Blizzard is easily one of the most
well-known companies in the game industry. However, they don't
actually produce all that many games, with a total of only four
releases in the last decade, spread over Blizzard's three active
franchises: Warcraft III and World of Warcraft for the warcraft
franchise, Starcraft II for the starcraft franchise and, released
just this month, Diablo III for the diablo franchise. We've already
talked quite a bit about the warcraft franchise, but today I wanted
to look at a different franchise: Starcraft. More specifically, I
wanted to take a look at starcraft II. But first, an introduction for
those not familiar with starcraft.
Starcraft
After the smashing success of warcraft
II in 1995, Blizzard wanted to make a quick buck by quickly churning
out another RTS. Within five months, the game was in the final stages
of design, and blizzard presented it at E3 1996. This is what they
came up with:
If you have ever played Warcraft II,
you should instantly spot the problem with this game: it's a blatant
rehash. They don't even try to hide it. I can't even say that it has
improved graphics (if anything, it looks worse). Needless
to say, the fans were not amused, and jokes about 'orcs in space'
became a fairly common phenomenon amongst the gaming crowd.
Luckily, blizzard decided to step up
their game and make starcraft more distinct, upgrading the old
warcraft II engine to allow for new unit abilities, as well as giving
the game three distinct races, rather than the carbon-copied orcs and
humans from warcraft II. First of the races is the Terrans, a group
of humans whose ancestors were exiled from earth during a communist
revolution and whose greatest strength lies in tactics. Second are
the zerg, a swarm of constantly evolving monstrosities, whose primary
advantage lies in their great numbers. Third are the protoss, an
ancient empire of psychic aliens who have great strength and psychic
capabilities, but small numbers.
And thus, a gaming classic was born.
With highly balanced and compelling gameplay, as well as great music,
a fantastic backstory and high-quality cinematics, starcraft became a
massive hit, popular up to this very day. I'm also still a very big
fan, despite the fact that the game is incredibly dated at this
point. For me, it is mostly becaouse of the incredibly epic story of
starcraft, which has awesome civilisations, a great backstory, high
stakes and interesting characters.
That said, starcraft isn't exactly
perfect. A big limitation is the fact that you can only select 12
units at once, which, with armies of up to 400, can get very annoying
(especially considering the poor pathing often requires you to give
multiple movement commands to the same group of units). The story
itself isn't perfect either. Most of the actual missions are very
generic, a couple of important turning points happen off-screen with
no explanation given in-game. Still, the story is epic and helped
make the game as much of a success as it became.
And because of that success, a sequel
went into production. Starcraft: Ghost was planned to be a shooter
game following the adventures of Nova, a powerful Terran psychic
assassin. The game was in production for a few years, and there were
apparently even some demos, but it was never finished due to quality
concerns. Instead, the starcraft universe received a metric ton of
novels. Some of the books were meant as simple explorations of the
universe, a few others filled in holes in the story from the original
game, but most of the books were meant to set up a sequel: Starcraft
II.
Starcraft 2 – Wings
of Liberty
Wings
of Liberty was designed to be the first story in a three-part epic,
focusing on the Terrans, while the two planned expansions will serve
to tell the story of the zerg and protoss. Wings of Liberty is the
story of James Raynor, one of the main characters from the previous
game, now organising a group of rebels to overthrow the Dominion, an
oppressive government that rose to power in the first game.
Let's
start with a positive: starcraft 2's campaign is mechanically nearly
perfect. The missions are varied and interesting. There is a wide
array of units and tactics that can be used in each mission. The
different difficulties are very well-executed. Allowing the player to
upgrade units and hire mercenaries using credits adds actually makes
it worthwhile to play the optional missions, even if you're not that
interested in the story. The upgrades and research options themselves
are also very well-designed, each giving interesting new tactical
options, rather than just some boring passive bonuses. So yeah, as a
game, starcraft 2 is freaking awesome. But how does it hold up as a
story?
Let's
start with some of the game mechanics. The whole research and
development thing I mentioned simply doesn't fit into the story of
the game at all. Raynor is a rebel, with only a single ship under his
command. His science team consists of a single person, who is implied
to not be very good at his job. Yet, somehow, this guy is able to
devise countless new technologies, mastering short-range
teleportation, zerg mind control and a deluge of other advancements.
The technologies themselves don't make a lot of sense either. The
science vessel was a unit from starcraft 1, built simply as a
scientific research ship. So why do I need to study zerg DNA to
discover how to make it? And, despite the fact that you are supposed
to have developed these things yourself, you can also see enemy
terrans making use of the exact same upgrades. Sure, you can just
ignore these things storywise as just being a game mechanic, but why
should I have to? This problem is so damn easy to fix. Rather than
recovering zerg specimens and protoss relics and making discoveries
based off of that, why not find Confederate and Kel-Morian (two other factions of Terran) research
files and pierce together their research? It would make it believable
that it can be done by a small team, it would explain why you and the
terran dominion (who have taken over the old confederate research
facilities and are allied with the Kel-Morian combine) are using the
same technology and, since most missions already include human
outposts or former human outposts, would be easy to integrate. You'd
have to shuffle around the research trees a bit, but that's all. Is
this a very minor complaint? Yes. But I'm building up to something.
