New Details For StarCraft 2's Zerg
Blizzard had a playable demo of StarCraft 2 running at Leipzig, and Kotaku's Michael McWhertor had a chance to sit down and spend some time playing the Zerg. The Zerg weren't available in previous demos; the Protoss and Terran campaigns were showcased earlier. GameSpy took the opportunity to interview two Blizzard employees about what people can expect from the game. Gameplay footage is also available which shows a Terran vs. Zerg battle. Blizzard PR rep Bob Colayco had this to say:
"One thing that's new, as you go through the campaign... you know, normally in RTS games how they start you off with a couple of units and then it's like, 'Okay, two missions later we're going to give you tanks...' One of the things we're looking at doing with StarCraft II's campaign is putting the choice more in the players' hands. So maybe you like dealing more with infantry? You can purchase those upgrades and make your marines and other infantry stronger. Or else you'll save up the credits you get from the missions to get tanks sooner than you normally could."
For what they did to Kerrigan.
But when will SC2 be released? will it be another SC: Nova?
Tyranids Zerg.
I love South Korean Starcraft competitions. They really know their stuff. Hopefully Starcraft 2 will be accepted by them. Hopefully it'll be as fast-paced as the first.
For what he did to Kerrigan.
What's the rush??!?!
Well, back to rejecting software patent applications.
...is in lower resolution than the actual original game, and then made worse by crappy encoding. You'd get a better idea for the game by firing up starcraft 1 than trying to watch this.
1) Send Overlords to scout for enemy bases.
2) Crank out Zerglings as fast as you can.
3) ???
4) Profit!
If I could change the resolution on good old StarCraft, I'd be very happy.
I don't want a 3d look. It seems to make things harder to see and it's a waste of processor power. I just want to be able to see more of the map on the StarCraft I have.
Howabout making a StarCraft 1.9? Blizzard could do that for almost nothing, compared to this new release, and people like me would mail in the checks to get it.
I could see there was a Zerg base and the player was building some Zerg stuff (could barely see what it was). Then some grey blobs came in and pointed some yellow flashing triangles and then the player played poorly, made some Zerg that ate only some of the marines. Then something happend and some tanks came. I couldn't watch anymore because my eyesight was going from trying to focus on the blurry video.
Here it looked like this:
"OOO {iii"
And now you've seen the crummy movie.
Mod Parent up!!!
Make sure everyone's vote counts: Verified Voting
***Chirp*** "Nuclear Launch Detected"
The video looks great (the High Def one that AC linked for us). But I worry about what the content from TFS. The reason that Starcraft didn't give you tanks until a few levels in, was so you could learn just a few new things each level. The first 3 levels of every game as complicated as Starcraft should be learning. Even if you've played dozens of RTS before, including Starcraft, you're still going to have to learn the new units, upgrades, and controls.
It looks like Blizzard is going for the "RPG" element too, like Warcraft III and Battle for Wesnoth. I hope it isn't too bad. I really liked how I could beat a level of Starcraft, or Age of Empires, etc, and not worry about not being strong enough for the next level because I didn't beat the previous levels efficiently enough.
Write your own Choose Your Own Adventure. http://www.freegameengines.org/gamebook-engine/
6pool
I doubt this is ever a real problem in Warcraft 3 / TFT. Not once did I ever feel the need to replay a level simply so my hero could get more powerful. Unless you intentionally avoid using them they get plenty powerful enough even through casual use. If you actually got stuck as a result of this then I would question what tactics (if any) you had outside of hero use.
Fear is the mind killer.
excuse me but age of empires and similar games dont have nothing to do with rts. they are basically "Whomever builds the baddest, fastest unit the most and sends them over, wins". there are small variation in tactics you can do, because every unit has an anti unit, but its nothing like starcraft. also the races, faction units are almost all the same, with only 2-3 different in 15 unit selections. they are basically the same.
in starcraft you have 3 different races with TOTALLY different units all having totally different abilities.
no unit has a clear anti unit. there are many different units that can stand against and be an anti unit of a particular unit because of their different abilities.
and this makes the game an infinite variation of strategy. there are countless ways to win a matchup. you can go mass production, but if your opponent has good micro (management, meaning using units very effectively individually) and uses very little number of units and their abilities perfectly, you are totally screwed.
no sir, either you dont know zit about strategy, or havent really played starcraft by giving its due.
Read radical news here
It is great to have a demo with the tyranids, Sure the eldar and space marine demos were fine but everyone loves the tyranids.
