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).
 
 
  
 
		
		
		
		
		
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