StarCraft's legacy is more than just a multiplayer



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"I play StarCraft for intrigue" is a phrase you do not often hear when the iconic RTS of Blizzard is evoked. A franchise built on the back of competitive multiplayer, StarCraft became an international phenomenon soon after its release in 1998. Returning to extremely positive reviews, players were drawn to the complex and fast matches that not only rewarded their reaction time , but also their creativity. Despite the presence of a one-of-a-kind component, StarCraft's multiplayer mode quickly fueled the discussion as it continued to gain popularity. It's a shame because the offline portion of the franchise is not only entertaining, but one of the best in all genre RTS.

For strangers, the StarCraft series unfolds in a distant future where humans – now called Terrans – have colonized several planets. This leads to the discovery of the insectoid Zerg that is rapidly beginning to spread, infest and exterminate the human race. Their activities make a very advanced extraterrestrial race known as Protoss systematically track and destroy every planet infested with Zergs. With this vicious circle as a backdrop, StarCraft's main campaign is released to explore the different people and creatures that populate this universe. The players assume the role of an unnamed commander in the first game and as a soldier who became outlaw James Raynor in StarCraft II. Almost all the main characters are enriched with credible patterns and personalities that add depth and subtlety to different missions.

While the original StarCraft campaign was extremely linear, Blizzard II where the player decided Raynor's actions. These have never been directly labeled as "bad" or "good", which has forced users to really think about how their actions might affect others. Do you save a colony invaded by Zerg in hopes of finding a cure or ally with the Protoss and destroy the infested Zerg planet? Both sides have their merits and your actions will result in completely different missions, interactions and endings in their respective scenarios. There are also small moments where players have a minor influence on the world, such as shooting unarmed scientists in a Terran lab. This is a level of engagement that is rarely explored in RTS games and that keeps players connected to the plot.

It's important to recognize StarCraft's captivating solo campaigns.

Beyond the main missions, StarCraft II splits and allows players to explore different spaceships. In the basic game and its extensions, Blizzard has implemented interactive objects or crew members that users can study. These range from a pair of Hydralisk defenses to artifacts that players have collected during missions. There is even a news program that throws much needed light on how Raynor's actions have an impact on the universe in general. He is also extremely consistent and improves the world without ever feeling intrusive or forced on the players. Budding strategists may learn or not learn as much as they want about StarCraft II without compromising the overall story.

Where the StarCaft series really shines, it's in its fantastic and nuanced mission design. Instead of simply charging players enough strength to crush their extraterrestrial opposition, Blizzard challenges users to think outside the box. Even with its limitations, the original Starcraft presents a plethora of different scenarios that force users to balance multiple units and goals. In a Terran mission, players must protect a group of Zerg structures from destruction by Protoss forces; while another revolves around navigating a base with only a small handful of units. These levels test adaptability and teach important lessons about micromanagement, the use of smart economy and the understanding of meters.

Where the show really shines, it's in its fantastic and nuanced mission design.

StarCraft II increases creativity to eleven, offering a solo game filled with memorable missions. Each level offers new settings to users, such as escorting transport vehicles or using a stealthy character to clear a path for units. A memorable mission instructs users to clean up an entire Zerg infested city by day, then defend their base at night against stupid and corrupt human waves. It's an idea that comes straight out of a zombie movie that looks like nothing else in the entire series. With other strategy games like Civilization or Total War focused on the big picture, Starcraft II offers intimate and small-scale experiences. These levels are more than just study guides for multiplayer, they are a collection of what makes StarCraft a nice game.

Even the different units and the way you approach each mission are open to unique customization that reflects a person's playing style. Upgrades such as Marauder shells that cause a slow effect can help shape whole battles. StarCraft II also has two technology trees – Protoss and Zerg – both of which offer substantial improvements if players collect enough search data during missions. However, users can only choose one of two proposed upgrades by climbing each technology tree. This challenges the players to acclimatize and think about how certain improvements would improve the synergy of their armies. Do you get a turret that can disturb control units or slow down their progress? Both are fantastic choices, but it ultimately depends on how the user likes to play StarCraft.

Starcraft II increases creativity to eleven.

Expansions – Swarm Heart and Inheritance of Void – bring this concept enhancement to the base units of their army. Instead of simple increases in range or damage resistance, players can evolve their units beyond what they should be able to do. A prime example is with the humble Zergling which is simply a fast swarm unit that can overwhelm positions. However, players have the choice to permanently evolve their Zerglings by allowing them to climb cliffs or to breed in greater numbers. Users can only choose one axis of evolution, which radically changes the way we, as a player, use and build our strengths. It is rare to see so much customization in an RTS that is not on a global scale. There is a large amount of replayability available that requires multiple campaign playthroughs.

The StarCraft series has more than deserved the right to be considered one of the best multiplayer franchises of all time. While this will certainly be the legacy of the game, it's important to recognize the fantastic work that Blizzard did with the solo component. Boasting a captivating storyline, memorable campaigns and attractive customization options, the StarCraft Series pushes the boundaries of the RTS genre. Now, if you excuse me, I must start flying a hovering train again with my army of mechanics.


Collin is a freelance writer from New Jersey who likes to play the support class. You can find it on Twitter @BeguiledGamer .

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