The time has come for an analysis of Starcraft II! The long awaited Real-Time-Strategy sequel to Starcraft 1 is finally here, and every detail of it is outstanding. First, the underlying gameplay revolves around the Campaign. A smart maneuver made by Blizzard to actually give reason to the meaning of the units.
The Story
This will not be the time period from only Starcraft II, or even Starcraft I. Firstly, 4 space ships holding criminals (although little information of who was manning it) were exiled from Earth 400 years ago. 400 years ago, because four-hundred years later the now-overgrown (they need air, right?) spacecraft crashed into three separate planets - Tarsonis, being the strongest. However, the Confederacy, being the strongest government that had then sunk in the other Human Population in the alien Koprulu Sector, were corrupt. They used media to suit their needs and propaganda to suppress their enemies. Suddenly, alien ships, later known to be Protoss, attacked the Terran Confederacy, virtually destroying the planet due to the heat generated by it - and not without reason. It was later found that another alien race was found on said planet - the Zerg. The Zerg are a race of, simply put, mutated animals. Instead of using technological advancement to suit their needs they would instead assimilate animals, absorbing their properties into their own - capable of creating a beast with meaning other than survival.
The Zerg reappeared on another Terran planet, where Jim Raynor had attempted to fend them off, he couldn't. However, the Sons of Korhal (Korhal being one of the core planets that was crashed on), led by Arcturus Mengsk had fended off the ruthless onslaught and reclaimed humanity for the location. Inspired by the rebellion, and disgusted with the Confederacy abandoning the helpless citizens, Raynor joined them.
With the war against the Confederacy, he and former Confederate Ghost-Operative, Sarah Kerrigan, grew close together as the battle escalated. Not alot of detail is shed on at this point, however it all dissolves when Arcturus has created, discovered or otherwise took possession of objects capable of alerting the Zerg to its presence - and bringing them here. He planted them on Tarsonis, THE core planet of the Confederacy, and the Zerg attacked. The Protoss, acting more reasonably had decided to risk their own warriors against the infestation to save the Terran population of Tarsonis (either that, or they ran out of nasty ray guns). Given Mengsk's idea was for the rebellion, he ordered Sarah to literally defend the Zerg against the Protoss as they slaughtered possibly millions. More, indefinitely.
The plan had worked, and the Confederacy fell as Tarsonis did, as the Zerg ravaged the land Sarah awaited evacuation - denied to her by her so-called "leader", Arcturus. Arcturus did not require Sarah for his devious plans from now on, leaving her to die.
Jim Raynor, seeing the flaw and immorality of this act, hijacked the flagship Hyperion, from Arcturus Mengsk and took off to find Sarah on the planet. But too late. Sarah was supposedly killed by the Zerg - as would any other human. Jim and a small number of people dispersed from the Sons of Korhal - now the leading government known as the Dominion (which also is led by Arcturus Mengsk). Jim first travelled to the hazardous Tarsonis, where no trace of Kerrigan was found - thus leading Jim to believe that she was infact dead.
The Overmind - the unquestioned leader of the Zerg, literally, as each Zerg is genetically designed to follow the orders of the Overmind, ordered them to take Kerrigan to the planet Char. A naturally dangerous, hot, hell-driven planet was witness to the genetic modification of Kerrigan from a powerful Psionic Ghost Operative to a psionic wielding monstrosity.
As this occured, the Zerg had also attacked the Protoss, and now it was known to Jim Raynor that the Protoss obliterated the planet, causing collateral damage, to finish the Zerg, he put the unfortunate event behind him and sided with the Protoss - but to no avail. There was at least one act made which made the damage made worthwhile. Another Protoss Faction appeared - Zeratul, of the Dark Templar saught to defeat the Zerg through the power of the void (Subspace? Dark matter?), and taught a Protoss leader, Tassadar how to infuse psionic power into his ship. He did this, as he committed suicide against the embedded Overmind, which had rooted itself into the Protoss planet. He successfully destroyed the Overmind, but Aiur itself, was lost. The Protoss took refuge with the Dark Templar (effectively the same race), on the planet Shakuras.
Now the Dominion grows in strength, Raynor's Raiders, the newly formed rebellion, now four years old, is led by depressed Jim Raynor with morales low, ammunition low and technology lost.
This is where the story of Starcraft II kicks in to overdrive. So does the rebellion, as the starting mission of the 29-mission long campaign starts off with Jim Raynor stated "it's time to put this rebellion into overdrive", along those lines. We will not delve into the deeps of Starcraft II lore however you also meet long time friend and ex-convict Tychus Findley.
Now... There's little explanation as to what was made in Starcraft II that correlates with its story. Here's a small overview on units which made incredible sense:
Hellion - A car with an attached Flamethrower given speed and incredible power against flesh and bone. A unique unit due to its speed is capable of outrunning even metabollically boosted Zerglings (which are your common everyday "swarm unit", found at any Wall-mart, at any time).
