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Old 08-17-2009, 05:59 PM   #1
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StarCraft 2: Wings of Liberty Preview

StarCraft 2: Wings of Liberty Preview for the PC from 1UP.com

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I have to confess something: I kind of saw the whole "StarCraft 2 is now a 2010 title" thing coming.

Back in June, I visited the Blizzard campus to play some multiplayer matches, with the notion that the revamped Battle.net and the single-player campaign were taking a bit longer than anticipated. Last month, I came back and actually played six missions from the single-player campaign, with Battle.net still a no-show. Besides the lack of Battle.net's presence, I also heard lead designer Dustin Browder comment, "There are about 27 missions we're really satisfied with, and three others that we're going to have to revisit... When you see these missions, you can see that they're not things we crank out in a couple of days; each mission went through about two or three months of iterating and polishing." With that much work left on both single- and multiplayer, it's not a surprise that StarCraft 2 won't be making 2009. To tide you over a bit, here are five things that stood out as I played a small chunk of the campaign.

1) StarCraft2's a grandiose space opera with branching moments.

It's a bit easy to forget, especially with World of Warcraft's very structure and frequent use of humorous allusions, but Blizzard fills its universes with serious, and pretty good, lore. WoW has dominated most of Blizzard's output the past few years, and people tend to overlook its fantasy storytelling in favor of the quips and jokey names it uses. But SC2 is a serious reintroduction to Blizzard's grand storyline tradition.

For a bit of context, the player controls Jim Raynor, a mercenary commander rebelling against his government. He incites revolution on a few planets, hooks up with a space marine buddy (Tychus Findlay) to undertake some "steal an artifact and sell it to scientists for mad profit" missions, and eventually returns to his flagship, the Battlecruiser Hyperion, to perform more missions (either for revolution or pure profit). Of course, the big shift in priorities happens around the third mission, when Kerrigan (the main villainess) is spotted, and the whole "Terrans and Protoss and Zerg" conflict re-awakens. And for the lore nuts out there, vice president of creative development Chris Metzen teases, "This installment is still about the Zerg threat, but maybe we'll encounter something even bigger in the other games."

Gameplay-wise, StarCraft 2 has a branching storyline. After the third mission, the player then can check a starmap, and choose a specific mission from a list of about two or three -- with each opening up further ones in its chain. Most of the time, players can check out almost all the missions at any given moment, but the game also has some specific "choose your path now, and live with it," type of moments. Think along the lines of, "Do we arrest, or outright assassinate, the Emperor?"

2) The single-player campaign's full of things that would break multiplayer.

One of the first things I notice is that during an early mission, the player can use Firebats (a dude who sprays fire around and serves as a pretty powerful anti-Zerg infantry unit). But wait, Firebats were one of the first removals announced in the unit list, and now they're in the campaign? Browder explains: "Designing SC2 multiplayer is like designing chess, while designing single-player is like crafting an exciting experience."

This means that favorite units that would make the multiplayer game feel broken or unbalanced are fair game for single-player. Single-player can have upgrades such as suddenly making units cheaper (something that would cause an uproar if a player did so during a multiplayer match). It also means having crazy moments like alien statue ambushes or zombie invasions. In short, skirmish and multiplayer are maintaining the qualities that make StarCraft "feel" like StarCraft, and it's the single-player that adds some crazy new-to-StarCraft features to the experience.

3) You now have more to do in-between missions.

Usually, the downtime between missions is just a bunch of talking heads briefing you for the next mission. This time, your in-between mission tasks can include: detailed story elements, hiring mercenaries, checking the science research progress, and purchasing technology upgrades (this last point is so significant that it deserves its own subhead below).

For the first point, you can initiate conversations with multiple personnel and watch dialogue sequences that discuss the story progression. In addition, there are lots of little touches, such as the TV in a bar showing a news report that updates based on your general mission performance, or seeing a posterboard filled with pictures and newspaper clippings detailing your accomplishments as you progress. Now, if you don't care about that kind of stuff, you can still skip straight to the mission briefing or the gameplay specific activities.

