A A A

Why You Shouldn't Miss StarCraft 2: Wings of Liberty

One of the most anticipated games in a decade is a throwback to an earlier era, but with some thoroughly modern trappings.


You won't like this if...

you want to play via LAN, don't like being forced to be connected to the internet to play, and were expecting something 100% new.

Starcraft 2
Starcraft 2 Credit: Blizzard

Vitals

I wonder if Blizzard was taking notes when Capcom rolled out Street Fighter 4 last year. As with real-time strategy, the popularity of fighting games has waned significantly over time, thanks in large part to their reputation for being inaccessible. But Capcom's Street Fighter reboot has done much to bring the genre back into the mainstream consciousness.

I have no doubt that Blizzard would love to do the same with StarCraft 2, as they've thrown the full weight of their considerable resources into making StarCraft 2, in essence, a platform unto itself. They've played it safe with the nuts and bolts, but Blizzard hasn't been entirely blind to advances made in the genre over the past decade. And it's all been married to a thoroughly modern suite of matchmaking options and achievements.


The non-linear design of the campaign is the strongest indication that Blizzard has been paying attention to current design trends. The single-player story is significantly more advanced than either the original StarCraft or WarCraft III. The story, set four years after the last StarCraft expansion, picks up with the story of Jim Raynor. In the intervening years, the Terran marshal has developed a drinking problem and a full head of hair.

Much of the exposition takes place aboard Raynor's flagship, and I think our MyCheats editor Mike Nelson had the right idea when he said that this area is reminiscent of Wing Commander, a game which also let you interact with various crewmembers between missions. If memory serves though, it was never possible to do things like upgrade existing units and research technology (like the Hive Mind Emulator) on the Tiger's Claw, all of which are possible in StarCraft 2.



These upgrades are nothing new in real-time strategy, but they do have a history of unbalancing the experience -- ask anyone who's beaten Dawn of War II using only Cyrus the Scout. But Blizzard manages to avoid that trap thanks, in large part, to the game's design, which is geared to exploit the abilities of whichever units are unlocked for a given mission. It's a tricky balance, but even spamming the mighty Thor -- a top-tier unit -- isn't enough to break the game's missions thanks to well-designed map layouts.

The units you unlock over the course of the campaign include old favorites like Wraiths and Goliaths, and it's honestly a relief to see them back. I'll admit, I'm not a big fan of some of the newer units -- the Banshee in particular looks like a Command & Conquer reject. The other races are similarly hit-and-miss; for instance, I love the new Protoss units like the awesome Colossus, but the Zerg Roach just comes across as a significantly downgraded Hydralisk. Thankfully, these changes are largely mitigated by the single-player campaign, which spotlights pretty much the entire Terran arsenal at one point or another.



The excellent design also extends to mission objectives. One of my favorites put me in the midst of a colony that had been completely infested by the Zerg. I had to scramble to destroy as many buildings as possible by day, then retreat to my base to weather a massive assault by night. Another mission had me constantly relocating my base in the face of a constantly advancing wall of fire, desperately trying to fulfill my objectives before time ran out. The science behind that mission was laughable -- the planet I was on was slowly being devoured by a star or something ridiculous like that -- but the mission itself was great.

The story brings one of the major threads from the original game to a close, but it also introduces a host of new questions. StarCraft 2 isn't quite as solid as the original game -- it takes a bit to get into gear, the writing is hammier, and the ending feels a little too-similar to previous Blizzard games -- but it does a good job of turning certain elements on their head. I honestly have no idea how Blizzard will approach the second part of the trilogy.

What will probably get me to come back to this first entry while I wait is the achievement design. Blizzard has learned a lot from World of WarCraft, and it shows in the staggering number of achievements in StarCraft 2. Every single campaign mission has three achievements, and they'll force you to pause and rethink your approach to any given mission. Most of the time they revolve around completing all objectives, but every once in a while Blizzard throws out an achievement like "finish the mission on hard while only using your superweapon once." Good luck to those who try for that one, by the way, because that mission was murderous just on normal.

