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Starcraft
Expansion: Brood War
Requires
Full Version of Starcraft
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Summary
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Pros:
Exciting new single player campaigns. Enhanced computer AI.
New units. New sounds and music. Higher level of strategy and
tactics.
Cons: Not enough movies,
no spawning.
Overall:
9.3
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I must admit that when I first got Starcraft:
Brood War, I had been anticipating the game for quite a while.
There was a certain « hype » about the game that I
hadn’t seen in the RTS (real-time strategy) community since the
original Starcraft had hit the shelves in April. The hype was
definitely there but I remained sceptic. Could Blizzard
Entertainment release an expansion that would be up to their quality
standards? Well, the answer is a resounding « YES ».
Everything about Starcraft: Brood
War proves that Blizzard still is a top-notch game
designer/producer. Other Starcraft add-ons such as Insurrection
or Stellar Forces hadn’t done the game justice
at all. It almost seemed as if though a bunch of college buddies had
got together, had a few beers and said: "Hey! Let’s make some
maps"! Although Brood War does include
hundreds of new maps and three new single player campaigns, it is
more than just a simple expansion set: it’s an evolution.
The
plot continues where Starcraft left off. The Protoss forces
are left in ruins and forced to rebuild. The Terrans with internal
problems of their own have enough to deal with, let alone the Zerg.
And the Zerg, with Kerrigan the self-proclaimed "bitch queen of
the universe", are left to regroup. Kerrigan bent on conquering
every species she encounters, causes many a head ache for the Terran
Dominion and Protoss Conclave through cunning and tricky
manipulations. The story will have riveted to your seat till the end
each scenario.
However, what everyone was so eagerly
anticipating were the new units included in the expansion. Six new
units in all and one that was only present in the Starcraft
single player campaigns (the Protoss Dark Templar). While the Terran
Medic and Valkyrie come to the aid of the Terran Dominion, the
Protoss Corsair and Dark Archon (it is merged form 2 Dark Templar)
support the forces of Aiur. As for the Zerg, the Lurker and the
Devourer complement an already powerful force. These new units are
the heart and soul of the new expansion. Once you have played it,
why would you want to play the original? Besides, you would be
missing out on all the new action!
The new units, in essence, are
basically all "support" units. Hence,
it is unlikely that a tactic using only one of the new units will
pay off Vs a moderately skilled to above average player. Don’t get
me wrong however, the new units change the game dramatically.
Personally, I find that the most useful new unit is the Terran
Medic. The medic brings the Terran infantry to new levels. In
regular Starcraft, marines and firebats (ghosts also), would take
damage without ever being able to recuperate. The Protoss’ shields
would recharge and the Zerg would simply regenerate themselves. With
the advent of the medic, the Terran infantry is a force to reckon
with. Abundant use of the new medic’s healing abilities combined
with Firebat/Marine stimpacks can be deadly in the early to mid-game
against all three races. The medics force the other opponents to go
up the tech-tree. Getting templars or reavers is necessary for the
Protoss and the Zerg are either forced to put up sunkens en-masse
in their base or go for lurkers.
The other new units are also very
deadly when your adversary has done insufficient scouting. As for
the Protoss, dark templars are especially nasty versus Terran
opponents and to some extent Protoss opponents. Since Dark templars
are permanently cloaked, it is essential to get detectors rather
early. Since detection is one of the Terran’s main weaknesses,
DT’s are especially potent vs them. Protoss are also given the
possiblilty to merge two Dark Templars into one Dark Archon. This
new unit has the ability to mind control opposing units. This
ability has been the subject of a lot of controversy throughout the
beta testing stages. In
my opinion, the ability to mind control an opposing unit is rather
overrated in that it probably wont change the outcome of a game all
that dramatically. As mentionned earlier, the zerg lurker has the
ability to litterally rip to shreds the terran infantry. The lurker
burrows under the ground, and hence goes undetected, by the terran
infantry. If the units approach to close, the lurker throws out a
series of underground spines in a straight line which strike all in
their path. Since each attack from these spines deals 40 damage and
a terran marine has only 40 hitpoints, it takes only 2 shots to kill
a tight bunch or marines by 1 lurker.
As for the air battle, Blizzard
seemed to really turn up the volume. All three races have a new air
unit. Terrans have the valkyrie, who shoots out a series of halo
rockets. The Protoss have the corsair who, in addition to dealing a
splash damage attack, has the ability to cast Disruption web on
opposing structures and units, hence cancelling their ability to
attack. As for the zerg, the Devourer is mutated from a Mutalisk in
the same fashion a guardian is. The Devourer has the distinct
caracteristic of shooting acid spores onto opposing air units which
have the effect of reducing their armor and attack rate to a
ridiculous pace. One thing about the new air units is that they all
can only shoot in the air, leading into ferocious air battles on
island maps such as Dire Straights or Island Hop.
One aspect about the game that
Blizzard has always considered paramount is the play balance between
the races. Having
three distinct races like those in Starcraft was a very
important challenge. Nonetheless, I believe that Blizzard has
succeeded in making Starcraft: Brood War
the uncontested leader in this generation of RTS games. The balance
is so tight between the three races that many players select the
random option for race before the game starts. To add to the
enhanced playability of the game is the very much-improved computer
AI for custom maps. I must admit that I was very much surprised in
my first altercation with the computer on the map showdown. The
computer was attacking incessantly and expanding like crazy. I
almost lost! (Well, maybe not... but it was a good challenge
nonetheless). Other than the new units, there are also the new tile
sets and sounds.
The tile sets are simply amazing.
Winter, desert and twilight are the new tile sets. The terrain is
much improved on these three new tile sets. Not only is their
aesthetic look very appealing but they’ve made them also much more
functional. The wider ramps and bridges make for a less clumsy unit
movement. God
knows how many times of freaked out when I needed to get units to an
important battle and saw them wander about behind these very same
bridges and ramps. As for the sounds, the new units have great new
sounds and funny little comments. The Dark Archon has a tough time
speaking however : you would swear he has some sort of foreign
object caught in his throat My personal favourite has to be the
medic. Pretty sexy! Without giving too much away, lets just say that
the Terran medic (a she by the way) says a few things that suggest
you should not put her alone with a marine in a bunker.
All in all, the multi-player aspect
is beyond reproach given that Blizzard is constantly trying to
improve its balance and playability sides. The single player
campaign is filled with action and the cut scenes complement the
story line beautifully. The only thing missing is probably the lack
of videos between the levels. There are only three new videos; one
at the end of each campaign if you exclude the intro movie. However,
the quality of these videos will leave your jaw hanging. Hence, if
you loved the original Starcraft or even if you just play
it occasionally the Brood War expansion is a must.
Reviewed
by Jeff
"Toothpaste" Hattem
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