Two minor gameplay activities include hiring mercenaries and checking on science research. For mercenaries, this means going to the bar in the Hyperion to hire mercenary versions of existing units that then, during gameplay, come out of the Mercenary Bar structure. If these units die in battle, they can't be rebuilt until future missions. Basically, think of it as "You can build one mercenary version per mission." Browder describes the mercenaries as "the StarCraft version of WarCraft III's Hero units." At the moment, mercenaries don't quite feel like heroes (the mercenary marine squad I hired did have more hitpoints and inflicted more damage than a regular unit, but not enough for me to really notice); Browder notes that the team is working on the art presentation and other gameplay tweaks to make mercenaries feel like "badasses who can 'hold the line' when necessary; not quite the singular Hero, but a squad of guys you can depend on."

Science research is the newest addition, and therefore most prone to development changes. At the moment, science research purely means finding either Zerg eggs or Protoss artifacts during missions. Every time you pass a milestone (such as finding four of each item, and then eight, etc.), you get a free upgrade. At the moment, that means things like "All infantry do additional damage to Zerg" if you find four Zerg eggs, while snagging four Protoss artifacts would grant you the ability to take out Protoss shields faster. Again, this is the most recent addition, and I wouldn't be surprised if this completely changes by the time of release.

4) StarCraft 2 now has a persistent technology upgrade system.

This is probably the biggest "in-between mission downtime" addition. I spent the longest time not doing the other stuff, but sitting and seriously considering what to buy next. At the moment, each unit has two different upgrades (it's not an either-or system -- if you have the funds, you can purchase both). For example: Medics can either heal friendlies faster or heal multiple friendlies simultaneously, and Bunkers can either add space to hold more fellows or add a computer-controlled turret so that it can attack enemies even while unmanned (or simply have more firepower when occupied). These upgrades are permanent and they persist throughout the campaign. If I upgrade my Marines to have giant physical shields (that grant health and defense bonuses), then every time I build a Marine from that point on, he'll b e brandishing a shield.

At the moment, the question of "Can a player obtain every technology by the endgame?" doesn't have a definite answer, but in the build I was playing, that seems impossible. No matter how much I get as a reward, with the costs compared to my income, I wouldn't be able to afford every piece of technology. Browder notes that he slightly leans towards the present system -- that you can only get about 70 percent of all the technology upgrades in a single game. After all, that provides a measure of replay value; the technology purchases all tweak my individual play in different ways to make the general experience feel a bit different. For example, if I only purchase the Medic upgrade that heals units faster, then I will marshal more powerful and expensive units, knowing that the Medic can keep up with the healing demand. If I purchase the Medic's area-effect heal instead, I may use larger quantities of cheaper units (like Marines), since it's easier to keep a bunch of lower-tiered guys alive with area-healing rather than an equal force of more powerful dudes (since they won't heal as fast as the little guys). Or if I buy both upgrades, I'm foregoing some other technology.

Right now, Blizzard still needs to do a fair amount of tuning to this system. For example, the very first technology that pretty much everyone buys is one that reduces SCV cost from 50 minerals down to 35. This sounds silly, but it ultimately translates into being able to produce many more SCVs, which in turn harvest minerals and gas faster due to their increased quantity. "That's too much of a no-brainer," comments Browder. "There's no real player choice, because that is the most obvious and direct upgrade; we're going to need to tweak that more." He even admits that the original version of that upgrade had a literally game-breaking feature: SCVs would not count towards your food limit. "Engineering yelled at us, because people would fill their screens with SCVs -- since they cost no food -- and literally slowed down the entire system down to single-digit framerates."

5) Every mission pretty much has a crazy twist.

You know how in StarCraft's Terran campaign, the one mission everyone remembers is the "survive for 30 minutes until extraction?" How the traditional StarCraft gameplay was wrapped around a single high-concept hook? From what I've played, almost every mission in StarCraft 2 has a similar mechanic.

