Ahhh, Starcraft II is an interesting beast. I’ve never had any concern over eSports or online multiplayer, but I have huge respect for what SC2 did with its singleplayer campaigns — tossing the hyper-balanced melee factions out the window and expanding them with bonus units, configuration options and special abilities.
The things is… the meta-plot, of the Dark Voice returning to obliterate all life in the Koprulu Sector (The galaxy? The universe? It’s actually never really made clear that his ambitions are more than localised) is a bit of a mess. Like, Blizzard, you got away with that in Warcraft III because Archimonde was a literal demon — you can’t pull the same trick twice, and definitely not in such a different setting (at least not without groundwork that simply isn’t present).
Having said that, I think there are some good stories in the mix here, so maybe it’s time to do some reworking…
Legacy of the Void will apparently be released on the 10th of November. Get hype?
Well, the hype train started with this strange prologue campaign that was released just a few days ago. Is it the promised land of a Rexxar-style Zeratul RPG?
I think you know the answer to that, but read on anyway. (There are spoilers for everything SC2 so far, if you care.)
Despite its questionable surroundings, and indeed its questionable plot, Starcraft II‘s campaign as a whole is a very strong thing. While the rest of the game is mired in eSports the campaign is almost entirely divorced from the outside world — which means it has the freedom to paint the town red.
Starcraft II was supposed to be three “games”. Not a game and two expansion packs, three “games”. With the third “game” finally pretending like it’s possibly actually on the horizon, I got the hankering to go back and replay the two other bits.
I barely had SC2 installed on this new computer when I remembered all the reasons it makes me angry.
(What was the time distance between Reign of Chaos and The Frozen Throne? One year? And a bit? SC2‘s time-lags aren’t even funny.)