Saturday, February 20, 2010


The multiplayer beta for StarCraft II is in full swing, and I've been spending every bit of free time plugged into my Command Center. It's far too early to make any judgments about balance or get a reading on the eventual face of the revamped Battle.net interface, but the beta tell us many things regardless.

Cynical types would have you believe that StarCraft II is little more than a unit overhaul and a graphical refresh of the original game. While it's true that many core mechanics carry directly over to this sequel, once you dig past the top layer, the gameplay has several substantial differences.

The interface remains largely similar, but a few tweaks make a lot of difference. The twelve-unit selection cap is gone, making managing large forces less frustrating. Multiple buildings can be selected (and hot-keyed) at once, allowing for easier production management. Flying units have a small tracer displaying their relative position on the ground. Simple abilities can be set to auto-cast, à la Warcraft III. In sum, all the small changes bring StarCraft II up to modern RTS standards while retaining the small-scale micromanagement philosophy that defines the franchise.

The factions are even less symmetrical than they used to be, with their signature abilities further integrated into their play styles [see following pages for faction-specific breakdowns]. More units, more abilities, more counters, and new map features diversify the gameplay from match to match. It'll take some time to familiarize yourself with the dozens of strategies that each faction can employ. Add mixed-race teamwork, and the possibilities explode.

Also taking into consideration the Battle.net relaunch with its integrated social networking features and supposedly improved matchmaking, StarCraft II isn't doing anything to disappoint so far. Nevermind the delays; if the game improves as much for release as it has since the last time I saw it, the wait will be worth it and then some.


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