The first few missions are pretty standard: find guys and kill them. The third mission repeats the "survive until you get extracted" mechanic. And from then on, you can summarize each mission via its hook. One mission involves mining minerals from an unstable lava planet: every five minutes, the lava seeps up and submerges the low-tide section -- meaning that when the lava rises, you'll need to place your Terran structures in hover mode or have your ground units retreat to high-tide for the approximately 30 seconds before the lava tide sweeps back down. Though, you're able to use this to your advantage: bait the enemy into being trapped in the low-tide just as the lava rises and watch them melt away.

Another mission focuses on stealing a Protoss artifact, with the hook being that the Zerg are also attacking the Protoss, so you have an informal "timer" represented by the Zerg wave at the top of your screen wiping out the Protoss while they protect their artifact.

Another mission chain involves the evacuation of scientists from a planet. The first mission in the chain is the simple escort/evac. The player just has to make sure transports full of civilians make their way from the base to the starport on the other side of the map. Browder points out the two main methods that testers have done this mission: either marshal a large force to escort the transports one at a time and take enemies as they come, or build a series of bunkers along the road to wipe out the bad guys without much supervision/micromanagement. For the record, I did a bit of both: I built a decent force of guys and placed down bunkers in particular "hot zones" to reinforce the escorts.

It's the follow-up mission that I absolutely love, one that fuses StarCraft, Pitch Black, and 30 Days of Night together. In it, you're on a planet with an alternating day/night cycle (every five minutes, it switches). During daylight, you're safe. You can build forces and go out and destroy structures. At night, the infected Terrans will relentlessly stream towards your base, necessitating a strong defense against the "zombie horde." As you destroy structures, the rate of zombies increases, to the point where just as you have a handful of buildings left, they are popping out of the woodwork with no gaps or breaks in the action.

When it was announced that StarCraft 2 would switch from being a Terran/Zerg/Protoss game to a Terran-only game first, it seemed a bit odd. But now, it doesn't seem so weird. "You played six missions; if we stuck to the original formula, you'd be almost done with the Terran story, but now, we have room to explore these crazy new missions. We now have room for a lava planet, a day/nite zombie attack, and a train robbery," comments Browder. But man, if this means the campaign has more stuff like the day/nite zombie invasion, then go ahead and make this a Terran-only campaign (after all, Dawn of War already did the one-race-per-campaign deal). And most of all, take your time, Blizzard. Take your time.
This looks damn awesome. Damn awesome.

Check the link for pics/videos.
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Old 08-24-2009, 08:49 PM   #2
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More stuff:

StarCraft 2 Map Editor Capable of Action RPGs, FPSes, Shmups

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So we all know that Blizzard plans to sell some "premium" StarCraft 2 maps for a price. But what will your cash buy you? Evidently, it almost seems like the sky's the limit, as Blizzard has shown off maps created in the game's editor that played like an action RPG, an overhead shoot-em-up, and even an FPS.
As VG247 reports, Blizzard showed off these maps during a StarCraft 2 gameplay panel at Blizzcon. One map was described as a "third-person action-RPG," while another was an "old-school, top-down Galaga-style space shooter." A third showed how players can create new enemies, as it starred a custom made "mega-Zerg."

And Joystiq, meanwhile, reports that it's even possible to create an FPS with the editor. Blizzard also showed one map starring the character model from the long-cancelled StarCraft Ghost, which apparently was made in just a few hours.

With that kind of impressive flexibility, it's going to be exciting to see what kind of madness gets created when StarCraft 2 finally gets in the hands of eager gamers next year.

Blizzard Working on LAN-Like Solution for StarCraft 2

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A lot of hardcore PC gamers were upset when Blizzard revealed that StarCraft 2 wouldn't support traditional LAN play -- even causing some to go as far as start an online petition to convince Blizzard to change their minds. But while Blizzard technically hasn't, they are looking at ways to provide a LAN-like experience while still maintaining some connection to Battle.net.
Speaking to Shacknews during Blizzcon, Battle.net developer Greg Canessa explained that Blizzard is looking into ways to provide the sort of low-ping peer-to-peer experience LAN play brings while still keeping Battle.net in the loop. "We are working on solutions with regard to things we can do to maintain connectivity to Battle.net in some way, but also provide a great quality connection between players," he said.