I really love the new spacemarine character Lemon Roos leader of the Astral Coyotes division!
I wish all game companies could have the creativity and generate the original content that Blizzard does.
What, like Rise of Nations: Rise of Legends? Woopie do.
So you've got an entire corps of ghosts -- super-intelligent, psionic assassins with a mortality rate of probably 50% and 80% when they go out to do nuke spotting... and nobody ever realized that if you are firing nuclear weapons, you don't really *need* laser-precision accuracy? Because they're, you know, nuclear weapons? What's the worst thing that happens, you overshoot the ultralisk by 50 yards and only burn it to ash instead of annihilating it on a subatomic level?
"Smart" bombs, indeed.
Help poke pirates in the eyepatch, arr.
I play quite a bit of Warcraft 3, and there is *plenty* of strategy as well as tactics. Your opponent won't get the chance to crank out "bigger and faster" if you go with a resource starvation strategy, for example.
Xenon, where's my money? -Borno
"excuse me but age of empires and similar games dont have nothing to do with rts." -> "excuse me but age of empires and similar games have to do with rts."
Indeed. The ability of a person to react quickly and manage soldiers well on the battlefield is a measure of their tactical skill, not strategic skill/vision.
Oddly, in a RTS, effective tactics is the key to victory, unlike in games that require a lot of strategic thinking (like the civilization series). More strategy can be put into these games if some technologies, when researched, preclude access to other technologies or a more advanced tech structure (but with their own benefits). Also, just having a way larger tech tree (like in empire earth) can also make a game more strategic. Though, as an RTS becomes more complex in those ways, the manageability factor eventually would become so large that one would have to go to a turn-based system much like civ.
Kek?
How much is your data worth? Back it up now.
But they include a nice campaign with cinematics for us old timers.
What was with the video? I mean, play the hardest core music you can find and it is still just some terrans invading a barely formed zerg base. You could have seen the same thing in first Starcraft. Just think they could have come up with something a little more compelling than that.
Support a great indie game: http://www.abaddon360.com
I only played a few levels of Warcraft III, and don't really know the details of how heroes work. I've played a lot of Battle for Wesnoth, however, and don't really like how characters and gold follow you through the levels. I'm pretty good at Battle for Wesnoth, and can do the campaigns just fine, but I don't like to, for the reasons I mentioned above. It's more of a "piece of mind" thing.
Additionally, the only way that you can beat a game like that without having to redo levels is if the game is too easy in the first place. A challenging game, by definition, wouldn't have a lot of breathing room, so the "mistakes follow you around" gaming method would cause too many problems unless you kept your mistakes to the absolute minimum, which would entail playing levels multiple times.
Write your own Choose Your Own Adventure. http://www.freegameengines.org/gamebook-engine/
I've always wanted to be able to customize the units' AI. Imagine using an interface like Yahoo pipes or Quartz Composer for example, to make the damn ghosts cloak when attacked.
I think it could be very positive for the game, and, it could teach the youngsters a lot about logic an programming.
Actually, it's just the single letter (the equivalent of "k"), but Koreans add a long e sound to the end of single consonants (kee, pee, see). I think the kee kee kee sound is supposed to be kind of a chuckle.
Put identity in the browser.
... but the Germans used to aim rockets with a map, a coordinate system, and a bit of high school mathematics. I'm guessing that math still works, even on orbital platforms.
Help poke pirates in the eyepatch, arr.
Try company of heroes. While it is realtime, clicking fast is not the way to win the game.
It got 3 features I really like:
1: Cover: Hiding behind a wall i a good thing, and units will in general use cover is if it close to their current position and they are fighting. (unit control is squad based, with a squad consisting of up to 6 men).
2: Direction - Some weapons such as machine gun, and anti-tank guns have a limited "field of fire" Which mean that they can only fire in a specific :}
direction. And to turn them around, take quite some time. (Enough that if you attack, a mg emplacement from the back, it can't turn around, before it is dead. This mean that flanking and so on, become very importent. (Remember to cover the flank with a tank
3: Infantry units can be pinned down. So if you attack an mg direct on, it does not really matter how many squads of infantry you have, because they will all cast them self down on the ground for cover and move very slowly only. This mean that you can create 'fields of control' where you know the enemy infantry can't really attack over.
Resources in the game are spread around the map like in dawn of war, so there are control points you need to touch, in order to get the resources).
So the way to win, is to get control of most of the map, fortify the land so when the enemy attack he will die :}
Very fun (And it almost works in linux with wine. So close..)