Now,
we let's take a look at a few missions. One of the first mission arcs
involves the colony of Agria, who you have to help evacuate due to a
large zerg invasion. In the next mission, it turns out the colonists
have been infested by the zerg, and the infestation has been
spreading. However, the infested are sensitive to the local sunlight,
so can only emerge at night, giving us a nice zombie survival
mission. However, in the original starcraft, as well as in the books,
infestation wasn't actually contagious. A few missions later, Ariel
Hanson is able to invent a cure for the infestation in Jim Raynor's
laboratory. This cure is apparently highly effective, and able to
cure people on a massive scale. And yet, we never see it again after
this mission. The entire campaign of starcraft 2 revolves around
assembling an ancient artifact that is capable of de-infesting
people, and even this super-powerful artifact isn't capable of fully
curing someone. But why would you need that if you already have a far
more effective cure at your disposal? Both problems could have been
spotted with only a few seconds of thought, and fixed by simply
stating that this is a different kind of infestation (a change which
would require only two or three changed lines of dialogue).
In
'the great train robbery', Raynor hears of the dominion finding
something valuable in the ruins of Tarsonis. He is planning to rob
the supply trains to obtain this valuable item. The mission mechanic
here is that you need to destroy eight enemy trains, and not letting
more than three trains escape. From a gameplay perspective, this is
fun and exciting. From a story perspective, it doesn't really make a
lot of sense. Again, the solution is fairly simple. Have Raynor not
hear of one particular valuable item, but just that the dominion is
excavating an old military base on Tarsonis for materiel. The
discovery of the valuable item could just be a surprise. With only a
few changed lines of dialogue, you have again made the story make a
bit more sense.
Now
we look at a big one: The Tal'darim. These are a fanatical group of
protoss that pop up in several missions as enemies. They were
actually introduced in the expanded universe, in a series of books
called the 'dark templar saga' (which I higly recommend to starcraft
fans). The problem with them? They're never given ANY explanation
in-game. Because of this, Raynor looks pretty damn evil for
constantly invading their planets and stealing their religious
artefacts in order to make a quick buck. Hell, from the dialogue, it
becomes pretty clear that Raynor honestly doesn't know a damn thing
about the Tal'darim, which makes any of his actions against them
morally disgusting. Again, the fix is a fairly simple one. In a
couple of missions, you're following the legendary protoss dark
templar Zeratul, an old ally of Raynor. Since the Tal'darim
absolutely hate the dark templar, you could have had Zeratul
encounter a group of them, which would give both the players and
Raynor some exposition about them, as well as justifying his actions
against the Tal'darim.
Speaking
of the Tal'darim hating the dark templars, have you ever looked at
their unit selection? Yeah, that's right, they use dark templar
units. True, they're not actually utilizing the dark templars
themselves, but they are using dark templar technology, like the
stalker and the void ray. Unlike the above example, this isn't really
a big deal, but, again, easily fixable. During a portion of the beta,
the void ray was actually a high templar unit called the warp ray.
Since that model and the slightly different mechanics were finished,
you could very easily replace the void ray. The other dark templar
unit, the stalker, is a bit harder. However, its role as a ranged
unit can be filled by a few other protoss units, so you could just
leave it out entirely. Alternatively, you could edit the model of the
immortal in order to recreate the dragoon, a unit which filled the
stalker role back in starcraft 1.
And
this is just the tip of the iceberg. Almost every single mission in
the game contains head-scratching moments that could easily be fixed,
if only a second more thought had been given to it. They spent months
refining the gameplay of the multiplayer game, but obviously didn't
spend nearly as much time refining the story of the campaign.
However, this doesn't mean the story is bad per se. It's just not
nearly as good as it could have been
However,
that isn't my only major gripe with starcraft II. The other one is
with the dialogue. Every single sentence in the game is a cliché.
While I usually don't mind a few stupid, stereotypical lines in my
games, this games goes so far over the top that it almost becomes a
parody, despite the story actually being fairly serious.
So
what's my final view on starcraft II's campaign? Well, I really
enjoyed the gameplay. The overall story was decent, if a bit bland.
However, the details do take me completely out of the game. So is it
good? Yes. Is it as good as the first one? Not even close. So, for
the final score, the game gets a 7/10. When next we meet one another,
we will return to the roots of this blog and take another look at the
warcraft RPG.
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