As a long time Protoss player I can’t tell you the disappointment I initially felt when I heard that they’d be the last race in the StarCraft II trilogy. After the amazing experience I had with Wings of Liberty (and subsequently Heart of the Swarm) however I was far happier; knowing that having the Protoss bring about the ultimate conclusion of this near 2 decade long franchise. Whilst I may have snoozed on the actual release date, meaning my collector’s edition trilogy will have to be completed with a trip to eBay, I’ve since spent a good chunk of time with Legacy of the Void and I’m glad to say many of my expectations have been met.
Legacy of the Void takes place some time after the events of Heart of the Swarm with Zeratul following the trail of the Xel’Naga prophecy. His quest has led him to the home world of the Tal’Darim, a brutal race of Protoss loyal to the dark lord Amon. Upon destroying the void catalyst, a crystal which allowed the Tal’Darim to commune with their dark lord, he is shown a vision of Tassadar who instructs him to retrieve the Xel’Naga keystone. With this information he returns to Artanis who is beginning the raid to retake his home world of Aiur. Zeratul warns him against this however the young Executor proceeds anyway, playing right into Amon’s hands.
It might just be the fact that I’ve upgraded my PC significantly since I last played a game of StarCraft but Legacy of the Void is an absolutely stellar looking game. For the most part the in-game graphics appear to be largely the same, possibly a little more textured, but the graphics outside that are just stunning. Blizzard’s trademark lower poly, highly stylized aesthetic is in strong force here, done so well that their in-game engine cutscenes feel on par for many pre-rendered scenes in other games. This does come at a cost however and even my relatively beastly machine started to struggle when I hit 200/200 supply and started moving my deathball across the map. The game ready drivers from Nvidia did improve this noticeably however, something I had been neglecting to update for far too long.
Once again the core game of Legacy of the Void is the trademark RTS game play, putting you in control of vast armies which you’ll be using to slay countless hordes of enemies. You’ve got your regular build your base and throw your army at the enemy style maps whilst others are focused on small teams or more strategic ones that focus on hero units. The unit upgrade system makes a return, allowing you to choose from 3 different factions which imbue a unit with additional powers and abilities or grant you an entirely new unit to build. The real difference in Legacy of the Void however comes in the form of the Spear of Adun, your arkship which can be upgraded with all sorts of abilities that will aid you in combat. Overall it’s the kind of game we’ve come to expect from Blizzard, exactly what all of us fans were wanting from them.
I’ll have to admit I struggled at the start to get engaged with Legacy of the Void as the missions (and the story, more on that later) just simply failed to grab me like the last 2 instalments did. I think this is partly because at the beginning there’s not a whole lot going on and you spend a decent amount of time building up your cast of characters that will join you along the way. Past a certain point though it’s easy to lose long periods of time, the missions flowing into each other seamlessly and the desire to get more solarite (to upgrade the Spear of Adun) forcing you to try and retry missions to get it right. Towards the end though things start to drag a bit and I think this is probably Legacy of the Void’s biggest flaw for me.
Unlike the previous 2 instalments (and this may just be me looking back on them with rose coloured glasses) Legacy of the Void doesn’t provide the same kind of rewarding challenge at higher difficulties. Indeed there are many missions where higher difficulties (and I did test this) just means more enemies, like any one of the “protect your ally’s base” missions. In those particular missions it doesn’t feel like you’re being challenged so much as worn down by near insurmountable odds, forcing you to cheese encounters or, if you’re just done with a particular encounter, cheat. Since I’ve always played on hard and found the challenge rewarding it was odd to feel this way with Legacy of the Void but it was definitely one of those things which soured my experience towards the end.
The Spear of Adun upgrade system is great, allowing you to select a variety of abilities and passive bonuses that you can use during the missions. For the economy focused missions things like the chrono warp (1000% faster building/upgrading) are amazing whilst others, like the warp in reinforcements ability, make resource constrained maps a breeze. It’s definitely not a one size fits all kind of upgrade system as you’ll be trading off between other potentially valuable upgrades. The encounters are built around you actively using the abilities however so whilst the benefits are awesome it does add another layer of complexity onto this already intense game.
You’ll be making similar trade offs for your unit choices as, whilst some of them are noticeably more effective than others, sometimes the situation will call for a switch. The Zealots, for example, are typically best placed to be upgraded with the stun however there are numerous AOE situations where the others are better suited. The one unit which I don’t think has an equal among the other choices was the Havoc as extended range and +30% damage is just impossible to beat. Other than that though I found myself often switching between different combinations for whatever the mission called for. This is most certainly a departure from the previous 2 instalments which had a very clear “best” option for pretty much everything. It shows that Blizzard has put a lot of effort into making all the choices viable which makes for a far more interesting single player experience.
