Sunday, March 31, 2013

Super Nerd Sunday Presents: Heart of the Swarm!



StarCraft 2’s expansion came out a while ago, and while I played through it within three days of its release, I only just now started to settle in with its multiplayer.  And while I’m a miserable, foul little child at actually beating back Zerg, Terran and/or other Protoss, the struggle to do so is compelling and I am, slowly but surely, working on getting better.  I’m nowhere near solid, or even adept, at present, but hey.  I’ve got lots of time to learn.

But I’m getting ahead of myself.  Heart of the Swarm exists now, as an artifact.  And since I write a blog about video games, at least sometimes, I’m required to speak without any actual authority as to how amazing StarCraft 2: Heart of the Swarm is.  And as a game, it really is something.  Just as StarCraft 2 was, just as Brood War and StarCraft the First were before it, StarCraft 2 is a spectacular game.  Well crafted, well balanced, resplendent with new doodads mixed with old doodads that make the experience of crafting a little space army oh so very much fun.

And when it comes to mashing those armies against other people’s armies, man.  It’s great.  The multiplayer, even when it involves me losing (as is the case more often than not) is fucking fantastic.  And when I lose, I always understand that it’s my fault and, in some vague sense, feel like I can improve myself.  I’ve never had a moment where I rolled my eyes and murmured “fuck this game” to myself after a particularly grueling loss.  Instead I’ve gritted my teeth and thought “okay, you know how that works now – time to play better.”

It’s a marvelous comment on how well designed StarCraft 2 is that a handful of minor changes can actually throw the game into such a new and interesting space.  Heart of the Swarm really does only add three or so units to each faction, along with some tweaks to how other units behave, but the function of those units is in many cases so distinct and game-changing that, by merit of their presence, Heart of the Swarm bears little resemblance to vanilla StarCraft 2.  Factions that previously played slow and steady can now rush about the map, devastating their adversaries.  Factions that lacked stalwart early game defenses can now find ways to briefly and devastatingly turbocharge their defenses.  Units that were previously worthless are now crucial, and units that once formed the backbone of a given army are now recast as support units.

My race of choice, Protoss, has undergone some particularly massive changes.  A sea change has occurred in the composition of their air force, which now allows them to conduct devastating hit and run attacks and construct early game air defense units that can do some devastating shit when they’re used correctly (or incorrectly for that matter).  A sluggish, often ancillary aspect of the Protoss has been reformed as a viable, potent tactical option that I now have to learn to both take advantage of, and defend myself again.  That most of this change comes from the implementation of one unit, the Protoss Oracle, is even more impressive.  A single weak, unconventional unit now allows the Protoss to field early game harassment that allows them to devastate their enemies mineral lines and ground based armies in skirmishes.  This one shift totally changes the entire dynamic of Protoss play, opening up new strategies, closing down others and presenting challenges to players that simply weren’t there before.

On the other hand, traditional tactics also work quite well too.  I’ve won most of my games to date by proxy pyloning into an enemy base and cannoning them down while simultaneously warp-gating in a small army of zealots and stalkers to thin out and push around enemy forces.  It’s a nice space to be in, a middle ground of old and new that a well crafted RTS expansion can use to totally alter play for the better.  It reminds me of the introduction of the Imperial Guard into Dawn of War 2: suddenly, play is forever changed, and if you want to be successful you have to learn to adapt without abandoning the fundamentals you spent so much time learning.

Of course, this comes with a bit of a twist: StarCraft 2 has a very StarCrafty single player campaign.  Blizzard has done their best to improve the overall single player experience by making it somewhat RPG-like in many ways, but they’re really not fooling anyone.  StarCraft 2: Heart of the Swarm is about building a bunch of units, pressing F2 and then attack-moving them across a map.  If you micromanage units, it gets easier, sure, and you’ll lose fewer units and finish the map faster, but you can ignore doing that just fine.  There are a handful of inspired levels where objectives function in interesting ways and play is limited in other interesting ways, but for the most part it’s all about attack moving, building up, and then attack moving again.  A “planet to planet” tactical map system is really just a branching mission selection system that only presents two branches at a time.  The upgrade system, which requires permanent choices to be made to determine which upgraded unit you receive, is decent and rooted in a set of well considered training missions that make the function of these upgraded units clear and give you a chance to fuck around with them, but the upgrades themselves are often conditionally useful.  Sure, sometimes I’m going to want my zerlings to leap across massive spaces, but sometimes it’ll be a lot more useful to just have a shitload of the little guys popping out every few minutes.  There’s no real reason not to let players change horses in midstream, spare for the sake of a pared down UI that focuses on spectacle and, in the end, doesn’t even really do that too well.

The real change on show is a leveling system for Kerrigan that allows players to determine just how she’ll grow from battered teen into god.  Since Kerrigan is at the core of every mission, it’s a nice twist, and it’s nice to be able to control a hero unit in a single-player campaign (something WarCraft 3 did right the first time).  And the abilities really do fundamentally alter play in interesting ways, ways that can be toyed with and teased out over time because these abilities, unlike the unit upgrades, can be swapped out between missions at will.  It’s a neat twist.

But it’s wrapped in a single player story filled with sound and fury and bad writing, a campaign that hardcore fans will find satisfying and anyone else will find bewildering.  It’s a classic example of bad writing in games which will be heralded as good writing, not because it’s good per sec, but because of the spectacle associated with each line of bad dialogue (and the exceedingly low standards we as gamers bring to the table when we engage with a story).  The between-mission cutscenes could be replaced with snippits of Korean music videos, and I’d be just as happy – scratch that, happier – as I am with what Blizzard has created now.  Single-player campaigns in RTSes can be done well, but Blizzard doesn’t seem interested in doing so, and really why should they be?  The single-player campaign is a sort of trainer for them.  It’s just a tool to get players familiar with how multiplayer should feel.

That’s an iffy prospect here, however.  There’s no real analog between the fast paced, rigorous and intellectual multi that Heart of the Swarm presents and the well-tread, plodding single player missions of attrition.  In multiplayer, games are won and lost through split second decisions and bold gambits.  In the campaign, they’re won by reloading to previous save states and moving to intercept that surprise wave of baddies a little sooner.

In the end, Heart of the Swarm is exactly what you’d expect: a polished, well thought out and developed expansion to StarCraft 2.  It’s not exceptional or amazing, it’s more or less the same game you’ve known and loved and yet, at the same time, it’s totally different.  At least when it comes to the multiplayer.


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