, but intuitive controls against an ever increasing level of difficulty that eases you into using the full control scheme. It is a fine balancing act, but one that works.
After playing a few maps, you will quickly see the level of thought that went into the gameplay. Frequently in RTS games, gamers will find something- usually just a minor thing or two- that they wish they could do but can’t. Sometimes it is just a simple matter of wishing they could see where a certain unit is, or that there were simpler ways to do a particular chain of commands. It is inevitable with the genre, and usually more to do with the gamer’s individual style than anything. In StarCraft II, you will frequently start to wish Blizzard had done this or that, then see that there is a way to do exactly what you hoped for. Some games spend years on exacting and detailed graphics. Blizzard spent years on exacting and detailed controls. With games like these, you can’t please everyone- there are so many personal preferences to deal with- but no matter what, you cannot fault Blizzard for the time and thought they put into the controls.
Campaign
StarCraft II could be as long or as short as you want it to be. The campaign missions each feature multiple achievements that require you to go above and beyond just completing the mission requirements. Many of these achievements are only pointed out after the mission ends, which might have some people hitting the replay button right away, but usually you can guess what the achievement might be from the in-game communications.
But even if the achievements don’t appeal to you, the game is still difficult to put a time frame to because there are so many ways to play, and while they might be radically different, there is no wrong way. Some players might be offensively-minded and want to rush out and take the fight to the enemy, while others might set up defenses and let the enemy come to them. It can be the difference between a 20-minute game and an hour long game, and neither is wrong. A balanced player might be able to beat the campaign in 20 hours or so, while an achievement driven player could easily double that time.
The missions themselves are interesting and varied, and each new setting offers something different. Some levels will have you simply clear an area or defend a base- standard RTS stuff- while others will give you time based events that require you to react to the situation, which then changes and forces you to adapt. One early level has you under attack by the Zerg at night which forces you into a defensive posture until the sun rises, which then puts you on the offensive as you hunt the Zerg bases until the sun sets again. Another level has you gathering materials in a lava bed, then quickly retreating and waiting as lava flows in, then back out and the countdown begins again.
In general RTS games can rarely illicit emotion from players. They are a thinking person’s game, and as such you focus more on the next several moves than the mission itself- unless of course you count frustration as an emotion- but seldom do you play a strategy game that has you nervous and wondering how you can possibly survive. Several of the missions in StarCraft II do just that, and you will find yourself keenly aware of everything happening on the board as you fight to survive and alter your tactics on the fly. It is an impressive feat for a game in the genre.
Starcraft 2 Gameplay
Ok I did not buy Starcraft 2 for its campaign, I bought it for the new multiplayer expirence!
The multiplayer aspect of the game is an incredibly well honed experience, and one of the best online games ever made. While the campaign might look great, and the cinematics are what you will see in the ads, it is really the multiplayer that will make this game a worthy successor. In truth, only time will tell if players fully accept StarCraft II. The original became something of a phenomenon that took on a life of its own, but Blizzard has made sure to do their part and offer the tools to make this game the new “go to” game for RTS fans.
The first thing people will notice is that despite the inherent strengths and weaknesses of each of the three playable races, they are all well balanced, and there is no one particular strategy that will dominate the others. Each race plays differently. The Terrans are a balanced group, the Zerg are an overwhelming swarm, and the Protoss are the most technologically advanced. But no matter who you play as, you will find a strategy that works, and a counter strategy to that. If you aren’t familiar with the RTS genre, you might overlook the detail in the multiplayer, but after you play a few games and begin to see the way the matches can turn into battles of ebb and flow, you will realize that Blizzard spent a LOT of time fine tuning the multiplayer aspect of the game. There will be a steep learning curve for players unfamiliar with the genre, but most will quickly learn and adapt.
Terran
Terran Information:
The Terran Thor has had a few changes since last seen by the public. Now, Thors can be transported by the Medivac Dropship. Currently, only one Thor can be transported per Medivac Dropship. When attaching, the Thor’s body transforms, pulling its arms and legs inside, becoming a more cube-like shape, and attaching to the bottom of the Medivac Dropship, which will then be able to fly the Thor wherever its needed. Despite the work put into this, the development team is still working on the Thor’s aerial transportation.
