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StarCraft 2 Early Post-Release Impressions

Jason

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<strong>[ Review ]</strong>

While reviews are still in the works, some sites are dribbling out their early impressions of <strong>StarCraft 2</strong>.

<a href="http://pc.ign.com/articles/110/1109117p1.html" target="_blank">IGN</a>
<blockquote>The most interesting parts so far are missions where you're forced to make a choice. When you near the end of a major character's mission arc, you'll be asked whether you want to side with them or an opposing faction for the final mission. I won't say what happens, but will say that depending on what you choose, the mission and outcome will be drastically altered, and cut-scenes and voice over will support either decision (again, insane production value). If you're obsessive like me, you'll want to make a save before inputting a choice of who to side with just to see how things differ.
</blockquote><a href="http://fidgit.com/archives/2010/07/starcraft_ii_night_of_the_livi.php" target="_blank">Fidgit</a>
<blockquote>But the point is that it uses the zombie concept in the context of a day/night cycle. At night, zombies stream out of buildings and shamble towards your base en masse. You, of course, have a few choke points defended with bunkers and flamethrowers (protip: be sure to post a Medic and SCV for healing and repairs). During the day, the sun burns the zombies away, at which point you need to wipe out as many of their buildings as you can, ideally with fast moving units that shoot fire. Oh, hello there, Hellion introductory mission! As night falls, you skedaddle back to the safety of your base. And I don't want to spoil anything, but it wouldn't be a zombie siege unless something went wrong with the defensive perimeter.
</blockquote><a href="http://www.shacknews.com/onearticle.x/64925" target="_blank">Shack News</a>
<blockquote>In StarCraft II, however, a player must constantly jump between his or her army and base. In fact, in most cases, watching battles play out is usually less effective than letting the unit AI handle the job and instead using the mental energy to build a new barracks or queue up some reinforcements. There's a push and shove to StarCraft II and games like it; one mistake can lead to instant defeat. If a sneaky Zerg player manages to get flying Mutalisks out, while his Terran opponent focused on ground-attacking Marauders, it's probably game over. Instead of attacking the Terran's units or structures, the Zerg merely has to kill as many resource-gathering workers as possible. With the economic advantage thereby secured, victory becomes all but assured.
</blockquote>
 
Self-Ejected

Ulminati

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Jason said:
Shack News
In StarCraft II, however, a player must constantly jump between his or her army and base. In fact, in most cases, watching battles play out is usually less effective than letting the unit AI handle the job and instead using the mental energy to build a new barracks or queue up some reinforcements.

Noob reviewer s noob. Learn2micro
 

Konjad

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Ulminati said:
Jason said:
Shack News
In StarCraft II, however, a player must constantly jump between his or her army and base. In fact, in most cases, watching battles play out is usually less effective than letting the unit AI handle the job and instead using the mental energy to build a new barracks or queue up some reinforcements.

Noob reviewer s noob. Learn2micro

True, whan an idiot lets AI to command his army in battle?
 

Zeros

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Feb 27, 2008
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Yeah. My impression is that micromanaging focus fire is the baseline for SC2 combat, at least against stuff tougher than a zergling.

The campaign was fun and at least mildly varied, as well.
 

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