For the record, I don’t think it’s worth reviewing games given
their contemporary world, instead opting to review a game based on my thoughts
as I play it – in the case of this StarCraft review, that means I’ll be looking
at it through the eyes of a gamer in 2013 instead of 1998. Sure, this approach means that my reviews
will lose something over time, as “timeless” features may become obsolete and
nostalgia fluctuations may give classics different spins, but I think it’s a
more honest approach. I can’t accurately
convey the excitement of engaging the Zerg swarms for the first time in the
late nineties, and no gamer will be able to experience that rush again given
the evolution of the industry in the last decade-and-a-half.
So, for better or worse, fair or not, here are my thoughts
on the original StarCraft on the eve of the release of Heart of the Swarm:
First the basics: StarCraft puts you in control of a
military outpost and tasks you with harvesting raw materials, developing
technology, and raising an army to crush your foes. It’s a real-time strategy (RTS) game, meaning
quick decisions and quicker reflexes are necessary to outsmart and outmaneuver
the opposition.
Through the campaign, you’ll control one of three species –
the cunning humans (the Terrans), the viscous swarms of the Zerg, or the
technologically superior Protoss. Each
race has its own strengths and weaknesses, giving different experiences and
requiring different strategies.
The single-player mode is divided into three parts, with one
10-mission campaign for each of the races.
Starting with the Terrans, you’ll learn the basics of each race and get
a chance to deal with each possible matchup.
Although the story of three campaigns are chronologically ordered, you
do have the option of jumping to the race you want to play and skipping the
other campaigns, if you want, which is definitely a nice feature.
These days, the StarCraft mythos is pretty complex, but only
a portion of that complexity is available in the original game. We see examples of political intrigue and
bitter enemies, but the majority of the game’s exposition happens in the first
act (the Terran campaign). There are
details about harsh political struggles within the Terran Dominion and how the
Terran leaders are dealing with the sudden arrival of two sentient (and
hostile) alien species, and we learn a lot about the StarCraft universe in
those first 10 missions.
In the other two campaigns, there’s a lot less detail and a
lot more repetition. We don’t learn as
much about the internal workings of the Protoss civilization or the Zerg
hierarchy, and what little we do hear happens several times. To make matters worse, there are hints at
some awesome backstory that is never explored.
The lack of detail in what are arguably the more interesting campaigns
is disappointing.
On the other hand, each of the campaigns has a
self-contained story arc. The later
campaigns build on the earlier ones, using the other campaigns’ events as a
backdrop for a new conflict, but each campaign focuses on a particular struggle
and follows it to its conclusion. It’s
great to be able to see the StarCraft universe from three different
perspectives, each with its own biases and goals, and the end result is some
knowledge of the inner workings of each of the races.
While the voice acting is pretty darned good (the script
isn’t always stellar, but it’s never really cringe-worthy, either), and some of
the sound effects are iconic, the graphical style hasn’t aged very well. Pre-rendered cutscenes are obviously very
dated, and although they’re not terrible, they’re not quite as good at
conveying the tone as they could be.
In-game graphics are similarly old-school, using blocky sprites and
jagged animations, but the graphical quality never affects the gameplay itself,
so it’s not a serious problem.
While the old graphical presentation may be the most obvious
flaw in the modern market, the most disappointing part of replaying a classic
like StarCraft is the dated gameplay.
While the basic mechanics are the same as any good RTS game these days
(even better than some), there are small features that really stick out as
frustrating in the modern gaming world.
First is the fact that you can only select 12 units at a
time. In many cases, you’ll need to
control 20 units or more simultaneously, which means that you’ll need to issue
many commands, quickly switching between small groups of units, as opposed to a
single command to one group as in modern RTS games. This system presents an awfully high
mechanical barrier for new players to overcome, encouraging strong defensive
tactics until you can build an army of your race’s most powerful unit instead
of making full use of the technology tree.
It’s frustrating to feel like the game’s control scheme is getting in
the way, and that definitely happens in StarCraft on occasion.
Second, the unit AI is downright silly at times. Pathing is generally terrible, such that
units will follow long, winding paths to reach their destinations instead of
the most direct route, and they will interact with each other in complicated
(and almost always sub-optimal) ways, like pacing back and forth behind other
units instead of moving around them to go forward. It can be a huge pain to deal with these
weird dances, particularly when one well-placed unit could mean the difference
between a successful battle and a humiliating defeat.
Interestingly, these control flaws have proven useful for
StarCraft as a really competitive game.
Truly skilled players can separate themselves from the rest by expertly
overcoming these control hurdles, making for an exciting spectator sport, but
it’s never good to alienate new players with clunky control schemes.
StarCraft also features an expansive custom game system,
allowing you to play deathmatches against computer-controlled opponents, to
challenge your friends online, or to play some silly user-made maps with custom
triggers. The map editor comes with the
game, giving creative gamers a chance to develop something fun for others to
enjoy. It’s a really cool system, and
the multiplayer gives the game a huge number of additional options, but the
online community is ever-dwindling as StarCraft loyalists move into StarCraft
II. Even so, the custom map features are
exceptional even by today’s standards.
StarCraft is one of the respectable elders of the gaming
world. The ideas contained within it
have spawned numerous imitators, so much so that its name is almost synonymous
with “real-time strategy game.” Even
though it’s growing ever closer to the age of consent, it’s still a fun,
challenging game with lots of options. Its
flaws may deter new players, though, so if you’re not already a fan of the RTS
genre or the StarCraft series specifically, you probably want to start with a
different title.
My Rating: 7/10 – good.
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