In a continuation of yesterday's post, "Starcraft II: Savior of a Genre?" I'm going to consider whether there are going to be any more Starcraft games after the current stint is over. Remember, they are already dedicated to making two more, full-length games, Heart of the Swarm with the Zerg campaign, and Legacy of the Void with the Protoss campaign.
(Plus, this is going to be a ridiculously comprehensive overview of both the original Starcraft and Brood War, and Warcraft III: Reign of Chaos, and its expansion, The Frozen Throne.)
You may ask why Blizzard would even consider ending such a widely-respected franchise with so many fans and so much of a tradition. You might think that they would turn it into an MMO, like they did with Warcraft. Okay, I admit that is a possibility, but I doubt it. Starcraft is the RTS, and fans everywhere would cry out in outrage if the series turned from its RTS roots. (Note: Starcraft: Ghost, the abandoned Gamecube project, doesn't count because it wasn't a direct continuation of the series, like Halo Wars in reverse.)
Two games isn't that much, you say? I say that you must consider how much time the franchise will eventually take up (at least 15 or 16 years, I'd say), and how big these games are. Starcraft, and the expansion Brood War, both came out in 1998, eight months apart. Both games had campaigns for all three races, with 8-10 missions each, coming out to a total of 56 missions.
I don't have any actual numbers, but Wings of Liberty has at least enough for one of these campaigns, and probably quite a few more. That's not even counting all the additions to the game, like the new Battle.net, the Hyperion home base, the new challenge modes, and the new branching campaign style, and probably many others that I missed.
That is only one of three. When this arc is done, I would fully expect Starcraft to have as much as more content as the Warcraft RTSes. (I'm not stupid enough to include WoW in any comparison of the sort!)
Also to be considered is the possible parallel to the Warcraft story. Ignoring the first two Warcraft games, which I don't have much experience with and aren't comparable to Starcraft anyway. (Two sides, with only slight differences, portrayed as good and evil.)
Essentially, Starcraft parallels with Warcraft III: Reign of Chaos, Brood War with The Frozen Throne, and the Starcraft II games will compare with World of Warcraft. You may not see the differences at first, but see as I go campaign-by-campaign with the first two.
Starcraft starts out with the Terran campaign, with the hero, Jim Raynor, helping your character (technically, you're a magistrate over Mar Sara that end up going on the run with Raynor) to protect the citizens of Mar Sara from the Zerg and, well, figure out what the heck the Zerg even are. Raynor runs into Arcturus Mengsk, leader of the Sons of Korhal resistance group, and his lieutenant, Sarah Kerrigan. Arcturus Mengsk sends them on a bunch of errands, supposedly discovering that the Confederacy created, or was at least using, the Zerg to destroy the Sons of Korhal. They end up luring the Zerg to the capital planet of Tarsonis, but Mengsk abandons Kerrigan on the surface, and she is captured. Mengsk becomes emperor of the new Terran Dominion (really cool coronation speech, btw.), and Raynor ends up forming the Raynor's Raiders resistance group. (I skipped a bunch of stuff, including an entire character, but he doesn't have a parallel in WCIII and it doesn't really matter)
Compare this to Warcraft III. Prince Arthas is trying to figure out the cause of the plague, and protect the citizens of Lordaeron, along with some help from a friend, Jaina Proudmoore. Jaina leaves, and Arthas goes on a vengeance trek to go kill the guy that was supposedly the instigator of the plague, Mal'ganis. Jaina abandons him after he kills a bunch of villagers to stop them from becoming Undead, and Arthas follows Mal'ganis to the icy continent of Northrend. He finds an old friend of his, Muradin Bronzebeard, who tells him a story of a enchanted sword, Frostmourne. (Honestly? Coolest weapon in ANY video game, possibly barring the Master Sword) He burns his ships and blames it on the mercenaries he had to use to do so, finds Frostmourne. The sword bears an inscription, warning Arthas and Muradin of a curse. Arthas says that he would "gladly bear any curse to save his homeland", and takes the sword, shattering the ice it is embedded in, a shard of which kills Muradin. Arthas then goes on a rampage and owns the undead protection Mal'ganis. Ner'zhul, the present Lich King, tells him through the sword to kill Mal'ganis, and Arthas does so. Then he goes back to Lordaeron, kills his father, the king (wow, that phrase sounds really cliche), assumes the throne, and the now his undead hordes annihilate the kingdom.
In both the Starcraft Zerg campaign and the Reign of Chaos Undead campaign, the bad guys (you) consolidate their forces while Arthas/Kerrigan grow in power (Technically Kerrigan has to hatch first. There's like 4 missions of protecting her at the beginnning.). The biggest difference is that the Protoss managed to slow the Zerg down by slaying one of the cerebrates using the energy of the Dark Templar, Zeratul. (Cerebrate: one of the commanders of the horde, resurrected when slain in battle by the Overmind which is.. well... the Overmind. The Gravemind from Halo reminds me of the Overmind, actually. Technically you are a cerebrate in the Zerg campaign. Oh, and Zeratul is awesome.) Somehow, the Overmind gets the location of the Protoss homeworld, Aiur ("My Life for Aiur!"), and the Zerg completely own it. Meanwhile in Azeroth (Back to WCIII), Arthas and company kill everyone on their part of the continent (I'm not kidding. You wipe out 2 kingdoms and one killer mage city in one campaign)
Now we go back to playing as the good guys. In the final campaign of the original Starcraft, you play as the Executor of the Protoss. You fight a defensive battle against the Zerg with your buddy, Praetor Fenix (another awesome dude. BTW, he starts out as just an infantry guy, but then he dies and comes back in this awesome mech thing. "I have returned!") You end up going to Char, the Zerg homeworld, to arrest Tassadar, the former executor who was basically fired for trying to save the Terrans from the Zerg instead of just bombarding the planets into glass. When you get back, the civil war is going badly because the Conclave (read: Parliament) sucks at fighting and you had much of the fleet. Tassadar tries to replace the conclave, but fails and surrenders. You bust him out, and then you attack the Overmind. The assault begins to falter (no matter how well YOU are doing on the mission...) and Tassadar kamikazes the Overmind with the flagship Gantrithor using both the Dark Templar energies and the energies of the Khalai (Protoss psionic powers) Zerg die spectacularly. Game over.