As I mentioned before the story takes some time to get on its feet, mostly because it’s introducing a lot more plot elements which aren’t exactly interesting when you’re first playing through. However they start to rapidly build on each other as the game progresses and there are some really enthralling moments both in and out of the missions. Whilst they kind of reveal the ending early on in the campaign it’s still interesting to follow it along to its ultimate conclusion. Indeed it’s something I still feel like I’m processing as this is the conclusion of a story that’s been running for almost 20 years. Thankfully though it finishes well, not leaving any loose ends that scream sequel. I’m sure we’ll see more in the StarCraft universe as time goes on though.
StarCraft 2: Legacy of the Void is a brilliant conclusion to the story of Blizzard’s flagship RTS, bringing with it the kind of polished experience that they’re famous for. The game play is exactly how you’d expect it to be with the RTS experience just oozing polish at every corner. The upgrade system, along with the Spear of Adun, are great additions to the game, adding another layer of variety and choice that allows you to play out each mission in incredibly unique ways. The story may take its time finding its feet but once it does it ramps up quickly to an ultimate conclusion that’s predictable but enjoyable all the same. It’s always bittersweet seeing a long story arc like this come to its final conclusion but I can say wholeheartedly that I enjoyed the journey that brought me here.
StarCraft II: Legacy of the Void is available on PC right now for $54.95. Total play time was approximately 15 hours with 46% of the achievements unlocked.
What can I say about Starcraft that hasn’t already been said? The game was released over a decade ago and is still the definitive standard for what a real time strategy game should be. I can remember my times with it fondly, playing through the campaign as it was laid out before me, savouring every mission and becoming wholly engrossed in the story. Years later I would return to the game to play it online with a friend of mine, my first taste of real competitive online gaming. I became hooked on custom maps, playing everything from RPGs to the first versions of tower defense. As the years went on Starcraft remained on my hard drive and nearly every LAN I would attend saw it copied around and played for at least a couple games. Truly Starcraft was the game that just would not die and it’s sequel has been the talk of my friends for the past couple weeks. Its legacy is undeniable and a lesser game development company would struggle to keep to meet such expectations. Blizzard however is not one to disappoint.
Starcraft 2 takes place 4 years after the events of Starcraft: Broodwar. You play as Jim Raynor, former Vulture pilot turned revolutionary after his former leader Arcturus Mengsk wiped out an entire planet using the Zerg. The plot initially focuses around Raynor’s desire to overthrow Mengsk, who he now believes to be worse than the confederate leaders that came before him. This sets the scene for the initial set of missions as you set about building your army by gathering resources, completing missions for credits and finding new units with which to proceed forward. Each mission is given to you by one of your crew mates and they serve to build the characters as the story progresses.
The mission delivery format is completely different from the usual affair you might be familiar with in the RTS genre. Whilst most would simply limit you to certain units until after a number of missions were complete Starcraft 2 instead gives you the opportunity to choose which units you receive next as well as the upgrades that they receive. This can be both a blessing and a curse as some missions are trivialized by certain units whilst others require a certain unit to be able to complete some objectives. Additionally the game includes a Zerg and Protoss research tree which you can unlock by finding items or killing a particular unit during a mission. The upgrades unlocked from this tree are game altering and depending on your choices can make the difference between a mission being a breeze and it being nigh on impossible.
The upgrade and non-linear missions ensures that everyone’s play through of Starcraft 2 will be quite different, ensuring that even if you only play the campaign you’ll have a good few replays before the game is done. Whilst there’s always a strategy that trivilizes a mission the infinite amount of possibilities for completing an objective had lead to quite a few entertaining stories with my Starcraft playing friends. I think most of my missions past a certain point can be summed up by the quote: “Siege tanks are like violence, if they don’t solve the problem use more”.
Starcraft 2’s non-combat experience really draws the game together. Whilst you only have 4 places to visit most of the time the interactions between they never seem to get stale as their landscape changes as you progress through the campaign. The interactions with various members of your crew between missions helps to flesh out the characters and their motivations and nearly all of the decision moments in the game were influenced by these short bits of dialogue with my crew members. There’s nothing to lose by not interacting with them but if you’re a lore sponge like myself you’ll be clicking on every crew member after every mission, eagerly awaiting what they have to hear.
