We can’t think of any game that we’ve consistently played on-and-off for the last 12 years as we have StarCraft. Few games have the longevity or indeed depth to command that weight of commitment – but then, this is StarCraft; possibly the most lauded and highly regarded multiplayer RTS of all time. Nor can we think of any other game able to garner the kind of cult status it holds with hardcore RTS fans, or in places like Korea. Our expectation of StarCraft II was, and is, rather high.
We start with this preamble, because having played the beta to Blizzard’s long awaited sequel, StarCraft II, we’re never going to play the beloved original again – in multiplayer form at least - the seminal long-lived RTS is looking like it has finally been surpassed.
We all knew that Blizzard would create a StarCraft sequel eventually, but the RTS landscape has changed remarkably in the twelve-year interim. With the RTS genre under fire for being overly complex in an age where ‘accessibility’ is an industry byword (even genre stalwart C&C has totally shifted away from traditional base-building mechanics – with mixed results), the biggest question was whether Blizzard would change its formula along with the rest. But the Irvine-based developer has always marched to the beat of its own drum. ‘To thine own self be true’ and ‘it’ll be done when it’s done’ are arguably Blizzard mantras – and it has become the most successful developer in the world following them.
We start with this preamble, because having played the beta to Blizzard’s long awaited sequel, StarCraft II, we’re never going to play the beloved original again – in multiplayer form at least - the seminal long-lived RTS is looking like it has finally been surpassed.
We all knew that Blizzard would create a StarCraft sequel eventually, but the RTS landscape has changed remarkably in the twelve-year interim. With the RTS genre under fire for being overly complex in an age where ‘accessibility’ is an industry byword (even genre stalwart C&C has totally shifted away from traditional base-building mechanics – with mixed results), the biggest question was whether Blizzard would change its formula along with the rest. But the Irvine-based developer has always marched to the beat of its own drum. ‘To thine own self be true’ and ‘it’ll be done when it’s done’ are arguably Blizzard mantras – and it has become the most successful developer in the world following them.
And judging from our first in-depth taste of StarCraft II in the recent multiplayer beta, neither Blizzard’s approach nor its ability to pull off its unique vision has changed. StarCraft II isn’t attempting to re-invent the RTS and Blizzard deftly brings its years of experience and high production values to bear in SCII’s multiplayer by stylishly building upon the original’s strengths.
The three classic races of the original are naturally back, with the rough redneck Terrans, the tech warrior Protoss and ravenous alien-like Zerg all playing in their familiar, disparate ways that allow for such a variety of tactics. Base-building, resource gathering and the intense unit combat of SC are all here, but once again competitive gameplay balance is king. While each faction has a similar number of units, many directly from SC, there are impressive new end tech tree additions like the hulking Protoss Mothership or cliff-jumping Terran Reapers, which take advantage of SCII’s interactive environments to really mix things up. Its huge battles with tens of units are still won by superior micro-management, but a well thought out league system ensures you always get a match at your level.
The three classic races of the original are naturally back, with the rough redneck Terrans, the tech warrior Protoss and ravenous alien-like Zerg all playing in their familiar, disparate ways that allow for such a variety of tactics. Base-building, resource gathering and the intense unit combat of SC are all here, but once again competitive gameplay balance is king. While each faction has a similar number of units, many directly from SC, there are impressive new end tech tree additions like the hulking Protoss Mothership or cliff-jumping Terran Reapers, which take advantage of SCII’s interactive environments to really mix things up. Its huge battles with tens of units are still won by superior micro-management, but a well thought out league system ensures you always get a match at your level.
There’s admittedly a strong nostalgic appeal to SCII, but that’s balanced by a strong learning curve for both series fans and newcomers. ‘Easy to learn but difficult to master’ still best describes Blizzards offering, and an apt comparison springs to mind – albeit in a totally different genre - with Capcom’s Street Fighter IV. Like that game, StarCraft II builds upon the basic play and feel of its classic predecessor, allowing players to step easily back into it, but offering a new depth of play. It would be easy to cynically palm SCII off as ‘just HD StarCraft, but delving into it quickly reveals this as its own game.
While, like most, we were frustrated by the constant delays, when you look at the level of polish in StarCraft II, it all seems worth it. From the character-filled unit animations and behaviours to battle effects, the user interface, music and even menu screens, this is a game already gleaming with fine finish. We can’t say yet how the gameplay will translate over to the single-player, but the foundation for greatness is here. Rather than suffering under the weight of expectation, playing SCII it looks like the King is truly back – and promising to impact the genre as much as the as the first game. we also share it Review For Xbox 360 here.
Source: nowgamer.com
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