Back in the next Reign of Chaos campaign, the Orcs have left Azeroth and arrived on Kalimdor. Grom, one of the orc leaders, falls under the spell of one of the Pit Lords of the Burning Legion, Mannoroth, and Thrall, the chieftain, is forced to kill him, with the aid of the human mage Jaina Proudmoore. (Jaina ended up in Kalimdor when a prophet tells her Lordaeron is doomed) The orcs get kind of short thrift, mostly because they're just minding their own business building a new home. They don't even get a TFT campaign.
Now it's the Night Elves turn. They fight a desperate battle against the Burning Legion summoned by Archimonde. Tyrande Whisperwind, the High Priestess, has to awaken Malfurion Stormrage, essentially the high druid, and free Illidan Stormrage (yes, they're brothers. Nasty love triangle story way back in the beginning of the lore), a demon hunter who uses their own powers to slay them, but who was imprisoned because he couldn't give up magic. (It's really hard to talk about the Night Elves without bringing up thousands-year-old lore...) With the aid of Thrall and Jaina, they delay Archimonde from destroying the world tree until he can be destroyed. (It's complicated. Really neat mission, though.)
So, in short, good-guy (Kerrigan, Arthas) turns bad guy and all good guys (Raynor, Tassadar, Zeratul and Night Elves, Thrall, and Jaina) band together to kill big bad guy (Overmind, Archimonde), who was pretty much wiping the floor with good guys up until then.
Brood War and The Frozen Throne don't mesh quite so well, though. The stories are both REALLY messed up, with pretty much everyone (except the orcs, and they already did that, plus they don't have a true campaign in TFT) splitting into factions, people working with people they really have no business (well, they do. But Infested Kerrigan helping Raynor and the Protoss?), and Kerrigan and Arthas ending up supreme baddies over everyone.
In Brood War, the Protoss flee Aiur, going to the Dark Templar world of Shakuras. A bunch of Zerg inevitably followed. (Pesky things, they get everywhere!) Infested Kerrigan comes and requests help killing the new Overmind, explaining that it wasn't powerful enough to control her- yet. In return, she would help them recover two crystals, one of dark energy and one of light (Dark/High templar) that could be used to destroy the Zerg infesting Shakuras. They fail to destroy the Overmind to the intervention of a new human force, the UED (United Earth Directorate), but they still recover the crystals. Executor Aldaris tries to stop to stop the Dark Templar and Artanis, realizing that Kerrigan is manipulating them (Plus he still doesn't like the Dark Templar). Zeratul and Artanis (who effectively replaced Tassadar as resident High Templar) use the crystals, resulting in another spectacular planet Zerg-wiping explosion. (Actually, this was even bigger than the one that killed the Overmind, that's all the other one did. Poor Tassadar!)
(skip to 4:40 for cinematic)
In The Frozen Throne, a Night Elf warden, Maiev Shadowsong, chases Illidan around, trying to put him back in eternal jail. She ends up telling Malfurion Tyrande was dead, when she was only lost. Malfurion and Maiev, along with a Blood Elf (what's left of the elves of Lordaeron), Kael'thas Sunstrider, stop Illidan from using the Eye of Sargeras, which he was using to destroy Ice Crown and the Lich King (Still Ner'zhul, at this point. Plus there was the possible side effect of destroying the entire world.), but Maiev's lie is revealed, and Malfurion and Illidan go save Tyrande. Malfurion pardons Illidan, though he's still banished. Illidan leaves
Back in Starcraft land, the UED is trying to take over the Dominion. They work with the Confederacy remnants and make some progress, but they manage to anger both the Zerg and Protoss in the area. Mengsk's Dominion falls, though Kerrigan manages to convince Raynor to save him (what power she has over him...), and the UED fleet manages to capture and subdue the Overmind, despite a backstab by a Zerg-infested Samir Duran, thus gaining control of the Zerg.
We go back to Azeroth, where Kael'thas and his Blood Elves are being good Alliance citizens--until things go wrong and a racist Alliance knight imprisons them. They are saved by Lady Vashj and her Naga, and the two races go to save Illidan, who has managed to get into a royal mess in Outland, an alternate dimension originally known as Draenor, the former home of the orcs and still home of the Draenei. Illidan and Kael'thas enlist the Draenei and overturn the current lord of Outland, and Illidan thinks he is safe. Not so. The Burning Legion lord Kil'jaeden finds him, and sends him back to Azeroth to renew his attempt to wipe out the Lich King.
In the final Brood War campaign, Kerrigan is severely threatened by the now extremely poweful UED fleet and their Zerg horde. She manages to convince pretty much everyone else (Raynor and the Protoss) that the UED is the major threat. The alliance manages to slowly defeat the UED, but Kerrigan betrays the others with the aid of her agent, Samir Duran, and the Overmind is killed, thus making Kerrigan the leader of the entire swarm-- the self-stylized "Queen of Blades".
