Friday May 25, 2012 10:44 AM AEST

Starcraft II: Wings of Liberty review

By David Hollingworth
15:06 Sep 9, 2010 | 10 Comments
Tags: Starcraft | II | Wings | of | Liberty | pc | game | review
« 
Starcraft II: Wings of Liberty review
 
Gameplay:
92%
Graphics:
85%
Sound:
90%
89
Verdict:
A game worth waiting twelve years for.
 
---

The hub of all things
The entire prosecution from the campaign, short of the first few missions, is your own personal Battlecruiser, which boasts four locations to visit and control your campaign - the armoury, the cantina, the lab, and the bridge. Between these locations you can spend cash to improve your troops and buildings, unlock new research options, or hire mercenaries.

Even before you get on the battlefield, good choices will shape how you play, and enhance the game styles you favour.

For instance, if you like turtling behind a ring of turrets, you'll want to spend money on boosting their capacity, and buy an autogun upgrade. Of course, this is at the expense of other upgrades. Similarly, for every research item you unlock, another becomes unavailable.

You can also chat to any number of NPCs on the ship, unlocking various storylines and bits of game info. It's particularly fun to watch the news feed after every mission, to see what lies the Mengsk sponsored UNN is broadcasting about you.

The real meat of the game, though, are the missions themselves, and Blizzard's done a wonderful job of coming up with fresh and exciting missions to keep you pushing through the game. There are old favourites, like the "Hold out until" rescue mission that was so tense in the first game, to new missions that take advantage of the more robust new engine. In some, you must contest with a day/night cycle that changes unit behaviours, while in another early mission, lava regularly floods the low levels of the map. Deft timing, good use of choke points, and efficient resource spending is key.

The ebb and flow of the game is, however, more or less unchanged. The fact is, Blizzard got it right first time around, and Starcraft II harks back to that now classic formula. However, there are subtle changes to almost every aspect of the game that not only keep it fresh, but open up very interesting new options. Take the humble Supply Depot, for instance. This can now be raised and lowered into the ground, making it even more useful to use to build choke points around your base. It's this evolution of gameplay based on the habits of the best players in the original which has made Starcraft II such a natural and welcome progression.

And then there's Battle.net
This is something which is still bit of a sore spot however. The new Battle.net service really is slick, and it's integration with things like Facebook make hooking up with friends easier than it's ever been. But we still don't support Blizzard's decision to remove pure LAN-based gameplay.

For many, that's the one big memory of the original game. We know of some early home network setups that were rigged purely to support massive games of Starcraft (*waves at the old Copeland St Crew*). But that's gone now. Sure, we get one of the most in-depth Achievement systems we've ever seen, great social integration, and superlative league support and match-making... but we also now rely upon Blizzard up-time for any kind of multiplayer.

We've already experienced a couple of outages. This is always going to happen at launch, we admit, but it only highlights an issue not unlike the recent Ubisoft DRM woes - that basically, we're paying for a potentially handicapped product.

Those issues aside, Starcraft II multiplayer is like an entirely different game, and one that's near impossible to fully cover in such a small space. The depth of unit balance and tactical gameplay is arguably the deepest yet seen in any RTS, and we expect the entire flavour of the game to flow and change as new tactics are learnt and counters developed. Rest assured, whoever, that when it all comes together, this will be the new standard in competitive RTS play.

Starcraft II is, at the end of the day, one of the most polished games we've ever played - as it should be, given the effort of development. It's not perfect - Battle.net integration, lack of anti-aliasing, etc - but it is great. Now, excuse us, because we need to go see a man about a Zerg rush...  

 
« 
Product Info
Specs:
Developer: Blizzard Publisher: Blizzard Website: www.starcraft2.com
price check*
$89.95 Starcraft II: Wings of Liberty
Streetwise (VIC)
*Products and prices sourced from staticICE and are in no way associated with Atomic MPC Powered by
 
This article appeared in the September, 2010 issue of Atomic.

Aliens: Colonial Marines in depth; Z-77 Motherboard round-up; strategy gaming special; Home Server tutorial. PLUS MUCH MORE - ON SALE NOW!
10 Comments
tunksy
Sep 9, 2010 3:44 PM
read the review in the mag, sounds good, never played the origional. how easy is it to just jump in and start playing/ pickup?
TheFrunj
Sep 9, 2010 3:48 PM
It's pretty hard to jump into ranked multi straight off, but finish the campaign on normal and do some skirmish with a few mates, you'll soon pick up more than enough skill to give it a go :)
tunksy
Sep 9, 2010 3:58 PM
thanks frunj, now to pick it up with my next pay ;)
Rage09
Sep 10, 2010 12:05 AM
First I'll say that I've never played SC2 bbut have played SC1 quite a bit and recently too.

Maybe I'm just stupid but I don't think I've ever beaten the computer in SC1 on skirmish mode. I'm pretty sure its not cause I'm stupid, I've won 1vs3 supreme mode in SupCom, I think its just cause I don't like the way your forced to think in that type of game.

Even way back with SC1 I still liked Total Annihilation way better.
Maybe I just can not see the depth in the SC franchise, I've tried even now to play it but I still don't get why people think its the second comming.
swalden
Sep 10, 2010 9:37 AM
@Rage the reason starcraft is so popular, is due to the fact alot of effort is put into balancing, its impossible to master meaning as you get better there becomes more and more to think about. The multi tasking is rather difficult, and the game comes down to pure skill (except cheese) to decide the winner. The problem with other rts games like the sc franchise is the balance is just not the same, and imho they dont require much skill to play well as things like being able to zoom out on the whole map make it to easy. what you have to do to see the depth in sc2/1 is play alot of multiplayer competitively and youll soon see it, watching a replay with a commentator also helps.
Hawkeye
Sep 10, 2010 9:47 AM
There's another thing, for me at least, that SC has over TA in spades - drama and story.

Whether it's the awesome story unfolding in the singleplayer campaign, or the same sense of action I get (at least) from watching a bunker full of Marines hold off a Zerg horde, SC nails what I want from that kind of setting.

Games like TA seem sterile by comparison. Just my opinion, of course :)
sirtrancealot
Sep 10, 2010 11:05 AM
best advice that all the really good players i've gone up against in multi have given is...
watch replays.. replays and more replays...
it really does help you develop your game ALOT!
tunksy
Sep 10, 2010 11:31 AM
haha hawkeye, "same sense of action I get (at least) from watching a bunker full of Marines hold off a Zerg horde" how very 40k :P
neX
Sep 11, 2010 1:07 PM
I wasn't much into MP in SC1 but I do enjoy MP SC2. Also, if you are up for some fun check out the at0mic Invitational I am looking to start very soon: http://forums.atomicmpc.com.au/index.php?showtopic=35536
neatep
Sep 14, 2010 8:40 PM
"great social integration" which comes with no chat channels (plans to add them later).

Some pretty horrendous ability to communicate or set up matches with mutliple players (ie for tournaments) It might seem good at first glance, but your friends list quickly gets overloaded with random people you will only ever play once which you have to go through and cleanse. (ie should be a 'add for 1 day' option for friends.

Also the inability to play across regions is a horrendous factor. Limited language support for foreign players.

Beyond that, a damn fine game.
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Issue: 137 | June, 2012

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