When asked whether that could me a sort of "pseudo-LAN connection," where the game first connects to Battle.net only to authenticate before reverting to a standard LAN connection, Canessa responding that it's along the lines of what they're looking into. "Something like that. Maintaining a connection with Battle.net, I don't know if it's once or periodically, but then also having a peer-to-peer connection between players to facilitate a very low-ping, high-bandwidth connection... those are the things that we're working on," he said.

And for Diablo fans wondering what all this may mean for the upcoming third installment, it looks like it'll follow whatever direction StarCraft 2 goes in. The game won't have a traditional offline LAN option, but any workaround StarCraft 2 ultimately uses will be available in Diablo 3 as well.

Blizzard Might Add More Pay Services To Battle.net

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Long ago, when it was first announced that Battle.net would be undergoing a significant revamp for StarCraft 2, there was some concern that Battle.net would become a subscription service, a la World of Warcraft or Xbox Live. Thankfully, Battle.net will remain free, but when we chatted with Battle.net project director Greg Canessa, we asked if Battle.net would eventually add something like Xbox Live's Avatar Marketplace, or some other microtransaction model besides the upcoming StarCraft 2 Map Marketplace. Canessa started his answer with, "I'm not going to rule anything out," which gives us pause.

But he continues, "But Blizzard's reputation is about providing an amazing value -- an amazing amount of stuff for free. And then enabling additional stuff, like value-add services, to maintain the free level. Okay, you pay for StarCraft 2, and Battle.net is free. All the stuff we're talking about: the Achievements, the profiles, the Avatars, the unlockables, the leagues; it's all included for free. Then there's value-added services -- like for WOW where you have a paid subscription with tons of stuff, and we then added paid character transfer services on top of that later. So we may add some stuff to Marketplace, but it won't interfere with the free tier."

Interesting stuff; we're curious to see what other services, besides the Marketplace, might be added to Battle.net as paid items down the line.

Tricia Helfer Playing StarCraft II's Kerrigan

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The Queen of Blades and Caprica Six have both destroyed a world or two in their time. And pretty soon they'll have something else in common as well -- the acting talents of Tricia Helfer.
Videogaming247 is reporting that "Battlestar Galactica's" Helfer has been tapped to play Kerrigan, the leader of the Zerg swarm. She'll be lending her voice to both the Queen of Blades, and to flashbacks featuring Sarah.

The role was previously filled by Glynnis Talken Campbell, who said, "That's showbiz" after hearing she wouldn't be back for StarCraft II.

Helfer described herself as a "video game virgin," but is apparently quite enthusiastic for StarCraft II. We'll know how it all turns out when it arrives in 2010.

Lotsa stuff to get excited over. I can't wait for this game to come out.
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Old 08-24-2009, 10:23 PM   #3
 
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I'm not so pleased with the Mercenary units function being described similar to Heroes in Warcraft 3. That was a feature that completely broke the game, IMO, because the PC would scout while I was working on building up, and kill off all the unaligned monsters to level up.

Also, they better not make anything important a pay feature. I hate the kind of culture that comes with paid services online.
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Old 08-25-2009, 05:44 AM   #4
 
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Old 08-26-2009, 04:17 PM   #5
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I'm more excited about battle.net 2 and multiplayer than I am the single-player campaign, but after watching the games they played at Blizzcon on a stream, it looks incredible.
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Old 11-09-2009, 06:13 PM   #6
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No StarCraft II Beta Until 2010

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If you were holding out hope that the oft-delayed StarCraft II beta won't be happening this year. Anxious fans will have to wait until 2010 to get their hands on the long-awaited sequel.

The news came during the Russian event IgroMir (via StarCraft Legacy), where producer Chris Sigaty confirmed that the beta would be arriving next year. He also confirmed that StarCraft II is still on track for a Q2 2010 release date.