In the final TFT campaign (not counting the bonus one for the orcs), we go back to Lordaeron and the undead. The undead splinter into 3 factions: Arthas and Kel'thuzad, who were betrayed by the Dreadlords led by Nathrezim (who think that Archimonde is destroying Kalimdor), and the Forsaken led by Sylvanas Windrunner, a former elf that Arthas killed and resurrected as an undead in his campaign against the elves of Silvermoon. (These last are the ones you play as in WoW) Arthas flees to Northrend, slowly weakening (really annoying, btw. He levels backwards.) and summoned by the Lich King, and Sylvanas manages to gain the upper hand against the dreadlords, essentially gaining control of the Plaguelands. (What's left of Lordaeron)
Arthas meets the spider-race of Nerubians, and ends up fighting Illidan over the Lich King. Arthas wins, then goes up to the Frozen Throne and puts on the helmet of Ner'zhul-- thus becoming the Lich King himself. Oh, and Illidan isn't dead-- he goes back to Outland.
Definite parallels in this one as well, but not nearly as obvious as in the originals. The important part is that the final result is much alike: Good guys mostly victorious but battered, and the bad guys ready to start killing pretty much everyone.
The Warcraft saga is solved in WoW, with Illidan and Arthas being destroyed by your player character, although the undead survive. Logic says that we get a good ending with the SCII games, with Raynor and the Protoss playing the role of the PCs.
So, we have a definite parallel between the two franchises, and we can all agree that World of Warcraft is the end of the Warcraft story, right? So that means that this arc of Starcraft is the end.
Don't be sad, though. That's still a ton of content and story rolling our way in the next three, four years! A last little thing is parallels between the races and characters.
Character parallels:
Raynor=Arthas in the RoC human campaign, and PC in WoW. (protagonist)
Kerrigan=Arthas. (Kerrigan becomes Queen of Blades, Arthas becomes the Lich King)
Mengsk=Arthas (betray kingdom and become ruler)
Overmind: Ner'zhul, the original Lich King. (Original big bads, replaced by Kerrigan/Arthas) and Archimonde (big bads defeated by coalition of good guys--complete with awesome cinematic!)
Race parallels:
Terrans=Humans (giant DUH here)
Undead=Zerg (also easy)
Protoss=Night Elves, with a bit of Orc thrown in. (pushing it a bit)
The Protoss and the Night Elves don't quite fit together. The orcs take some of the Protoss roles, and the characters themselves don't translate well. If I had to, though, Tassadar would be Tyrandis, Zeratul would be Illidan, and Judicator Aldaris would be Furion.
One thing to note: There is no Burning Legion faction parallel in Starcraft. The Zerg are THE big bads, and thus end up playing the roles of the Burning Legion as well as the undead.
Showing posts with label Starcraft 2. Show all posts
Showing posts with label Starcraft 2. Show all posts
Sunday, August 1, 2010
Saturday, July 31, 2010
Starcraft II: Savior of a Genre?
Before I get started on today's post, including a sort-of scientific experiment, a couple of anecdotes, plenty of exaggerations, and one far-flung prediction, I want to announce a contest of sorts. That's all I'm telling you now, though. The details will be provided in a post to be done immediately after this one, so don't leave after you finish reading. (It'll be done well before you are with this, trust me.)
In case you've been living under a rock this week, Starcraft II: Wings of Liberty, came out. You may be asking me why anyone cares about a sequel to a game in a niche genre that came out 12 years ago, especially when it's being made by the same company that developed World of Warcraft, the world's premier MMO, and Diablo, the definitive dungeon crawler.
In which case I would respond: "Have you ever been to South Korea? Starcraft, all by itself, is just as big there as, say, pro Football here in the states." There is at least one TV channel devoted solely to Starcraft.
Of course, that's far from the only reason. It was a hit here too, and has been accorded classic status like nothing else in the genre. That last little point, "in the genre", and the phrase "niche genre" up above, demonstrate the basis of this article.
Starcraft is an RTS, which stands for Real-Time Strategy. Other notables include the Command & Conquer, Age of Empires, and the more recent Supreme Commander franchises. I would say that none of these, except for the original Starcraft, and maybe not it, have ever achieved the notoriety of something like Halo or God of War.
Consider the possible reasons for this. First, the RTS is an extremely cerebral sport. It's all about the strategy, the counters, and the build orders. Even the basic resource-collecting, base-building system is much, much more complicated than most genres. In a shooter like Halo, the basics are move, point, shoot, jump, and reload. In an RTS like Starcraft, the basics are hub builds workers, which harvest resources (usually of 2 or more kinds), to build training buildings, which build units, which take up supplies, which need more buildings. That's just the base-building aspect, and you are expected to learn all of this in the very first mission. I'm not kidding. "Build 10 marines" doesn't sound very hard, but if you've never played an RTS before, it could take some figuring out. You don't just jump into an RTS and excel, like you can with most other types of game. Luckily, the combat itself isn't nearly as complicated, and much closer to other types of games.
The second reason is that RTSes are generally PC games. This is because of the controls. RTSes have so many different commands and require such precise movements that it is very difficult to work well on a console. In a normal RTS, it's not unusual to use most or all of the number keys, ctrl, shift, alt, both mouse buttons, the mouse wheel, and half the letters on the keyboard regularly. This isn't an exaggeration, either. At least not much of one. RTSes thrive on hotkeys. (Hotkeys, for those of you who don't know, are keyboard shortcuts to accomplish actions. B to build, for example) Hotkeys are kind of impossible on a console controller, with the result that we have a greatly dumbed-down control scheme, which results in annoyed veterans and unsatisfied newcomers.
Therefore RTSes generally end up as PC-exclusives. Many console gamers consider PC gaming to be "dead", so they think that since RTSes (which most gamers at least recognize) are on the PC, it must be a dead genre, or at least not important or viable. This is based on a misconception. PC gaming is not dead. Steam, Valve's content delivery and update service, is thriving, and it's a relatively recent addition, becoming common with the release of Half-Life 2 in 2004. Just because you don't know any PC gamers does not mean they don't exist. (BTW, it's impossible for you not to know any PC gamers. I am a PC gamer!) Okay? Good. Let's continue.
