Borrowing heavily from some other current RTS favorites, the campaign features a branching mission structure, with between-mission downtime available to purchase upgrades to troops and technologies. The campaign itself is laid out beautifully, with a wonderful assortment of well-balanced missions. Of course, nothing remains quiet for long, and soon Reynor finds himself pitted against old enemies and aided by loyal friends. Jim Reynor, hero of the previous title, finds himself hunted by the government of the recently-crowned Arcturus Mengsk. The Zerg have remained silent all the while, and the Protoss have likewise kept to themselves. Picking up four years after the Brood Wars, the Terrans have managed to settle into an uneasy calm. The plot propelling the game along isn't anything amazing, but the actual storytelling is top-notch. The first of a trilogy of titles, Wings of Liberty chooses to focus almost exclusively on the Terran forces for their single-player campaign. Some may quibble that there's really nothing new with Wings of Liberty, which is an honest assessment, but once players drop back into that familiar world most of those concerns will melt away. But Blizzard unashamedly took all the best in current RTS trends and knitted them seamlessly into the StarCraft title, and somehow made it feel like almost no time had passed in between. Granted, when compared to many modern-day RTS games, the original StarCraft looks a little worn around the cuffs. It may seem that I'm gushing with over-the-top cheese, but that's merely because Blizzard managed to bring all the nostalgia-tinged StarCraft-iness roaring back onto my screen, without missing a beat. StarCraft II: Wings of Liberty is a finely-tuned, beautifully-polished work that brings the classic franchise to the 21st century. And that latter course is exactly what Blizzard chose. Or one could embrace the "if it ain't broke" ideal, lovingly re-creating the feel of the original in an updated format. One could blaze new trails, pushing the envelope in terms of what is expected and accepted in a game, hoping to score with ingenuity and inventiveness. Blizzard seems to love this aspect, but honestly, it gets extremely tedious to constantly rebuild the workers, as well as find ways to defend your worker line, while also having a huge need to even out the worker kills.So what does one do when making a sequel to what is arguably the most-played RTS in the world? I'm sure that was one of the largest burning questions running through Blizzard developers minds when designing the inevitable successor to the King of Real-time Space Strategy. The competitive play ends up placing an excessive focus on this. There are so many ways that it ends up being fairly easy to use cheese (use cheap tactics) to win games this way. StarCraft II extravagantly increases the importance of workers, as well as increases the myriad of ways to go about this worker harass. With this in mind, it's a good strategy to destroy your opponent's workers, in order to drastically slow the production of their units and halt the advancement of their civilization. Players build dozens of worker units to gather minerals and gas as the resources used for the production of everything. The economic macro aspect of StarCraft is one of the biggest factors in deciding a match. Read on for some of the many ways the game has improved, as well as popular criticisms of its changes, particularly between StarCraft I and II. With its sequel and handful of expansions, many players actually debate as to whether StarCraft has changed for the better or the worse. Over almost two decades, a plethora of changes have graced our favorite RTS. Despite this (or in light of this) arguably, some of the most amazingly impressive professional plays of all time were in StarCraft games. Players have to multitask between maximizing the micro play of their units, while also continuing to amass more units. This is because the gameplay is so demanding. StarCraft has become a huge sensation, particularly for professional gaming culture. They amass resources to build structures, research developments, and build up an army of soldiers to crush the opposing player. In a typical game, players control one of three races: the human Terrans, the technologically-advanced Protoss, or the rabid swarm of the Zerg. First released in 1998, StarCraft is one of the most memorable real-time strategy franchises in video game history.
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