Weâve played one-third of one-third of StarCraft IIâs single-player campaign recently. Blizzard gave us a full day with the most recent playable build of the game, a seven-mission long journey through the Terranâs Wings of Liberty portion of the trilogy.
We took notes. Lots of notes. And in this post, the full no facts-barred details of our hands-on time with StarCraft II: Wings of Liberty are yours for the reading. While there wasnât much in the way of massive story revelations in what we playedâwe were just getting access to some of the Terran vehicles by the end of our demoâthere are some key characters that spoiler-phobic StarCraft fans may want to experience only for themselves.
Thatâs why thereâs this alternate spoiler-free post, packed with details on StarCraft II: Wings of Liberty, but short on plot points and proper names. Read on for our full, unfettered impressions and a blow-by-blow account of our time at Blizzard.
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Heâs the subject of that nightâs intergalactic newscast. Terran Emperor Mengsk is onscreen, lashing out at the rebellion against the ruling Terran Dominion, specifically the group of rebels that follows Raynor, known as Raynorâs Raiders.
In between Jimâs monologue and Mengskâs televised speech, the player can interact with portions of Joey Rayâs bar. Have a drink. Reflect on the previous Zerg war by clicking on the mounted Hydralisk skull. Or click on the nearby cork board, see a bit of history on the Terrans and Raynorâs Raiders.
That mechanic gives StarCraft IIâs single-player campaign a bit of an adventure game feel, even if most of what the game offers during these moments is atmosphere. These moments replace the talking head intermissions from the original StarCraft.
And thankfully, as these moments in Joey Rayâs and, later, on board the Battlecruiser Hyperion, make StarCraft II feel less like a cycle of missions and briefings, and something more interactive.
From the bar is where Raynor takes his first mission in StarCraft II, a small force attack called âLiberation Day.â
Raynor and his Raiders help to liberate a Mar Sara colony from the Dominionâs ruthless occupation. Leading a small band of Terran forces, your re-introduction to controlling a squad of Marines. Simple stuff, no resource gathering. All you really need to do is kill any Dominion soldiers in your path, taking out the propaganda âholoboardsâ looping Mengskâs occupation message, just for fun.
Of course, with the introduction of achievements to StarCraft II, there are other things to do. Some, like the âLiberatorâ achievement, reward you for simply finishing the mission. Others are a bit more challenging, like ensuring that not a single Mar Sara civilian dies, or finishing that mission on Hard and in under three minutes.
After finishing âLiberation Day,â youâll be rewarded with new techâaccess to train Marines at a Barracks. Most missions we played unlock something new, whether its the ability to train Marauders or build Bunkers. After the mission, youâll be reintroduced to Terran Marine Tychus Findlay who joins Jim at Joey Rayâs. He comes armed with a job, your second mission âThe Dig.â Youâll need cash to finance Raynorâs Raidersâ exploits, occasionally taking gigs that arenât just about taking potshots at the Dominion.
Findlayâs lined up a buyer for some alien artifacts, which youâll need to get to before the Dominion does. During âThe Digâ youâll get access to the Medic unitâthe same that was introduced in StarCraft: Brood Warâa unit that you wonât actually use during the gameâs multiplayer game. Thatâs not that uncommon, actually, as youâll have access to plenty of units, technology and buildings that didnât make the multiplayer cut.
Once Raynor and company have unearthed those artifacts, we learn that Tychusâ buyer is actually an organization called the Mobius Foundation. Itâs a legit scientific foundation that seems to have an interest in securing alien relics before the Dominion does. Tychus and Raynor have plenty of opportunity wax nostalgic at Joey Rayâs talking about the Mobius Foundation, the Zerg, the rebellion.
The voice acting and direction here is top notch, offering excellent morsels of background on the characters and the universe they live in. Blizzard does a good job in the gameâs first act of doling out a well written narrative, with Tychusâ current situationâhis involvement with the Mobius Foundation, why heâs still in that Terran Marine exosuitâshrouded in mystery.