Although these are possible reasons, are they enough for us to consider them "dead", or "niche"? First, let's give a statistical definition for these terms: No game in this genre is main-stream enough to acquire a end-of-year award nomination in any category without limitations. This means no system or genre awards. Now, let's check this. (If you want to know, I'm using Gamespot, and IGN. as they have the most comprehensive and easy-to-use awards. Citations at the end.)
***WARNING: Lots of statistics here, results of the Best of 2009 awards. If you don't care about the specifics, skip to the next group of asterisks and capital letters.
... Ok, one site down. Grand total of one nomination from Gamespot, and that one is in Strategy. RTS didn't even have its own category. The game was Warhammer 40K: Dawn of War II. (Made by Relic Entertainment, who also developed the spectacular Homeworld space RTS... in 1999.) To its credit, it's a fairly well known name and got an 8.5 at that particular publication. Interestingly enough, the franchise also has an MMO to its credit: Warhammer Online: Age of Reckoning. For the purposes of this experiment, however, this nomination is disqualified for being specifically for the "strategy" genre.
Next, G4. As far as I can tell, there isn't a single one anywhere on the list. Of course, there wasn't a strategy or even PC category in this one either, at least that I could find. (If anyone find the official list on the G4 site and it has a PC category, I apologize for my inability to find it.)
Last stop: IGN. The aforementioned Halo Wars won the strategy genre award for the Xbox 360. Of note is the fact that the PS3 section didn't even have a strategy category. Might as well skip the Wii, but I didn't, and nothing there. Obviously the PC genre has a strategy category, and Empire: Total War wins it. The Total War series is one of the biggest modern RTS franchises, but it doesn't have base-building, instead focusing on the tactics and strategy of the combat itself, while also focusing more on realism. Also in this category is a repeat of Dawn of War II.
Empire: Total War also got nominations in Visual Excellence and, surprisingly, GotY, but, this being the PC category, none of these count. Worth mentioning, though. I give the DS and PSP categories a once-over, but nothing there. The only portable game I know of that could possible be called a RTS is Final Fantasy XII: Revenant Wings, and that's being charitable. (I like the game, it's just pushing to call it an RTS)
Finally to the overall awards. Skipping most of the genre awards, I do stop by the strategy category to see no less than three, including the winning Halo Wars. The other two were also mentioned earlier, of course, those two being Empire: Total War and Warhammer 40K: Dawn of War II. Nothing else in any of the other categories.
(Disclaimer: No, there's not more stuff about IGN's because I like them better. It's because there were more categories, and thus more nominations.)
***FINISH
So, in short, with the disqualifying of the console and genre awards, there are a grand total of zero nominations for an RTS game, so it qualifies for our definition of "dead". Note that if you took out either of these qualifications, it would have quite a few nominations. Only one victory in any category at all, though.
So, having covered the possible reasons the genre could be dead, and having come to the result that the genre is indeed dead, we bring ourselves to the obvious question: Will it stay that way? Or will Starcraft II: Wings of Liberty bring this tradition-heavy genre back to its glory days?
My first impulse is "Yes". Wings of Liberty will no doubt garner many nominations, if not awards. Personally, I think it's a shoe-in for best multiplayer and best PC game, and also for at least a nomination in sound and story. I also think it's in the running for overall GOTY--so far, anyway. (BTW, my top 5 so far: Mass Effect 2, Super Mario Galaxy 2, Starcraft II: Wings of Liberty, Red Dead Redemption, and God of War III) We can also be reasonably sure that the Zerg and Protoss follow ups, Heart of the Swarm and Legacy of the Void, respectively, will be similar in quality and critical acclaim.
We must ask ourselves, however, whether this will truly resurrect the genre as a whole, or just spawn bad copies that will fail to succeed and superficially impose the genre on the minds of gamers as a whole. At this point, there's no possible way to know. We can guess and predict, though, and that is the most important part of today's post.
Personally, I think it will. There are enough quality games of this genre lurking on the shelves and in the minds of today's gamers, and there is enough of a tradition and history to the genre that developers won't have to look far for inspiration. Many will try, but few will succeed. That's not rare, though. How often have you heard the term "clone" recently? (I'm looking at you, Darksiders, and you, Dante's Inferno. To be fair, though, the latter was actually a good game and brought a decent game of the style to the 360). I think in upcoming years, the term "Starcraft clone" may become nearly as prevalent as "Halo clone" or "Call of Duty clone". Enough of them will be original and polished enough to truly succeed, though, and someone will finally figure out how to do a truly amazing RTS on consoles. Though that last may be wishful thinking!
I may be wrong, though. I hope I'm not, but I may be. Perhaps one of you has the right idea. Think you do? Post it in the comments to preserve it, so you can point to it and say "Hey, I called it way back in 2010, and I can prove it! Look here!" Just keep in mind that I will do the same if I do turn out to be right, after all!
Sources: Gamespot.com, IGN.com
In case you've been living under a rock this week, Starcraft II: Wings of Liberty, came out. You may be asking me why anyone cares about a sequel to a game in a niche genre that came out 12 years ago, especially when it's being made by the same company that developed World of Warcraft, the world's premier MMO, and Diablo, the definitive dungeon crawler.
In which case I would respond: "Have you ever been to South Korea? Starcraft, all by itself, is just as big there as, say, pro Football here in the states." There is at least one TV channel devoted solely to Starcraft.
Of course, that's far from the only reason. It was a hit here too, and has been accorded classic status like nothing else in the genre. That last little point, "in the genre", and the phrase "niche genre" up above, demonstrate the basis of this article.
