Early thoughts on StarCraft 2
I’ve been one of the lucky few to have access to the beta for StarCraft 2. Unfortunately, I haven’t been allowed to talk about it…until now! You’re probably anxious to dig into your brand new game, but read below for details about what’s changed, what hasn’t, and tips from someone who’s played a few rounds.
The beta for StarCraft 2 had constant updates with access to its features being progressively unlocked. The single player campaign was never included. However, before the beta closed last week, they gave us access to a very rich multiplayer experience. It includes the things you’d expect of a modern game – achievements, unlockables, an interface that makes it easy to chat with your friends and set up a game either with people you know or against complete strangers. Yes, games have come a long way since 1998, when the original took the world by storm.
More important than the interface outside of the game, the real question is the gameplay itself. What’s changed since Broodwar? Here, I will say that the changes have been more evolutionary than revolutionary. They didn’t add any new races – still the original three. They haven’t drastically altered the gameplay, but they’ve done what’s necessary to make this the definitive version of StarCraft. If you liked the original, you’ll like this one too and probably won’t be able to go back.
The first update you’ll notice is the graphics.
The original game ran at 800×600.

I’m not sure what resolution StarCraft 2 maxes out at, but its more than your computer can handle ![]()

SC2 actually uses 3D character models though the game still plays from the same overhead perspective. You can use the mouse scroll wheel to zoom in, though I never found a good reason to do this. I imagine the closer perspective will be used in cut-scenes for a more personal feel. The 3D engine has already given the custom games a lot more flexibility. I found online where someone had made a 3rd person shooter using the new editor. I’m sure a lot more amazing creations will be produced in the coming months.
A few seemingly small tweaks have changed the dynamics of how I play StarCraft. The Command Center/Nexus/Hatchery can now rally workers straight to the minerals. This allows you to spend more time focusing on the battle and less time on making sure you have enough gatherers. A small icon on the bottom-left also warns you when you have idle workers. Whenever you have a spare 50 minerals, throw in an extra worker and forget it. I wish they’d default the rally point to the minerals, considering it’s the first action you’d ever want to do 99% of the time.
Another tweak to increase build efficiency is the ability to hotkey multiple buildings to a single button. Say you’re Terran and you’ve built three Barracks to pump out Marines. Doubleclick one of the Barracks and they’ll all be selected. Then press Ctrl + 1 to assign 1 as their key. After that, you can press 1 at any time, then A A A to build a Marine in each of the Barracks. All three will come out at the same time. Later you decide you want to create some tanks, so click 1, then hold Shift while clicking the Factory to add that to the selected buildings. Press Ctrl + 1 again and now you have 4 buildings attached to the one key. Now press 1 and A A S for 2 Marines and a Siege Tank. If you were a hardcore Starcraft 1 player, you may have noticed that the hotkey for Marines changed. They changed a lot of the hotkeys to be accessed from the left hand so that you waste less time.
The biggest change, probably, is the addition of new units and the removal of old units. At least from the multiplayer. They’ve hinted that some of the old units will be in the singleplayer campaign.
For Terran, the Firebat, Medic, Vulture, Goliath, Wraith, Science Vessel, Dropship, and Valkyrie are gone.
However, they now have eight new units: Medivac, Banshee, Hellion, Marauder, Repear, Raven, Thor, MULE, and Viking.
The Thor is notable as being a giant mech that goes down faster than I’d like it to. The Medivac is notable as being both a Medic and a Dropship. The Reaper is the Terran’s new favorite rushing unit. It has a jetpack allowing it to jump up and down cliffs. The MULE allows the Terran to collect minerals at a ridiculously fast rate.

The Protoss have lost their Dragoon, Arbiter, Corsair, Dark Archon, Reaver, and Shuttle.
They’ve gained the Colossus, Immortal, Phoenix, Void Ray, Warp Prism, Sentry, Stalkers, and the Mothership.
The Colossus looks like it was taken straight out of War of the Worlds. Like the Terran Repear, it can move up and down cliffs with its massive legs. The Mothership is a giant ship with some unique abilities, one being the ability to cloak other units as well as the ability to recall units in a target area to the Mothership (don’t feel so sad about losing your Arbiter
The Void Ray is a unique ship that shoots a laser beam which continues gaining power the longer it can continue firing. Stalkers have effectively replaced the old Dragoon as a ground-based shooting unit. One distinct ability they have is to teleport short distances. This works great to allow micromanagers to move damaged units to the back of the army to continue fighting. To match the Terran’s new gathering power, the Protoss have a new ability called ‘Chrono Boost’ which allows units to be built faster or upgrades to be researched faster. The difference between a good player and a great player will be how often he remembers to take advantage of this new ability.

Finally, the Zerg have lost their Guardian, Lurker, Scourge, Defiler, Queen, and Devourer.
They’ve gained the Roach, Queen (what??), Baneling, Changeling, Infester, Corrupter, Overseer, Brood Lord, and Infested Terran (huh?).
I’ll explain the Queen first. What you knew as the Queen is nothing like what is called a Queen now. The unit is now a ground unit that stays in your base to create more larvae to create more units. She can also heal units or buildings, or create creep tumors to increase the range of the creep. The Overlords no longer have the ability to detect cloaked units. You’ll have to upgrade them to Overseers for that feature. The Roaches, with their ranged attack and the ability to move while burrowed, have been upgraded and downgraded pretty frequently. It remains to be seen whether they’ll be a favorite or useless. The Infester has a lot of interesting abilities, like taking over units with Neural Parasite and spawning Infested Terrans.

The Terran Supply Depot can now lower itself into the ground, so there’s no reason not to use it as a wall.
Well, I imagine you’re probably feeling overwhelmed with information by this point. So, I won’t continue much further. One last thing I’ll say is that there’s a stronger sense of each unit having one or two distinct counters. So, learn what these are, learn to scout your enemy early and often, and play play play! I’ll see you in-game.
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