Our next mission, âZero Hourâ is a familiar base defense chapter. Help Raynor and crew survive a Zerg invasion, holding out for 20 minutes until help arrives in the form of the Battlecruise Hyperion and ship commander Matt Horner. The mission is relatively simple, just defend a few choke pointsâyouâll get access to Bunkers hereâwhile watching out for Zerg air drops and the occasional Mutalisk squad.
The game trades Joey Rayâs for the Hyperion after the completion of âZero Hour,â giving Raynor access to the Battlecruiserâs bridge, armory, lab and cantina.
The bridge is where youâll interact with Horner. Raynor will be able to view mission briefings and have the option to solicit freelance work. Someoneâs gotta pay for Raynorâs army and the technology upgrades necessary to fend off the new Zerg invasion, so the Hyperion crew does some jobs just for cash.
Thatâs where the armory comes into play. With enough cashâand the help of the dwarf-life Swannâyouâll be able to add new unit types to the Raidersâ rebel forces as well as upgrade their capabilities. In the armory, youâll be able to buy tech upgrades for infantry, base structures, vehicles, star ships, and beyond.
One of those options includes the option to buy and upgrade units specific to the Dominion itself, alluding to some later game hijacking of Mengskâs own technology.
(For a list of every upgrade that we saw during our playthrough at Blizzard, refer to this post.)
https://lastchance.cc/starcraft-ii-the-unit-upgrades-that-make-single-player-5338582%3C/a%3E%3C/p%3E
We wouldnât know. Those mission were locked out of our demo. All we could do in the lab was chat with the pimply faced scientist Stetmann and review research objectives. These were just cash-in opportunities to learn more about Zerg evolution or Protoss shield technology. These side missions may offer some variety and an injection of funds, but we wonât know what theyâll look like for a while.
The last section of the ship, the cantina, is multi-faceted. Youâll be able to catch up on intergalactic news, chat with the NPC crew of the Hyperion, ogle holographic strippers, play gamesâthereâs an arcade cabinet in the back with a shoot âem up called The Lost Viking that will be playableâand hire mercenaries.
The mysterious Mr. Hill will be your merc agent, hiring special units that you can deploy once per mission.
Those mercs, which come at a cost, obviously, are somewhat like the hero units Blizzard introduced in Warcraft III. More powerful than your stock infantry unit, they can be deployed from the Merc Compound, deploying a small team of Marines, Marauders or Firebats. The Kel Morain Mercs, Hammer Securities and Devil Dogs are âeliteâ versions of the aforementioned units. These extra strength soldiers are good to have around, as they can help fortify a budding squadron.
Back at the bridge, we learn from Horner that the Zerg resurgence has spread, with casualties âin the billions.â A news broadcast shows blurry footage of Zerg overlady Kerrigan, with reporters saying âthe Queen of Blades is in fact leading the swarm.â
Raynor and Kerrigan have their first interaction in StarCraft II during the mission âTooth & Nail,â another Protoss relic hunting endeavor. Youâll battle a weakened Protoss force approaching from the south, preoccupied with a Zerg invasion from the north, while trying to steal their artifacts. Introduced in this mission are more uniquely single-player units. When trying to secure the relic, Raynorâs forces are attacked by a quartet of Stone Zealots, gargantuan statues brought to life to protect the prized artifact.
Itâs here that Kerrigan and Raynor exchange words, with the Zerg queen warning our hero that âTime is running out⊠for all of us.â
The reward for completing âTooth & Nailâ is two-fold. Raynor earns $80,000âthe Terrans still deal in dollars, it seemsâand gets the right to train Marauders, the heavily armored infantry units he experiments with during the mission.
The storyline tree splits here, as Raynor and the Hyperion crew have the option of taking missions of mercy and missions of material gain. Following âTooth & Nail,â two mission options are made available, âMining Your Own Businessâ and âThe Evacuation of Agria.â Since we had the option of access to multiple saves, we tried both.