Starcraft is an RTS, which stands for Real-Time Strategy. Other notables include the Command & Conquer, Age of Empires, and the more recent Supreme Commander franchises. I would say that none of these, except for the original Starcraft, and maybe not it, have ever achieved the notoriety of something like Halo or God of War.
Consider the possible reasons for this. First, the RTS is an extremely cerebral sport. It's all about the strategy, the counters, and the build orders. Even the basic resource-collecting, base-building system is much, much more complicated than most genres. In a shooter like Halo, the basics are move, point, shoot, jump, and reload. In an RTS like Starcraft, the basics are hub builds workers, which harvest resources (usually of 2 or more kinds), to build training buildings, which build units, which take up supplies, which need more buildings. That's just the base-building aspect, and you are expected to learn all of this in the very first mission. I'm not kidding. "Build 10 marines" doesn't sound very hard, but if you've never played an RTS before, it could take some figuring out. You don't just jump into an RTS and excel, like you can with most other types of game. Luckily, the combat itself isn't nearly as complicated, and much closer to other types of games.
The second reason is that RTSes are generally PC games. This is because of the controls. RTSes have so many different commands and require such precise movements that it is very difficult to work well on a console. In a normal RTS, it's not unusual to use most or all of the number keys, ctrl, shift, alt, both mouse buttons, the mouse wheel, and half the letters on the keyboard regularly. This isn't an exaggeration, either. At least not much of one. RTSes thrive on hotkeys. (Hotkeys, for those of you who don't know, are keyboard shortcuts to accomplish actions. B to build, for example) Hotkeys are kind of impossible on a console controller, with the result that we have a greatly dumbed-down control scheme, which results in annoyed veterans and unsatisfied newcomers.
Therefore RTSes generally end up as PC-exclusives. Many console gamers consider PC gaming to be "dead", so they think that since RTSes (which most gamers at least recognize) are on the PC, it must be a dead genre, or at least not important or viable. This is based on a misconception. PC gaming is not dead. Steam, Valve's content delivery and update service, is thriving, and it's a relatively recent addition, becoming common with the release of Half-Life 2 in 2004. Just because you don't know any PC gamers does not mean they don't exist. (BTW, it's impossible for you not to know any PC gamers. I am a PC gamer!) Okay? Good. Let's continue.
Although these are possible reasons, are they enough for us to consider them "dead", or "niche"? First, let's give a statistical definition for these terms: No game in this genre is main-stream enough to acquire a end-of-year award nomination in any category without limitations. This means no system or genre awards. Now, let's check this. (If you want to know, I'm using Gamespot, and IGN. as they have the most comprehensive and easy-to-use awards. Citations at the end.)
***WARNING: Lots of statistics here, results of the Best of 2009 awards. If you don't care about the specifics, skip to the next group of asterisks and capital letters.
... Ok, one site down. Grand total of one nomination from Gamespot, and that one is in Strategy. RTS didn't even have its own category. The game was Warhammer 40K: Dawn of War II. (Made by Relic Entertainment, who also developed the spectacular Homeworld space RTS... in 1999.) To its credit, it's a fairly well known name and got an 8.5 at that particular publication. Interestingly enough, the franchise also has an MMO to its credit: Warhammer Online: Age of Reckoning. For the purposes of this experiment, however, this nomination is disqualified for being specifically for the "strategy" genre.
Next, G4. As far as I can tell, there isn't a single one anywhere on the list. Of course, there wasn't a strategy or even PC category in this one either, at least that I could find. (If anyone find the official list on the G4 site and it has a PC category, I apologize for my inability to find it.)
Last stop: IGN. The aforementioned Halo Wars won the strategy genre award for the Xbox 360. Of note is the fact that the PS3 section didn't even have a strategy category. Might as well skip the Wii, but I didn't, and nothing there. Obviously the PC genre has a strategy category, and Empire: Total War wins it. The Total War series is one of the biggest modern RTS franchises, but it doesn't have base-building, instead focusing on the tactics and strategy of the combat itself, while also focusing more on realism. Also in this category is a repeat of Dawn of War II.
Empire: Total War also got nominations in Visual Excellence and, surprisingly, GotY, but, this being the PC category, none of these count. Worth mentioning, though. I give the DS and PSP categories a once-over, but nothing there. The only portable game I know of that could possible be called a RTS is Final Fantasy XII: Revenant Wings, and that's being charitable. (I like the game, it's just pushing to call it an RTS)
Finally to the overall awards. Skipping most of the genre awards, I do stop by the strategy category to see no less than three, including the winning Halo Wars. The other two were also mentioned earlier, of course, those two being Empire: Total War and Warhammer 40K: Dawn of War II. Nothing else in any of the other categories.
(Disclaimer: No, there's not more stuff about IGN's because I like them better. It's because there were more categories, and thus more nominations.)
***FINISH
So, in short, with the disqualifying of the console and genre awards, there are a grand total of zero nominations for an RTS game, so it qualifies for our definition of "dead". Note that if you took out either of these qualifications, it would have quite a few nominations. Only one victory in any category at all, though.
So, having covered the possible reasons the genre could be dead, and having come to the result that the genre is indeed dead, we bring ourselves to the obvious question: Will it stay that way? Or will Starcraft II: Wings of Liberty bring this tradition-heavy genre back to its glory days?
My first impulse is "Yes". Wings of Liberty will no doubt garner many nominations, if not awards. Personally, I think it's a shoe-in for best multiplayer and best PC game, and also for at least a nomination in sound and story. I also think it's in the running for overall GOTY--so far, anyway. (BTW, my top 5 so far: Mass Effect 2, Super Mario Galaxy 2, Starcraft II: Wings of Liberty, Red Dead Redemption, and God of War III) We can also be reasonably sure that the Zerg and Protoss follow ups, Heart of the Swarm and Legacy of the Void, respectively, will be similar in quality and critical acclaim.
