Rush, Boom, Turtle: The Game So Nice They Made It Thrice

The story of StarCraft IIa, StarCraft IIb and StarCraft IIc
10/24/2008 5:10 PM | 4 Comments | Page 3 of 3

Tom Chick
Tom Chick
Status: Battle dancing
My more significant concern about StarCraft II is that the company hasn't made an RTS in a very long time. The last studio to try to recapture its former glory as an RTS luminary was Gas Powered Games, who completely understood the appeal of Total Annihilation and captured it beautifully, but long after the genre had moved forward. Whatever happens with StarCraft II, I just hope Blizzard is willing to learn from the guys who have been making RTSes over the last 10 years. Because these days, a good RTS takes a lot more than a long, drawn-out branching campaign, no matter how many separate games it takes.

Unit of the Week

Rush Boom Turtle: StarCraft II
The left side of this is the Unit of the Week.
The Unit of the Week is one-third of a Terran Battlecruiser. I'm selecting the port third, which still looks like an entire Battlecruiser if you look at it from the left. But turn it around and you're looking at a cutaway view of the interior, like those diagrams of the lower decks of sailing ships.

However, a third of a Terran Battlecruiser only has 166 hit points and it only does eight points of damage. On the upside, it only costs 133 Crystal and 100 Vespene Gas, so it's got that going for it.

In future columns, I'll award the rest of the Terran Battlecruiser its Unit of the Week Award, which I've decided to expand to epic proportions that are too big for a single column.

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Comments

  • Switchbreak
    Switchbreak

    10/28/2008 12:44:23 PM

    I think StarCraft 1 told its story really well in gameplay as well as in the cutscenes. Sure, each campaign had a few missions that were there for gameplay and just had filler plot supporting them, but a lot of the big character moments were told in-mission as well. Kerrigan being betrayed and kidnapped just as you, the player, are panicking and being overwhelmed by the gigantic Zerg swarm was a brilliant moment, for example.

    Reply »
  • RyanKuo

    10/27/2008 11:03:08 AM

    I want to believe that RTSs can have significant narrative woven into the gameplay -- but as Tom says, the fact that you're mentally solving puzzles the whole time is much more important than the narrative you see playing out. I wonder if streamlining/simplifying the RTS model would help make the narrative more prominent. One parallel would be the transition from System Shock 2 (some heavy inventory management, RPG-type stats) to BioShock (same elements, but in a more straightforward FPS model).

    Reply »
  • CaptainHomeless

    10/27/2008 12:28:04 AM

    The problem: I hate RTS games. I hate the gameplay, finding it tedious and uninteresting. But I *love* Starcraft's story -- which is why I've cheated my way through the game multiple times. So now I'm stuck paying $150 to see the sequel, when I don't actually care about the game behind it. Comparing it to WoW is disingenuous, since Wow's appeal is its social aspects and OCD gameplay, not its story. If you've been waiting a decade for SC2, it's reasonable to be frustrated.

    Reply »
  • SwiftRanger
    SwiftRanger

    10/25/2008 9:43:50 AM

    Care to tell us which last RTS was 'good' then? :) Blizzard has a lot to prove after the SCII split idd but the BlizzCon panel showed some promise and not only because a branching star map popped up on the screen, it seems that at least now they have the guts to look past multiplayer balance and units. Even then though, just choosing missions is simple when real choices and consequences can be applied in other ways in missions, War Wind II and Original War being big examples of that.

    Reply »

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