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Starcraft II Closed Beta Journal on Game and Player

Starcraft II Closed Beta Journal

Jeremy Steeves  //  February 23, 2010


Free and flowing thought as I explore Starcraft's sequel.

A

s an early invitee to the Starcraft II Closed Beta, I have the opportunity to rekindle my relationship with the sequel to the game that dominated my playtime for over half a decade following its release in 1998. Rather than provide a formal preview after some time with the beta at length, this column will function as a medium for free and flowing thought as I explore the various elements offered within the beta. I'll add more entries as the beta progresses.

Downloading the beta. I'm impatient, but giddy. Memories, memories, memories . . . this has been a long time coming.

Installation complete — let's rock and roll.

As the game loads, a modified version of the original theme starts up. Someone grab me a tissue, I think I might cry.

The new interface is nice. All the attention to detail I've come to expect from Blizzard is completely present here. Single-player is locked out, as well as a section titled "achievements." (Are achievements necessary these days? Apparently so.) After a quick browse through the various set-up options, it's off to multiplayer I go.

There's an option to take part in five practice matches to hone my skills, after which I'll be moved to take part in ten placement matches to help place me within the matchmaking pool. Wait. Matchmaking? I like this already.



All the attention to detail I've come to expect from Blizzard is completely present here.
Fire up the first practice match. It's 2-verus-2 on a Lost Temple-style map (a very nice looking Lost Temple-style map, I should add). I notice that there's an option for integrated voice chat now, but neither my partner nor I take advantage of it. It's text chat all the way.

We were both Terran, and my partner was a pro. As I was basically tooling around and exploring, my partner seemingly instantly controlled nearly all the maps expansions. As the match progresses, I begin to notice a few significant changes.

Nearly every unit received some sort of revision, others, such as Firebats, have been completely removed.* One particularly interesting new unit is Thor. Functionally, he's a Goliath on steroids. Thor can rain down missiles, applying a substantial damage over time effect and deal heavy direct damage as well. The best part? He sounds like a robotic Arnold. Get down!

There are a few additions to the building list, but primarily, additional functions have been scattered among existing structures. Supply Depots, for instance, can now be lowered into the ground to avoid the pesky unit-trapping and, from a strategic sense, act as a sort of gateway in and out of the base. Command Centers can be fortified with guns, or seek improved tech centers, allowing for traditional scanner sweeps, faster mineral harvesting and improved supply depots.



One particularly interesting new unit is Thor, a Goliath on steroids. The best part? He sounds like a robotic Arnold.
Next to the supply count is small icon for resource trading. Very useful for bring a partner back from the brink in case of an early rush (as I later experienced).

With little assistance from me, my partner begins to unload Medivac (new unit: Dropship + Medic rolled into one) after Medivac chock-full of upgraded Marines into both of our opponents bases simultaneously. Game over. Wow.

While this particular match didn't even provide me enough time to advance completely through the tech tree, it was more than enough to realize that the style and charm that made the original Starcraft a massive success is completely present here as well.

A few more matches using the Terran and I've learned a few things:

1. Playing as the space cowboys now is more complex, but also more fun than in the original.

2. Any particular unit en masse, while viable, is not nearly as effective as it was in the original.

3. I'm just as poor a player as I was in the original.

Despite my skill level, my first few days with the SCII beta have been a blast. The core of the game has remained intact, and more than simply receiving a nice coat of paint, the game has been infused with all the features we've come to expect from this generation of gaming. On the agenda for the future: more playtime with the Zerg and Protoss.

* For complete descriptions on all the new SCII units and structures, I recommend www.starcraft-source.com.




Jessica Johnson // February 23, 2010 // 11:48 AM

You lucky son of a gun. I am now more excited than ever!


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