We must ask ourselves, however, whether this will truly resurrect the genre as a whole, or just spawn bad copies that will fail to succeed and superficially impose the genre on the minds of gamers as a whole. At this point, there's no possible way to know. We can guess and predict, though, and that is the most important part of today's post.
Personally, I think it will. There are enough quality games of this genre lurking on the shelves and in the minds of today's gamers, and there is enough of a tradition and history to the genre that developers won't have to look far for inspiration. Many will try, but few will succeed. That's not rare, though. How often have you heard the term "clone" recently? (I'm looking at you, Darksiders, and you, Dante's Inferno. To be fair, though, the latter was actually a good game and brought a decent game of the style to the 360). I think in upcoming years, the term "Starcraft clone" may become nearly as prevalent as "Halo clone" or "Call of Duty clone". Enough of them will be original and polished enough to truly succeed, though, and someone will finally figure out how to do a truly amazing RTS on consoles. Though that last may be wishful thinking!
I may be wrong, though. I hope I'm not, but I may be. Perhaps one of you has the right idea. Think you do? Post it in the comments to preserve it, so you can point to it and say "Hey, I called it way back in 2010, and I can prove it! Look here!" Just keep in mind that I will do the same if I do turn out to be right, after all!
Sources: Gamespot.com, IGN.com
Friday, April 23, 2010
Super Mario Galaxy 2, Halo: Reach and Starcraft 2 Previews
Super Mario Galaxy 2, Halo: Reach, and Starcraft 2 are some of the most anticipated games in the latter half of these year, and as they all look incredible and some new information on all of them came up recently, I decided to do some previews.
Super Mario Galaxy 2
When I first heard of SMG2 (no, nothing to do with sub-machine guns.), I was disappointed in Nintendo. I thought they were letting up on the creativity that has made some pretty good games, and just making more levels for the old Galaxy.
Gladly, this is far from the case. They are ramping it up in every way possible-including the difficulty. They've added Yoshi (TY!), there's a cosmic guide, much like the Super Guide from New Super Mario Bros. Wii (huh, that was a mouthful. Or eyeful, I guess), new abilities like the newly-revealed cloud suit, upgraded multiplayer (nothing like the aforementioned NSMB Wii, of course), and even rumors of Luigi being in the game.
Basically, the reason this is SMG 2 and not another world, is because there is so many more tricks they couldn't put into the first one. They had to rein the devs in so they could fit everything into the 120 star limit and the release date. Everything I've seen points to an incredible game that will likely drown quite a bit of my life.
But not as much as this next title.
Halo: Reach
This is it. The big one. You though you finished the fight in Halo 3? (Let's not talk about Halo Wars or ODST, ok?) Think again. Reach is going to be Halo's last, defining hurrah of awesome. At least from the current developers, Bungie. Anything after this will be viewed with rampant skepticism, by me as well as others. I just don't think anyone else can do Halo as well, at least not and keep it Halo.
Anyways, Reach looks awesome. This is emphasized by the MUCH improved graphics, with higher tolerance, particle effects, shadings, and all that awesome stuff. Animations are better too, including these really awesome looking assassinations.
Next, instead of everyone starting with the same weapons, there will be different loadouts to choose from, which have specific weapons paired up with "armor abilities", which take the place of equipment from the previous game. Don't worry, no one's going to starting out with anything like the Sniper Rifle, Energy Sword, Rocket Launcher, etc.
That's fairly simple, but the armor abilities are a bit more radical. You've probably seen the dev videos and trailers with jetpacks. That's one of the abilities. It seems it's best used for mobility, for example jumping up a cliff or to the top of a relatively tall building. Of course, you're a sitting duck up in the air, as you're quite a bit easier to kill than a Brute. Which reminds me of a couple of things. Elites will be faster and more powerful than Spartans, but this is made up by Elites being bigger and thus harder to hide and easier to shoot. This is explained by the main characters being Spartan III's, not II's like Master Chief, and having an earlier version of the Mjolnir battle armor, because this is on Reach, and thus before even Halo 1.
Ok, back on track with armor abilities. Another one is Armor Lock, which makes you invincible for a short time, and discharges an EMP blast to give you a chance to kill the guys that are inevitably waiting for you. Also included are Evade, which is exclusive to Elites and allows you to roll away from danger (always wondered how they could do that and I couldn't! It's in their armor!), and Sprint, which is a Spartan exclusive that, well, sprints. Pedestrian, but extremely useful. Oh, and there's also an Active Camo that works like the invisibility from earlier games, but the faster you go, the easier you can be seen.
There's also new multiplayer modes, including Headhunter, Stockpile, Invasion (my personal favorite), and Generator Defense.
Headhunter is a slayer-inspired mode with a twist. You kill people, collect their skulls, and return it back at your base. The catch is, if you die with skulls, they'll scatter everywhere, free for anyone who happens to be waltzing by to pick them up. So it's either waste time walking back to turn in your skulls, or risk losing a bunch at once and losing the game. Your choice!
Stockpile is like Capture the Flag-with a twist! Bet you didn't see that coming. Anyways, the way this works is that each team has a base where you turn in flags, like normal, but this time there's 4 flags scattered around the map, and the base collects the flags every minute. So if you miss one round and have several flags there for like 30 seconds, but they manage to get them out before the minute is up, guess what? No points. So sad.
Invasion sounds awesome. This is a larger scale, more vehicle-oriented mode. The Spartans are defending a base, and the Elites are trying to get in. Simple, right? Not quite so much. There's 3 different phases, and each phase new loadouts and vehicles unlock. It gets pretty frantic, with all the vehicles everywhere and heavy weapons dropping near the end.