Siege Tank - A powerhouse in firepower, this tank is capable of removing its speed to grapple itself into the ground, enabling it to fire it's Shock Cannon. This Shock Cannon is exceptionally powerful against swarms of units due to excellent splash damage and is also targetted for defeating armored units.
There's also Protoss units, "fixed" on the war with the Zerg, including the almighty Collossus - a weapon of mass destruction, made only for mass destruction. Firing twin-lazers which scorch armored foes and cook the weaker ones, this unit not only boasts basic combat benefits, but can also climb cliffs with its "spider-like-legs", which also creates its problem - it's height allows it to be targetted by Anti-air weaponry.
Now, what could we use this for?
Multiplayer
In Multiplayer, you are capable of playing Terran, Protoss or Zerg in a match. Each has their pro's and neither has con's however the basic infratstructure of some races may be advantageous compared to another. For instance, the Protoss can summon portals of buildings, meaning they do not need to keep their Probe building the structure. The Zerg Drone literally mutates itself into the building, thus losing the Drone. The last one is the in-between of the two, the Terran simply build the damn thing. In this case, the Protoss is the most efficient, and the Zerg are the least efficient. But in other cases, like Production, the Zerg only use one type of building to produce units and technology is gained through mutated structures. Terran and Protoss have to build structures that produce different units.Despite the large differences with each race, the Multiplayer is incredibly balanced, units counter others, builds defeat builds and there is never a "Best of the best" way to go, meaning the fight isn't predetermined. You play, you adapt, you engage and you win, hopefully.
However, you won't be attempting to defeat better-skilled opponents, as first you go through a series of five placement matches with players of different skill levels - to dictate your place in a league. Once you complete these matches the league and place you are in will put you up against enemies placed in roughly the same area to allow significantly more entertaining and / or challenging battles.
As of now, there is no advantage you can gain when pitted against enemies in Starcraft II except those made for yourself in that specific match. No buyable upgrades, no unlockable abilities, it is purely competitive and fun.
Also, if you're looking to go pro on Starcraft II, you'll find help. Liquipedia as a site has been essential to giving builds, openings, counters and any other information you will need on the game. It is up to date on current Competitions and who is in them, where videos of the game can give you a significant headstart once you start as you can learn more advanced tricks or builds.
If you don't want competitive and you'd like something more laid back, you don't even have to stay in the confines of what Blizzard Entertainment directly create to get something well worth your money...
Modifications
Modifications are a great way of getting something from Starcraft II, all free (as long as you have Starcraft II to begin with), and many of them will suit your needs for entertainment. Playing for myself I've seen a multitude of different mods which are all great in their own way. A few "genres" of these are:1) Fast-paced competitive fighting - A modification like Smashcraft is excellent, each player has a Hero to choose for a 3v3 Arena (with the option of Random), each with their own traits and as far as I know, all balanced. It's like a diet in this game - there's no bad foods, as they're only bad in a collective. If you pick the wrong team, you can expect to have difficulty destroying any opposers. There's also great music and the fan-service and a half of having the "Banelings Banelings Banelings Ohhh" parody song activated for roughly 3-5 seconds once you kill the last opposing hero with Banelings, which are only used by Misery as his Ultimate Attack.
2) DotA games - A game like Storm of the Imperial Sanctum is literally DotA, Protoss Forces and Zerg Offspring combat eachother evenly until 5 heroes per side join the fold. From there you can pick from many heroes, each, yet again with their own pro's and cons. The difference lies in Equipment and tactics. Having a couple heroes trap another to quickly kill or otherwise chase off the enemy will be beneficial, especially if murdered. Killing an enemy on this mod is very useful as a) it stops them making money when they defeat your forces and b) it gives you a nice bounty yourself.
Currency on this mod we'll just call SCPoints. The SCPoints are made by a tiny game-lasting trickle but you also earn the bulk of it by combating the enemy forces and killing enemy heroes. With SCPoints you buy equipment which incredibly empower your unique hero.
Other mods could be Star Battle, which isn't driven by Lanes, is a 6v6 and is much more straightfoward in terms of "classes", having only 6 types and strategic placement.
3) Damn relaxing games - StarJeweled, a remodel of Bejeweled which is developed by Blizzard is simple, but fun and actually pressuring. Points gained by completing the simple objective of StarJeweled are spent on units to aid in attacking the enemy. Units have counters on this, but sometimes if you're quick enough that doesn't matter. Speed is key, and strategy may not be so generous as in other situations.
There are many more modifications in Starcraft II, many of which much of the playerbase hasn't played. The games mods themselves are worth the $49.99 on Amazon (which translates to "A bloody nice deal" in £), and the Editor is exceptional for making these mods. If you wish to try the Editor, fight competitively or just relax with friends defending a stupid outpost from an onslaught of vicious monsters, it's your choice.
Summary
There are no complaints about this game. The gameplay is balanced, the mods are amazing, the graphics itself is truly breath-taking and the story, especially at the end, is inspiring. If you still doubt this game, then YouTube has a large host of videos based on competitive gaming in Starcraft II, which may help you decide. And that's just the normal game!