If I have any problem with the achievements, it's that they require a constant internet connection to acquire. It's not impossible to play StarCraft 2 offline, but the whole experience feels rather crippled without achievements. Isn't it possible to have the game record your achievement acquisition offline, then sync up with your profile later?

I think the reason behind this approach is that people will want to play on the Internet anyway due to the game's social networking aspects, and it's true that multiplayer comprises a large part of the StarCraft 2 experience. But this competitive part of the game feels much more like a throwback than the single-player campaign due to the way it emphasizes build orders and resource management -- elements that games like Company of Heroes have sought to deemphasize over the years. That the old formula has remained entertaining over the years is a testament to the original design, but it also feels a little too safe at times. It makes me wonder what happened to the Blizzard that was turned WarCraft III into a "role-playing strategy game.

Even with that in mind, though, StarCraft 2 is hardly identical to the original game. The economy boosters in particular make for much faster games; and Blizzard has also tweaked the controls, greatly expanding the number of units you can control at once. The supply limit is still around, which seems rather quaint in this day and age, but Blizzard has thankfully gotten rid of WarCraft III's odious "upkeep" mechanic, which went too far in its attempt to limit the size of individual armies.

The races are also rather different this time around. The racial philosophies are still in place -- the Zerg still swarm and the Terrans still turtle -- but certain abilities really change things up. I favored Terran in the original game, but I've switched to Protoss now that they rely on towering robots more than well-placed Psi Storms. And unique upgrades like the Protoss warp gates also make it possible to instantly beam in new units anywhere on the map, adding an interesting new dimension to power rushing.

And for those who have no idea what I've been talking about over the past three paragraphs, there are the new challenge missions. Like Street Fighter 4's challenges, which serve to teach certain combos and super moves, the challenges in StarCraft 2 do a nice job of teaching newbies basics like defending against a rush, unit counters, and hotkeys. Also welcome are the tiered multiplayer leagues, which are highly effective in assuring that you're matched up with opponents of roughly the same skill level (though dedicated trolls can still game the system and sneak into a lower league). Regardless, it's a far cry from the wild west of the original Battle.net, which had no matchmaking whatsoever.

Other new features, like cross-game chat and the ability to form parties, make it nice and easy to get a game going, and Blizzard has done a commendable job of integrating the achievements in every facet of the experience. I am, however, disappointed that the servers are now region-locked. Speaking as someone who made friends playing WarCraft III and StarCraft with people in Europe, Australia, and, yes, Korea, I miss being able to jump from server to server. My understanding is that Aussies will soon be able to join North American servers, but for now the system is locked up tight.

I also deplore the lack of LAN play. I understand that Blizzard is trying to fight back against piracy, but I wonder how feasible it is to get eight people on Battle.net on one connection. LAN play and dedicated servers are two functions that once served to distinguish PC gaming, and I find their absence in StarCraft 2 (and Modern Warfare 2, for that matter) unsettling. It's a bit like witnessing the death of the Old West.

Thankfully, another hallmark of PC gaming -- custom maps -- remain quite intact. Maps emulating Tetris, Metal Slug, and a host of other games prove the power of StarCraft 2's map editor -- it's no exaggeration to say that Blizzard has created an editor nearly on par with that of LittleBigPlanet. With everyone still getting to know the single-player and multiplayer though, the custom map community for StarCraft 2 is in its infancy. A quick glance at the selection of custom maps on Battle.net reveals the usual collection of tower defense, Starship Troopers, and Defense of the Ancients maps. In the fullness of time though, the custom maps will likely be one of the most powerful incentives to stick with StarCraft 2, as has always been the case with Blizzard's RTS games.

Between the custom games, the achievement design, the multiplayer, and the campaign, StarCraft 2 is quite massive. Blizzard obviously built it to last, and, given the opportunity, I can see myself sinking dozens of hours into achievement hunting alone. I've only unlocked around 30 percent of them so far, and there are plenty more coming (Wings of Liberty is, after all, just the first part of a trilogy).

 

1Up.com)

See More: StarCraft II | StarCraft 2 | Blizzard