The last new mode is Generator Defense. The Spartans are defending three generators, and the Elites are trying to destroy them. Fairly simple, but the Spartans can make one generator at a time (I believe) invulnerable for about thirty seconds, with a slight downtime afterward. So if the Elites are focusing on one generator, a pretty good tactic, as the Spartans have to cover all 3, one of the Spartans can lock that generator down and the Elites have to go somewhere else.
Reach is also going to have customization! Nothing on the order of Modern Warfare 2, in fact it's not even going to change the gameplay. But finally, no more generic Master Chiefs wandering everywhere looking exactly the same! If you've seen the release trailer, you'll get an idea of what it'll be like. You earn credits during matches, and possibly during the campaign (I'll try to confirm that.), which you will use to buy cosmetic upgrades for your armor. The most interesting thing to me is the fact that these also carry over to single player. Awesome, huh?
So, it looks like Halo: Reach is going to be the best new thing for Halo since dual-wielding, and I'm definitely going to get it. Oh, and there's some pretty awesome extra stuff in the limited editions.. Though I still like the 2GB dogtag USB drive with SC loaded on it that you'll get with SC2's.
Speaking of Starcraft 2...
Starcraft 2: Wings of Liberty
How do you follow up the most iconic game in the genre of all time, a game that is still played fanatically (especially in Korea. It's bigger than soccer in Europe!) more than an entire decade after the original came out.
Pretty well, looks like. Starcraft 2 is going to be released in 3 EPIC installments, each a full-length game focusing on one of each of the three races, Wings of Liberty for the Terrans, Heart of the Swarm for the Zerg, and Legacy of the Void for the Protoss. Of course, you'll be able to play any of them in the multiplayer.
The most interesting and unusual thing about SC2, at least for me, is how surprisingly open ended the campaign is. In the original, and Warcraft as well, you just went through each mission, watching the story unfold. In SC2, you'll be able to choose your missions, technologies, and upgrades as you go through the game. Yay, you're getting your RPG in my... everything! The funny part about this, is that the campaign is around 25 missions long, which is about as long as the previous one. And that's all as the Terrans, though there are rumors of a Protoss mini-campaign, and if there's one of those you can bet there'll be a Zerg one too. That's why they're making 3 games. The later ones aren't expansions, they're full-blown continuations of the story as the other races, because they each need a FULL LENGTH game to get the story across. Can you say most epic game EVER? (Except for Mass Effect.)
They're also doing tons of new units, around half a dozen new ones for each race. Which is a lot, if you didn't know. I'd detail them, but that would take it a long time. I think I'll just tease you with some things like.. hmm. Giant Colossal walkers of death, like from War of the Worlds, huge Motherships with beams of death and tons of other awesome abilities, and huge mechs called Thors that seem like walking siege tanks on steroids. (Of course, siege tanks are already on steroids, so what does that mean?)
Then, of course, there's the multiplayer. They are completely redoing Battle.net, their multiplayer matchmaking service. Now you sign in as soon as you get in, and it works almost like Xbox Live, showing your friends (throughout Blizzard games, including WoW, BTW) what you're doing and allowing you to interact. There are also going to be gaming leagues, with official matches, standings, and seasons. There's around half a dozen, including.. Practice, Copper, Bronze, Silver, Gold, Platinum, and even an honest-to-god PRO league. You'll even be automatically sorted by Battle.net after a few games into a division and league, according to your skill level. Speaking of that, it's obviously getting an upgrade to it's ability to judge that, which is always good. Sucks to get stuck in a match getting owned by everyone, doesn't it?
So, there you go. Previews of 3 of my most highly anticipated games of the year. Any questions, feel free to ask in the comments, or any other way you can think of, and I'll try to find out.
Super Mario Galaxy 2
When I first heard of SMG2 (no, nothing to do with sub-machine guns.), I was disappointed in Nintendo. I thought they were letting up on the creativity that has made some pretty good games, and just making more levels for the old Galaxy.
Gladly, this is far from the case. They are ramping it up in every way possible-including the difficulty. They've added Yoshi (TY!), there's a cosmic guide, much like the Super Guide from New Super Mario Bros. Wii (huh, that was a mouthful. Or eyeful, I guess), new abilities like the newly-revealed cloud suit, upgraded multiplayer (nothing like the aforementioned NSMB Wii, of course), and even rumors of Luigi being in the game.
Basically, the reason this is SMG 2 and not another world, is because there is so many more tricks they couldn't put into the first one. They had to rein the devs in so they could fit everything into the 120 star limit and the release date. Everything I've seen points to an incredible game that will likely drown quite a bit of my life.
But not as much as this next title.
Halo: Reach
This is it. The big one. You though you finished the fight in Halo 3? (Let's not talk about Halo Wars or ODST, ok?) Think again. Reach is going to be Halo's last, defining hurrah of awesome. At least from the current developers, Bungie. Anything after this will be viewed with rampant skepticism, by me as well as others. I just don't think anyone else can do Halo as well, at least not and keep it Halo.
Anyways, Reach looks awesome. This is emphasized by the MUCH improved graphics, with higher tolerance, particle effects, shadings, and all that awesome stuff. Animations are better too, including these really awesome looking assassinations.
Next, instead of everyone starting with the same weapons, there will be different loadouts to choose from, which have specific weapons paired up with "armor abilities", which take the place of equipment from the previous game. Don't worry, no one's going to starting out with anything like the Sniper Rifle, Energy Sword, Rocket Launcher, etc.