âThe Evacuation of Agriaâ is fairly self explanatory. After receiving a distress call from Dr. Ariel Hansen, Raynor and crew sign up to escort a group of Agrian colonists through a Zerg infestation. That involves following a series of convoys full of helpless citizens. But the mission offers alternative goals as well, including the total elimination of all Zerg forces in the area and the successful harvesting of DNA from hidden chrysalises.
Since âThe Evacuation of Agriaâ is, as Tychus Findlay jeeringly calls it, a âhero mission,â it pays less than âMining Your Own Business.â But it gives the player access to Firebats and it welcomes a new addition to the Hyperion bridge, Dr. Hansen. What benefit she offers, we donât know, as we were only permitted to play a set number of missions.
So we reverted to an older save to play through the mining rescue mission. Itâs largely a harvest and defend mission. All Raynorâs Raiders are on the planet Red Stone III to do is mine the a set amount of high yield minerals, all the while defending against the occasional Zergling nuisance.
But âMining Your Own Businessâ has an environmental twist. The area has a rising tide of molten lava every few minutes. So itâs more like harvest, defend, retreat, rinse, and repeat until youâve pulled in enough minerals to make it worth the while of your employer, the dreadlocked Tosh. Heâll also ally with Raynor, should the contractual obligations be met.
The lava laden mission has a fun side quest, one that involves another single-player-only unit. To get the âRed Lobsterâ achievement, youâll need to kill the hidden Brutalisk by luring it into lava. I got lucky. The Brutalisk followed some of my SCVs into a valley, then decided to stay put on low ground for just a little too long. Oops.
The seventh and final mission we played, âOutbreak,â was similar in its retreat tactics. But itâs another âhero mission.â Dr. Hansen explains on the Hyperion bridge that the planet Meinhoff appears to have been afflicted with some sort of infestation. Everything, from Terran refugees to buildings has been infested by a Zerg infection. Our mission was to eliminate that infestation, destroying every infested building on the colony.
Meinhoffâs residents, now just infested colonists and infested Marines, will only attack Raynorâs forces at night. So, during the day, itâs build, research and destroy every Zerg infested structure. At night, the player must retreat, as hundreds of infested humans emerge from their hidden burrows, swarming the camp. Theyâre easy cannon fodder, should you have the right amount of Bunkers and Hellions, but their overwhelming when not forced to attack through a choke point.
Fortunately, some of the avenues into the camp are guarded by destructible rocks. Fine protection, but simple enough to break through should the Terrans need an out.
âOutbreakâ features the last single-player specific unit we saw, the Centaur, a massive mutated Terran-Zerg hybrid, structured like the mythical Greek beast, only with a thorny carapace and a lower half made of pincers. Blizzard reps said that units like the Centaur and Brutalisk were just fun extras that they wanted to include in the StarCraft II campaign, some of them units that might have been left on the multiplayer cutting room floor.
After playing through âOutbreak,â weâd racked up about 7 hours of play time with StarCraft II: Wings of Liberty, revisiting some missions on harder difficulties, some just to satisfy a completionist itch. Reaching that mark put us about a third of the way through the single-player campaign in terms of mission countâthere were 26 missions mentioned in the build we played.
But in terms of how that ultimately plays out in terms of what one can do in single-player, when including splitting story arcs, research missions in the lab and replaying levels on higher difficulty for extra achievements, remains to be seen. StarCraft IIâs single-player mode looks meaty, far more robust in terms of scope and presentation than what we were expecting.
StarCraft IIâs units and structures feel much more broad in their scope than what weâve seen in the gameâs multiplayer modeâall those upgrades would be nothing short of impossible to balance. Itâs clear that Blizzard is heavily investing in both single and multiplayer for Wings of Liberty. The storytelling in the Terran campaign is expert, with plenty to dig deep into should players want to hear every single word of spoken dialogue, through which bits and pieces of backstory are delivered.
The decision to split StarCraft II into three separate campaigns was, obviously, concerning. But the amount of content that Blizzard appears to be packing into the first third of that trilogy allays most of those concerns. Thereâs an incredible amount of game here.
Now we just want to see how theyâre going to do this for the Zerg. Do they even have bars?