All of this would be for naught if the game play itself was nothing special. In the beginning the differences between Starcraft 2 and its predecessor are almost all graphical which is no small feat in itself. Each and every map is deliciously detailed in true Blizzard fashion, using every polygon to create a stylized but highly engrossing world. All the controls you’re familiar with from Starcraft work as expected in the sequel with many augmentations to make handling large groups of units far easier. All the units and buildings will be instantly recognizable as well with the new units and augmentations giving you enough variety to feel like you’re playing Starcraft but not one that’s just a revamp of its predecessor.
What really seals the deal for the single player campaign of Starcraft 2 is the absolute uniqueness of every mission. Throughout the 26 missions that you’ll play through each of them has something different that will force you to rethink the usual “build big army, attack move to enemy” strategy that got you through other RTSs. From avoiding a rising lava tide to robbing a train to preventing (or not) Terran colonies from being purged by the Protoss you’ll always be trying to figure out the optimal strategy for taking out your opponent. Taking the last mission as a great example of this the list of strategies I have for finishing it are probably the most varied of any game I’ve seen before. It really is a testament to Blizzard’s ability to build a complex and intriguing game.
I initially lamented the idea of including achievements in the game as I viewed them as just something that “has to be done” these days, rather than something that enhanced game play. For most games this still rings true with many achievements being quite pointless and merely serve to try and increase the replayability of the title. Whilst achievements weren’t my foucs whilst playing through the missions initially I’ve found myself going back to get the achievements simply because they make you a better player for doing them. Many of them require careful force management or using carefully planned out strategies to accomplish the goal. I’m still under half of the achievements done but I can see myself coming back to finish them off for a long time to come as a single mission can be done inside 30 mins.
If there’s one thing we can attribute the original Starcraft’s longevitiy to it’s the multiplayer. Blizzard spent years tweaking and refining the multiplayer and it shows as it was one of the few games that anyone could call truly balanced. Starcraft 2 is no exception as whilst I’ve only just dipped my toes into the revamped Battle.net I quickly lost 4 hours on a saturday night playing 10 matches with one of my long timefriends. The party system and new socially focused interface made connecting with fellow Starcraft players extremely easy. Whilst I lament that they’ve removed LAN play I can see the reasoning behind it since the interface is so heavily integrated with Battle.net. Still they’ve thought of nearly everything from keeping the last 10 replays (since you never always remember to save the ones you need to) to make getting into a match no harder than a couple clicks and waiting for the match to begin.
What really binds this entire game together though is the story that Blizzard has masterfully crafted into an epic tale of redemption, love and loss. Each and every character is exteremely believable, all having their own motivations for being involved with Raynor’s quest. The interactions between the characters are real and there’s distinct growth for all of the major players as the story unfolds. I can’t really talk about it much more without spoiling any points that I feel you must experience on your own but rest assured Blizzards reputation of telling great stories with amazing games is not let down by the first installment in the Starcraft 2 trilogy.
I must also commend Blizzard for their 3D artists and animators. I’m a stickler for motion capture as the technology is at a point where it shouldn’t be hard to get it right. Starcraft 2 stanmds out as an example of not only getting it right but doing it so well that I didn’t even notice how well it was done until I took a step back to analyze it critically. The movements of the characters and units are fluid and most importantly they get the lip syncing spot on with the dialogue. After the disaster that was Alan Wake’suse of motion capture I was pleasantly surprised with the quality of Blizzard’s work. Additionally the full cinematic sequences are tear inducingly good with the attention to detail surpassing that of what I’ve come to expect even from 3D film production houses. I don’t think I’d be able to contain myself should Blizzard ever state they were going to make a full length movie of any of their franchises.
Starcraft 2 is one of those shining examples of a game where everything about it stands out as an example of how things ought to be done. The story and gameplay make for an extremely enjoyable single player experience that will provide you many hours of enjoyment even after you’ve completed it once. The multiplayer just plain works and once you’ve had your first taste of victory you’ll never be able to look at the shortcut on your desktop again without thinking about diving in for “one quick match”. Overall I can’t recommend the game enough for those who enjoyed the first Starcraft and wholeheartedly recommend anyone who considers themselves a gamer to play the game through at least once. 12 years is a long time to go between releasing a game but Blizzard has managed to make something that justifies the long wait and I can’t wait to see the next installment in the Starcraft 2 trilogy.
Starcraft 2 is available right now exclusively on PC for $79. Game was played on the Hard difficulty for all missions with approximately 30% of the achievements acquired in the first playthrough and around 18 hours of play time.