StarCraft II was originally slated to arrive this year, but a delay became likely when the beta failed to materialize. The delay was confirmed earliest this year, with a firm release date still unavailable.

With Wings of Liberty due sometime between April and June, it seems reasonable to expect the beta as early as January. Until then, there's still plenty of time to brush up on your build orders.
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Old 11-10-2009, 03:10 AM   #7
 
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ZERG RUSH




(click for bigger)

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Old 11-10-2009, 07:39 AM   #8
 
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SPIDER MINE THAT ****
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Old 11-19-2009, 09:56 PM   #9
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StarCraft 2: Wings of Liberty Changeling Gameplay Video from GameVideos
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Old 11-20-2009, 02:00 AM   #10
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I don't really play video games that much anymore. But Starcraft 2 would be one of those rare few releases I would grab and waste hours of my Life on. Hopefully it'll be out by next year and it doesn't get pushed back again.

I WANT TO CONSTRUCT ADDITIONAL PYLONS DAMNIT!
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Old 11-21-2009, 02:28 AM   #11
 
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I'D LIKE TO SIEGE TANK HER LURKERS, IF YOU KNOW WHAT I MEAN
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Old 11-21-2009, 05:22 AM   #12
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I'd like to stick my Overlord up her sunken colony, you know whaddamean?


RAAAAAHHHHHH*SLURP*SLURP*

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Old 11-21-2009, 03:21 PM   #13
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I'D LIKE TO MUTALISK HER BATTLECRUISER IF YA KNOW WHAT I MEAN
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Old 12-03-2009, 06:12 AM   #14
 
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Old 12-05-2009, 02:01 AM   #15
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The 700 max units (so they say) will be nice. Heh, 1400 Zerg rush. Though it would be cool if they could make it more about strategy than speed (think Medieval II).
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Old 02-10-2010, 11:33 PM   #16
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StarCraft 2 Closed Beta Ready to Kick Off This Month

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Activision's conference call covering the results for the fourth quarter of 2009 concluded just a few minutes ago, and one of the big announcements to come out of it involves StarCraft 2 -- and more specifically, the game's upcoming beta. The wait for StarCraft 2 is nearly over, and with the game planned for release at some point in "mid-2010," Blizzard CEO Mike Morhaime announced that a closed beta would kick off for the game sometime this month.

Morhaime didn't elaborate much other than to say the beta would be available globally and include thousands of players. That means it's time for StarCraft fans to start pacing nervously as they await to hear whether or not they've been accepted into the beta. If you haven't already, now is the time to opt in so that you can give yourself an opportunity to be selected.

Also of interest is the fact that StarCraft 2 will be made available for download on the new Battle.net. Make sure to check out the video tour of the new service.
Unrelated, but I just realized that when this game comes out, I won't have a single computer decent enough to play it.
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Old 02-17-2010, 10:45 PM   #17
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Beta went live today.
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Old 02-27-2010, 08:11 PM   #18
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Blizzard Still Targeting StarCraft 2 for First Half of 2010

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During the latest episode of their "BlizzCast" podcast, StarCraft 2 producer Chris Sigaty revealed some good news for long-patient StarCraft fans: It's still Blizzard's intention to release StarCraft 2 in the first half of 2010...even if that means shortening the beta more than they originally planned.

"We were targeting three to five months for the beta, we're really at a three month period of time for the beta at this point. We are still targeting the first half of this year... [for release]," Sigaty said during the podcast (via Shacknews). Their original time-span for the beta would have put the release of StarCraft 2 into the second half of the year at the earliest, but with three months (counting February, perhaps, as the first month), that would have it ending by around April, and leave May and June to institute any tweaks, balancing, or bug-fixing and have the game out on store shelves.

StarCraft 2, if it's even humanly possible to recall, was first announced way the hell back in 2007. But hold tight, folks -- it looks like the wait is indeed almost over. Or if you had $300 to burn for a beta key, it could be over right now. Just sayin'.
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