A perfectly engineered RTS experience
Starcraft was the first game that I purchased. I remember randomly selecting it from a shelf not even knowing that it was an RTS game. What I found was a very solid RTS experience, but not necessarily one that I fell in love with. 12 years have passed and I've finally gotten to play Starcraft's sequel. In this second instance, it may be love indeed.
From the outset it is clear that the core game play mechanics of Starcraft have not been altered in this sequel. Instead of holding the game back, I believe that this is to SC2s advantage, as every over aspect of the game has received a level of polish, detail, and love unlike any game I've seen in the RTS genre. Every feature is well thought out and polished, sometimes beyond one could even imagine to expect in terms of utility and ease of use. It's as if every aspect of the game has been engineered for the player's maximum enjoyment. Even the end credits come with a fast forward button!
The largest changes and enhancement of SC2 over SC come in the layout and presentation of the campaign. Instead of a sequence of similar mission with the odd cut-scene, SC2 presents the finest RTS campaign I've played. Each mission feels distinct by introducing new units and game-play concepts, and then integrating these units and concepts exceptionally well within the objectives and story of the current mission. In addition, each mission earns cash and resource points that can be spent to customize your army. The light RPG elements add a strategic element to the frenetic pace of SC2s gameplay, which along with branching story-arcs, go a long way to modernize the Wings of Liberty campaign.
The story-telling between missions is exceptional for any game type, with some of the best pre-rendered and in-engine cut-scenes to date. The presentation of alcohol and cigarettes deserve a special note, as SC2 is the first time I've seen these elements represented in a game without appearing laughable, as they've done as recently as Mass Effect 2. The facial animations are on-par with the likes of Uncharted 2, and light-years ahead of other RTS games in their ability to convey believable emotions. We've come a long way since the sprite-loop mission briefings of SC2s predecessor.
SC2 multi-player is not for everyone, as there is a seasoned,and brutal on-line community that has carried over from SC1, just waiting to humiliate you. This says a lot for the legs of Starcraft multi-player, and SC2 adds a series of features that ensure its multi-player viability in the age of "perks". Foremost of the mutli-player features is a league system, that groups players of similar skill. As with all such systems, SC2 is not immune to presenting unfair matches or unfair situations arising from player behaviour, but the system is a significant attempt on the behalf of the developer to present meaningful multi-player game play for players across the skill-spectrum.
Starcraft 2 has many other features to discuss, and as mentioned previously, each one of them is honed to near-perfection. That perception of perfection will however depend on your disposition to the RTS genre. I myself had grown quite jaded toward RTS games. My first impression was that SC2 would not be different enough to change this perception. Every other aspect of SC2 is so masterfully crafted, however, that one cannot help to give the old RTS formula another go. Upon doing so, I discovered that I wasn't done with this type of game after all, and when I need my fix, I'll turn to Starcraft 2.