Reviews / previews
What makes a good game good? I suppose, in a way,
this is what the reviews section is all about (along
with what makes an awful game awful). But in the
case of Blizzard's Starcraft-a very good, if outwardly
rather conventional game-the question seems
particularly apt. Why has a game that doesn't feature
any significant advances or innovations kept me
fastened to the computer for hours on end?
I suspect it's partly the
very lack of those
"advances." By virtue of
simple, solid gameplay,
Starcraft has managed to
rise above a predictable
approach and
been-there-done-that
mechanics, and the final product (much like Warcraft
II in 1995) seems fresh and new. This feel is one of
the things worth waiting for.
It doesn't look all that new. Starcraft is still essentially
in ye olde 2D. It's Warcraft II in space (and on planets
and occasionally inside large, confusing buildings).
The controls could be right out of that celebrated
fantasy strategy game-or out of any of the clones that
have sprouted like weeds in this overgrown genre.
Point, drag, click, and enjoy yourself.
You control Terran,
Zerg, or Protoss
forces in a series
of progressively
more difficult
campaigns
doingwell, pretty
much the standard
real-time strategy
sort of stuff. That
is, you collect minerals (blue crystals that amount to
Starcraft's version of Warcraft's forests) and capture
vented gases. These are the raw materials that enable
you to build and upgrade a series of structures which,
in turn, you use to feed the dogs of war. And, at length, you send the boys out
to beat upon the heads of your less-than-charitable neighbors (if they don't
come a-knockin' first). Not exactly a novel concept in April 1998.
So why aren't the scores up there in the corener higher?
Well, Starcraft manages to have a good deal of fun with its 1995 trappings.
Partly, it's because playing those three sides isn't like playing different-colored
versions of a single side thrice. While its structure remains similar from
campaign to campaign, the game's principals are very different creatures. The
Terrans, who've lost none of their native planet's ravenous hunger for
resources, have the ability to uproot their buildings and transplant them. The
Zerg, an insectoid bioweapon run amok,
can burrow beneath the surfaceand woe
betide the Terran units that wander into
their vicinity. And the old-timers in the
neighborhood, the psychic Protoss, can
perform what amounts to magic.
Another part of its success is pure pacing.
The designers let you into the game in a
careful, gradual manner, in which business
feels like fun and vice versa. By the time I'd
reached the fifth or sixth Terran mission-the
recommended starting campaign-and
started to struggle a bit, there was no turning back. I had been hooked by
experts.
It also helps that they've built the story-a battle over Terran colonies with not a
few twists and turns-tightly into the game. Yeah, yeah, every real-time
strategy game tells a story, I suppose. But while Starcraft is at its chattiest
during the intros to the 30 missions, the game proper isn't just build, battle,
build, battle, build. You'll find characters taking a break at key junctures to
reveal some new entanglement, and I felt as though they were talking to me.
That's always a pleasant feeling. I'm even getting to like the key Terran
character (one of the central players in the storyline). When was the last time
you could say that about a character in a strategy game?
Warcraft II made good use of
sound-remember the jolly, dumb replies
from the peasants?-and it's a plus here
too, even if some of the Terran factions
don't seem to like the sound of your
voice. Even when there's nothing much
happening, you'll hear the agreeable
sizzle of your SCV (the key Terran
construction tool) at work in the crystal
beds. The patter from your transport
pilots (and, occasionally, the music)
owes something to Alien, and I'm told
other sci-fi homages turn up elsewhere.
The graphics are fine. They've got a bit of Diablo's shadowy isometric thing
going for them. The 3D models used for the buildings are the best-looking I've
seen since Dark Colony, and the multiple stages they progress through while
under construction are realistic. The fuzzy fires from engines (which always
ignite when they get underway) are just the right touch, and the glorious
explosions don't look animated; they look like real-life miniatures.
The designers haven't made the mistakes their competitors did, either: they
haven't loaded the game down with little micromanagement features, for
example. Not to say Starcraft doesn't have neat little touches, but they haven't
taken over the game or been inserted at the expense of its essential
accessibility. The number of units-11 per side-isn't staggering compared to the
prolific Total Annihilation; but they're easy to master, and you'll use all of
them.
Finally, Blizzard has applied all the strengths of its earlier games to this new
one: free access to its dedicated Battle.net multiplayer system (where I
always found a fast game waiting); a bountiful campaign editor that should
give Starcraft the same long life that Warcraft has enjoyed; and a thorough
manual that's not required to get started, but which answered the few
questions I had. And I didn't find anything that looked remotely like a bug.
So all's well and good? Mostly. I don't know quite what to say about the AI. I
like it, but I don't respect it. While I've seen it perform some perfectly timed
counterthrusts that took the steam right out of my assaults, I've also found the
enemy squandering its resources on small-scale frontal assaults and, on
occasion, ignoring targets in plain sight.
And then there's the 12-unit limit for group
commands. I imagine this was done to
prevent players from falling back on the tank
rush. If so, it's merely an inconvenience.
(You can get around the limit by assigning
separate groups to keystrokes.) AI and unit
design would be better answers to the tank
rush.
Finally, there's the look. Now,
conventionality isn't necessarily a strength,
and if Starcraft's designers erred, they erred on the side of the familiar. But in
the process, they've taught me patience with a genre I'd left for dead. A good
game isn't a cool new view or a list of slick features. It's a whole that-whatever
form it takes-somehow surpasses the sum of its parts.
In that respect, Starcraft is, unequivocally, a very good game.-- Peter Olafson / GamePro
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