StarCraft II: Wings of Liberty - hands-on

After this lecture we’re allowed to explore Wings of Liberty’s opening missions. There are no hero units in StarCraft – you don’t pilot Raynor around, dealing overpowered death. That’s Warcraft deal. StarCraft is about expensive, expansive, and expendable armies. As Browder explains, you can have the lead characters on the map, but that means you have to design the mission around them – their death would be game over, and it wouldn’t be in the spirit of StarCraft to have 15ft. tall units. You might as well give them bobbleheads.

You might prefer to spend that money with Flynn in the Armory. This is where you’ll find less dramatic, but longer-term upgrades to your units. More efficient SCVs (Space Construction Vehicles) or the option to grant them the ability to repair vehicles. Browder’s keen to point out that these benefits are only available in the single-player campaign – it’d be impossibly unbalancing in a multiplayer game. But when you’re playing against AI, that’s less important. During skirmishes on the ultra-hard level, the AI is open about cheating, as it accrues resources quicker than yourself, so it’s only fair you get a few perks.

The lab, meanwhile, is where you can trade the optional items acquired from missions for upgrades. Zerg chrysalises can be harvested with SCVs in some missions, and smaller Protoss relics can be found on others. Browder looks at the screen with comical contempt: “This will change – we’ll think of more interesting benefits than a +1 attack.”

The most interesting thing about this approach is that it forces the next two games to be completely different in presentation – the strong Terran cowboy aesthetic wouldn’t make much sense in Protoss or Zerg campaigns. Browder wouldn’t expand on rumours that the Zerg campaign would have a role-playing, levelling-up feel, but it’s one of the things they’re considering.

It must be stifling to create a new game from one that’s considered a masterpiece of balance. To take 10 years of refinement, patches, and perfecting and throw new units into it. But if you’ve watched those Battle Reports, you’ll see that Wings is still StarCraft. The back and forth of battle is there, the individual victories in a losing war are just as hopeful, and the raw visual, uncluttered appeal that makes it such a bizarrely watchable sport is completely intact.

Sep 18, 2009