That's fairly simple, but the armor abilities are a bit more radical. You've probably seen the dev videos and trailers with jetpacks. That's one of the abilities. It seems it's best used for mobility, for example jumping up a cliff or to the top of a relatively tall building. Of course, you're a sitting duck up in the air, as you're quite a bit easier to kill than a Brute. Which reminds me of a couple of things. Elites will be faster and more powerful than Spartans, but this is made up by Elites being bigger and thus harder to hide and easier to shoot. This is explained by the main characters being Spartan III's, not II's like Master Chief, and having an earlier version of the Mjolnir battle armor, because this is on Reach, and thus before even Halo 1.
Ok, back on track with armor abilities. Another one is Armor Lock, which makes you invincible for a short time, and discharges an EMP blast to give you a chance to kill the guys that are inevitably waiting for you. Also included are Evade, which is exclusive to Elites and allows you to roll away from danger (always wondered how they could do that and I couldn't! It's in their armor!), and Sprint, which is a Spartan exclusive that, well, sprints. Pedestrian, but extremely useful. Oh, and there's also an Active Camo that works like the invisibility from earlier games, but the faster you go, the easier you can be seen.
There's also new multiplayer modes, including Headhunter, Stockpile, Invasion (my personal favorite), and Generator Defense.
Headhunter is a slayer-inspired mode with a twist. You kill people, collect their skulls, and return it back at your base. The catch is, if you die with skulls, they'll scatter everywhere, free for anyone who happens to be waltzing by to pick them up. So it's either waste time walking back to turn in your skulls, or risk losing a bunch at once and losing the game. Your choice!
Stockpile is like Capture the Flag-with a twist! Bet you didn't see that coming. Anyways, the way this works is that each team has a base where you turn in flags, like normal, but this time there's 4 flags scattered around the map, and the base collects the flags every minute. So if you miss one round and have several flags there for like 30 seconds, but they manage to get them out before the minute is up, guess what? No points. So sad.
Invasion sounds awesome. This is a larger scale, more vehicle-oriented mode. The Spartans are defending a base, and the Elites are trying to get in. Simple, right? Not quite so much. There's 3 different phases, and each phase new loadouts and vehicles unlock. It gets pretty frantic, with all the vehicles everywhere and heavy weapons dropping near the end.
The last new mode is Generator Defense. The Spartans are defending three generators, and the Elites are trying to destroy them. Fairly simple, but the Spartans can make one generator at a time (I believe) invulnerable for about thirty seconds, with a slight downtime afterward. So if the Elites are focusing on one generator, a pretty good tactic, as the Spartans have to cover all 3, one of the Spartans can lock that generator down and the Elites have to go somewhere else.
Reach is also going to have customization! Nothing on the order of Modern Warfare 2, in fact it's not even going to change the gameplay. But finally, no more generic Master Chiefs wandering everywhere looking exactly the same! If you've seen the release trailer, you'll get an idea of what it'll be like. You earn credits during matches, and possibly during the campaign (I'll try to confirm that.), which you will use to buy cosmetic upgrades for your armor. The most interesting thing to me is the fact that these also carry over to single player. Awesome, huh?
So, it looks like Halo: Reach is going to be the best new thing for Halo since dual-wielding, and I'm definitely going to get it. Oh, and there's some pretty awesome extra stuff in the limited editions.. Though I still like the 2GB dogtag USB drive with SC loaded on it that you'll get with SC2's.
Speaking of Starcraft 2...
Starcraft 2: Wings of Liberty
How do you follow up the most iconic game in the genre of all time, a game that is still played fanatically (especially in Korea. It's bigger than soccer in Europe!) more than an entire decade after the original came out.
Pretty well, looks like. Starcraft 2 is going to be released in 3 EPIC installments, each a full-length game focusing on one of each of the three races, Wings of Liberty for the Terrans, Heart of the Swarm for the Zerg, and Legacy of the Void for the Protoss. Of course, you'll be able to play any of them in the multiplayer.
The most interesting and unusual thing about SC2, at least for me, is how surprisingly open ended the campaign is. In the original, and Warcraft as well, you just went through each mission, watching the story unfold. In SC2, you'll be able to choose your missions, technologies, and upgrades as you go through the game. Yay, you're getting your RPG in my... everything! The funny part about this, is that the campaign is around 25 missions long, which is about as long as the previous one. And that's all as the Terrans, though there are rumors of a Protoss mini-campaign, and if there's one of those you can bet there'll be a Zerg one too. That's why they're making 3 games. The later ones aren't expansions, they're full-blown continuations of the story as the other races, because they each need a FULL LENGTH game to get the story across. Can you say most epic game EVER? (Except for Mass Effect.)
They're also doing tons of new units, around half a dozen new ones for each race. Which is a lot, if you didn't know. I'd detail them, but that would take it a long time. I think I'll just tease you with some things like.. hmm. Giant Colossal walkers of death, like from War of the Worlds, huge Motherships with beams of death and tons of other awesome abilities, and huge mechs called Thors that seem like walking siege tanks on steroids. (Of course, siege tanks are already on steroids, so what does that mean?)
Then, of course, there's the multiplayer. They are completely redoing Battle.net, their multiplayer matchmaking service. Now you sign in as soon as you get in, and it works almost like Xbox Live, showing your friends (throughout Blizzard games, including WoW, BTW) what you're doing and allowing you to interact. There are also going to be gaming leagues, with official matches, standings, and seasons. There's around half a dozen, including.. Practice, Copper, Bronze, Silver, Gold, Platinum, and even an honest-to-god PRO league. You'll even be automatically sorted by Battle.net after a few games into a division and league, according to your skill level. Speaking of that, it's obviously getting an upgrade to it's ability to judge that, which is always good. Sucks to get stuck in a match getting owned by everyone, doesn't it?
So, there you go. Previews of 3 of my most highly anticipated games of the year. Any questions, feel free to ask in the comments, or any other way you can think of, and I'll try to find out.
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