Currently the Thor has a special attack that utilizes the the cannons located on its back. The strike is focused on a single target and bombards it with multiple shots. During this deadly strike, the targeted unit is stunned, and can neither move nor counterattack. Whether this attack remains in the beta is unclear at this point, because the Thor is helpless otherwise when using this attack, and is only worth using against a single, strong enemy unit.
The Raven’s in-game model still resembles its last incarnation when it was named the Nighthawk. Its abilities are the Auto-Turret, Defensive Drone, and the Hunter Seeker Missile. The Defensive Drone wasn’t given much attention – most focus on the Raven was put toward the new Hunter Seeker Missile. When the Raven unleashes its Hunter Seeker Missile, a large missile slowly flies toward its target, with a red laser constantly pointed at the target, regardless of whether it’s moving or not. The Hunter Seeker Missile moves rather slowly, so a watchful player could move most units away from the missile if noticed quickly enough. After a certain amount of time without hitting its target, the Hunter Seeker Missile will harmlessly explode wherever it is when it runs out fuel. With the missile’s slow speed, a player may be tempted to move their Raven very close to the intended target, however, the Hunter Seeker Missile will inflict damage on friendly units as well, including the Raven, so a hasty close-ranged launch of the Hunter Seeker Missile may spell certain doom for the Raven.

Zerg
Zerg Information:
The Zerg Infestor has three abilities: the Neural Parasite, Plague, and Spawn Infested Terrans. The Neural Parasite acts as a short term mind control over a single unit, whether it’s a mighty Battlecruiser or a lowly SCV. Should a Protoss Probe be controlled, a Zerg player could warp in a Nexus if there were sufficient resources. Even after the Probe’s control reverts back to its original owner, the incoming Nexus will belong to the Zerg player that paid for it. Similarly, the same can be done with a Terran SCV. However, since the SCV must be present and controlled by the Zerg player during the entire duration of the Command Center’s build cycle, the Zerg player would have to use the Neural Parasite ability on the SCV at least six times before the Command Center’s building can be completed. Should an enemy Zerg Drone be targeted with the Neural Parasite, the controlling Zerg player could use the drone to morph into a building, and the building will be permanently controlled by the owner of the Infestor. Whether the control of the drone would remain with the Infester’s owner if the building morph were cancelled early has yet to be seen or tested.
The Plague ability, formerly of the Zerg Defiler, was given to the Infestor. The third ability allows the Infestor to spawn five Infested Terran. The Infested Terran start out as sacs that grow on the Infestor’s back before falling to the ground and hatching. The Infested Terrans attack using their gauss rifles, and will only stay alive for a short period of time before dying, if they’re not slain in battle already.
A nice addition feature to the model of the Infestor is the slime trail that is left behind as it moves, sliming the ground for a short while before disappearing. As for the Infestor’s unique ability to move while burrowed in the ground, it wasn’t confirmed, but assumed that the enemy could not see the burrowed, moving Infestor without some form of detection.
In this build, the Brood Lord remains as the Zerg force’s siege air unit over the old Swarm Guardian. Although the Brood Lord and its predecessor both function similar in the broodling-sprouting ground attack, the Brood Lord is morphed from Corruptors rather than Mutalisks. Brood Lords didn’t see a lot of action in the matches at the press event, since the idea of morphing Zerg air units feels foreign when they’re not being morphed from the Mutalisk, although Overseers are an exception since they’ve been around for some time now.
One bad mofo!
Protoss Information:
Both the Lenassa and Zer’atai Dark Templar models have been implemented into the game. When calling forth a Dark Templar from the Protoss Gateway or Warp Gate, one of the two models will randomly spawn. From the default view, the two models look very similar aside from some minor details and the weapons they possess. Currently, the models look similar enough that Protoss players should not be distracted or confused by seeing these two different Dark Templar models.
Archons haven’t changed since the last few public showings of StarCraft II. They are still made from fusing any combination of High Templar or Dark Templar, and do a great deal of damage against ground or air units. Currently, Archons are still lacking any special abilities.
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Overall this game is definitely a buy! Get off your ass and go buy this if you haven’t already!
REPORT CARD
Story: A
Graphics: A+
Audio: A+
Gameplay: A+
Lasting Appeal: A+
OVERALL:
A+