Review: StarCraft and the Brood War Expansion Set
By: Kirk Hiner
writing as Jack Jose
- Genre: Real-Time Strategy
- Format: CD
- Developer:
Blizzard
Entertainment
- Publisher:
Blizzard
Entertainment
- Minimum Requirements: PowerPC, System 7.6,
16MB RAM, 640x480 display supporting 256 colors, 2X
CD-ROM (4X for cinematic cut-scenes), Brood War requires
Starcraft
- Network Feature: Yes
- 3Dfx Support: No
- Retail Price: $29.95 each
- Availability: Out Now
Okay, if Garth Brooks can pretend to be Chris Gaines,
then I can pretend to be Jack Jose. In fact, after I'm done
with this review, I'm going to emulate Garth even further by
playing baseball for the San Diego Padres. But until then...
"Doctor, I never liked mythology. I don't blame Mrs.
Marble...at least not entirely. It's just that I could never
get what it had to do with anything. Also, I've spent a lot
of time playing Starcraft lately instead of whatever it is I
should be doing. And while I'm confessing, I may as well
admit that I have watched a full episode of 'Touched By An
Angel.' "
"Why do you tell me this, Kirk Hiner writing as Jack
Jose? Are you ashamed of these things? I know I'd be."
To answer the good doctor, a little. I mean, doesn't
everybody like mythology? Yet no matter how it is presented,
I can't get as engaged as most. And so it was with the
mythological element of StarCraft. I couldn't pay much
attention to the framework story that surrounded the
battles. It was pointless, the kind of plot you get from
Pepsi commercials featuring a lip-synching second grader
between possessions of a Steelers vs. Browns football game.
Except that in the football game you are happy to have a
break between the carnage.
All this changed once I made it to the Brood War
Expansion Set, but I'll get to that later on. First,
Starcraft.
In this
real-time. futuristic war strategy game, each scenario has a
specific goal to be attained, generally in the form of "kill
_______ and keep _______ alive." Its primary attraction is
that for most of the campaigns you can determine the
composition of your force instead of merely being assigned
one. Paul Simon once romanticized that "There must be fifty
ways to leave your lover." Well, like love, we all dream of
war in our own way, and Starcraft provides plenty of choice.
You are generally given a command center into which you must
hoard resources, and from there you must build the
factories, barracks, starports, or other necessary buildings
to create your army. This additional level of strategizing
"above" the battle is engaging, and prompted me once to make
a new plan, Stan, replaying a level in which I had been
successful, not something I normally do in these long games.
Both the number and variety of units you can create is
large. In this way you can build to suit your own style of
war, whether you like to slip out the back, Jack, drop off
the key, Lee, or run a cloaked ghost in to target a nuclear
attack on their command station...uh...Nathan.
However, it is this amount of choice that also makes this
game difficult to master. It's not to be confused with Myth
or chess (a popular board game) where you learn the pieces
and the moves easily but spend the rest of your fascination
learning how to best apply those moves. Instead, the choice
is so broad that frequent pauses to consult the guide
interrupt much of what should be the most exciting play.
Additionally, the complexity increases as new abilities
arise deeper in the game, though the pace of these
"advancements" eventually slows. As you are learning these
new abilities and weapons, you also have to control the
production in a very hands-on way. In the barracks, for
instance, you can choose to create one of three "soldiers:"
a marine, a firebot, or a ghost. Each takes a different
amount of the two resources you continuously mine, but you
can only order the barracks to make up to five, in any order
and combination. When it has made those five it stops and
waits for your next order. I found that frustrating,
especially when I was engaged in a battle that was not very
close to the barracks, so I had to continually return and
order five more. This same complication arises for weapons
upgrades and the creation of ground and air weapons. It
seems minor, but it makes a drawn-out battle harder to win.
Additionally, the Myth player in me found the controls a
little less than intuitive, although that soon faded.
Looking at the full-board map in the lower left corner will
often help you determine just what it is that you are to
destroy when the directions are less than clear, and moving
the buildings closer to the action, which you can do
relatively easily, helps alleviate some of the production
concerns mentioned above. Like other group-combat games, it
seems that your troops never pick the right enemy to target,
and that some troops simply choose not to engage, even when
the soldier next to them is being shot. However, when they
battle without my command, they usually do well (unlike in
other strategy games such as Age of Empires). You can also
build your SCVs, the builders and miners, into positions
where they can't get out, but I don't consider this a
drawback. In fact, I found it oddly entertaining for the
first few scenarios.
With
that said, I remind you that I spent a lot of time playing
this game. Intelligent planning and mind-numbing destruction
makes a pretty well balanced combination. I recommend
reading the player's manual after a level or two, to firm up
your knowledge and better use your time within the next
scenario. Ignore the mythology and the new words beyond what
you need to know to fight each battle.
Until you get to the expansion set, that is.
Brood War is just what expansion sets should be: more of
the same with something different. The biggest difference is
that the story becomes entertaining, and darn near
pertinent. The opening cinematic is as engaging as any I
have seen, making me partial towards some characters that I
had only cared about in the past because I had to keep them
alive to complete a level. I will certainly never abandon a
marine again.
The new weapons at your disposal make it as much like a
new game as an expansion, although I still cannot escape the
feeling that I'm being manipulated by the story instead of
being the one manipulating events.
Notably different early on is the lack of visual help
given on the full-board map. And, as in the original, some
of the objectives are left to guesswork. But if you found
StarCraft engaging and were disappointed when your final
adventure drew to a close (instead of relieved that you
could finally put the disk back in the box to make room on
your desktop for your MacAddict disks), then this is worth
your time and money.
The whole StarCraft experience, through the original and
the Brood War Expansion set, is rich and visually
entertaining. It's a strategy game that works like a sim
game up close, and is engaging for both the alien bloodshed
and the strategy required. Blizzard has proven conclusively
with this and games like Diablo that they are a creative
force to be reckoned with. In fact, had Blizzard had Mrs.
Marble as their mythology teacher, I'm sure they would've
received at least a B; or, in other icons...
Applelinks Rating
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