Preview: StarCraft II

GamePro dives into StarCraft II at BlizzCon 2008. Read on for full report!

Check OMGStarCraft.com for more up-to-date info on StarCraft II and BlizzCon 2008.

I didn't know what to expect when I first stepped up to the keyboard to play StarCraft II. After playing the game let me assure you that despite its many improvements, StarCraft II is still StarCraft, there's no doubt about that, and frankly I'm relieved because I wouldn't want it any other way.

The first time the music hit and I stared wide-eyed at my command center, SCV's at my fingertips, I thought to myself, "I know what this is, I know what to do." StarCraft II has that familiar feel to it that 10-years later I'm still so fond of. I built a few SCV's, followed by a barracks and some marines. Next came the engineering bay and then my face lunged forward at the screen. Where were my weapon and armor upgrades? I had to start reading the fine print and it was at that moment I realized that this isn't a walk in the same old park. I was in uncharted waters.

Preview: StarCraft II

Goodbye 2D, hello 3D

It goes without saying that graphically StarCraft II is leaps and bounds better than its predecessor, but that's expected. What some may not expect is that this game could very well set the graphical bar for the genre. And with competitors like Command & Conquer: Red Alert 3 coming out soon, and well established titles like World in Conflict, that's saying something.

The Terran look perfect, and although senior art director Samwise Didier claims there are still some more art passes to be done, the dulled down colors and gritty look of the Terran could easily ship as is. The Protoss still need some work. It's a tough call when dealing with a sci-fi race like the 'Toss, where do you draw the line between a realistic look and an over-the-top cartoony look? Blizzard's model for art is bigger, bolder, more badass.

What saves the 'Toss however, and what makes the Zerg incredible, is the lighting and effects. The Protoss shields, lasers, psi blades, and shiny armor sparkle with amazing detail and you certainly get the feel like you're playing a real flesh and blood race. The Zerg are unlike anything you'll find in other RTS games, including the original StarCraft. It's impressive that being the last race developed, from an art standpoint the Zerg seem ready to ship today. If I had to sum them up in one term it would be creepy. The Zerg come to life and engulf the terrain like an infectious plague. Their overwhelming speed and sheer numbers are a force to be reckoned with.

Preview: StarCraft II

It plays like it looks: fantastic

The first thing I noticed after I pulled my jaw back up from the counter was the radically improved AI and pathing. What's that in my base? Oh, it's just an enemy SCV. Wait a second ... the computer scouts? I found out pretty fast the AI does a lot more than that. My first game was Terran vs. Terran against an easy computer. Long story short, I got owned. I was partially lost at first trying to get my bearings straight and learn what and where all the new buildings, units and upgrades were.

The second game went much better. I played a multiplayer game, I was Terran, and my opponent was Protoss. By this point I had learned the user interface and realized the power of multiple building selection (MBS) and the improved macro. I used waypoints with my SCV early on by holding shift and right-clicking at the various other mineral locations around the map in order to scout out my opponent. This allowed me to easily continue base building operations.

By this point my mineral line was up and running, and I had a few SCV's to start building. With a simple holding of the shift key again I was able to queue up building after building for construction; first a barracks, then a supply depot. At its core, MBS works well because of the improved pathing. Without excellent pathing units would get stuck on walls and doodads while you're not looking and the next time you check on them you'd be like "wtf mate?" Needless to say, that doesn't happen.

My point here is MBS rocks. No doubt there will be some players who think it makes the game too easy, that just any n00b can grab a mouse and own. Let me assure you this is not the case. Without a rudimentary understanding of micromanagement, even a moderately skilled player will be typing "GG" after first demoralizing you. MBS simply removes some of the tiring micromanagement that could detract from the fun for some casual fans.

Preview: StarCraft II

The wait continues, but a release is within sight

The game isn't without some minor problems, albeit obvious ones that will be fixed before release. Various units don't have sound recorded for them yet. The Hellion uses the Firebat's sounds and the Nighthawk (formerly the Nomad) uses the Science Vessel's sounds. More comical than anything, when you click on the Thor it sounds like Arnold Schwarzenegger is piloting it.

Speaking of release dates, everyone at BlizzCon received a beta key in their goody bag that will be redeemable when the beta starts. When is the beta you ask? No one knows exactly, but what I do know is that Blizzard has been in their alpha phase for a week or so now and lead producer Chris Sigaty told me he expects the game to launch shortly after the New Year. This puts the beta test around late November or December which sounds like a great Christmas present to me.

We want more!

If you didn't know by now that StarCraft II is going to be split into three separate titles forming a trilogy, shame on you! But you can still catch up on that exciting news at omgStarCraft.com.

Also, detailed unit summaries, single player campaign impressions, details on new StarCraft II art, comprehensive gameplay videos, cinematic trailers from the convention floor, new screenshots, and interviews with the developers are all on their way this week at omgStarCraft.com.

Comments [1]

post a comment

  • First
    • Jump To Page:
    • [ 1 ]
  • Last
  • First
    • Jump To Page:
    • [ 1 ]
  • Last

Post a Comment