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Real Time Strategy (Games) Entertainment Games

New Details For StarCraft 2's Zerg 163

Blizzard had a playable demo of StarCraft 2 running at Leipzig, and Kotaku's Michael McWhertor had a chance to sit down and spend some time playing the Zerg. The Zerg weren't available in previous demos; the Protoss and Terran campaigns were showcased earlier. GameSpy took the opportunity to interview two Blizzard employees about what people can expect from the game. Gameplay footage is also available which shows a Terran vs. Zerg battle. Blizzard PR rep Bob Colayco had this to say: "One thing that's new, as you go through the campaign... you know, normally in RTS games how they start you off with a couple of units and then it's like, 'Okay, two missions later we're going to give you tanks...' One of the things we're looking at doing with StarCraft II's campaign is putting the choice more in the players' hands. So maybe you like dealing more with infantry? You can purchase those upgrades and make your marines and other infantry stronger. Or else you'll save up the credits you get from the missions to get tanks sooner than you normally could."
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New Details For StarCraft 2's Zerg

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  • by Anonymous Coward on Monday August 25, 2008 @08:59PM (#24745463)

    For what they did to Kerrigan.

  • I love South Korean Starcraft competitions. They really know their stuff. Hopefully Starcraft 2 will be accepted by them. Hopefully it'll be as fast-paced as the first.
  • by CaptainPatent ( 1087643 ) on Monday August 25, 2008 @09:23PM (#24745685) Journal
    What's the rush??!?!
  • Linked video... (Score:5, Insightful)

    by MooseMuffin ( 799896 ) on Monday August 25, 2008 @09:30PM (#24745745)

    ...is in lower resolution than the actual original game, and then made worse by crappy encoding. You'd get a better idea for the game by firing up starcraft 1 than trying to watch this.

    • I could make things out just well enough to see the Zerg get comprehensively pwned by siege tanks. My advice:

      SPAWN MORE ZERGLINGS!

      • by Trent05 ( 70375 ) on Monday August 25, 2008 @10:25PM (#24746265) Homepage

        It always drove me up the wall playing with ppl who INSISTED on being Protoss and INSISTED on playing on a map with pretty much unlimited resources.

        Gee whiz, fighting Protoss yet again on a map that completely negates their weakness ($$). How fun.

        Hopefully they'll put in a few different balancing stats/players into this one.

        • Re:Linked video... (Score:4, Insightful)

          by nasch ( 598556 ) on Monday August 25, 2008 @11:51PM (#24747041)

          If you're playing Zerg with huge resources, can't you build huge numbers of hydralisks and/or mutalisks and/or guardians, instead of huge numbers of zerglings? I mean, six or eight hatcheries pumping out, say, hydralisks and guardians gets pretty nasty pretty fast. Or heck, Ultralisk rush. It seems to me that it's not so much that Protoss has to spend more money, but that they make fewer, more powerful, more expensive units. But then I'm no champion.

          • Re: (Score:2, Informative)

            Protoss can build an unlimited number of buildings at the same time using 1 probe and that probe can go back to harvesting whilst the buildings are being built.
            On maps with lots of resources you might be building several things at once early on. That's several less peons terran and zerg have harvesting.
          • by EMeta ( 860558 )
            Infinite resources maps give the psi limit of 200 more weight, and as protoss con arguably do more within that limit if they have enough resources, the advantages leans to them. Also, they don't actually need to stay within that limit (via mind control of drones or SCVs).
        • The only "unlimited resource" map that Blizzard made was Big Game Hunters, IIRC, and they only released "due to popular demand." All the other unlimited resource maps were user made.

          Gee whiz, fighting Protoss yet again on a map that completely negates their weakness ($$). How fun.

          Even if you were playing BGH, you still had to expand in order to get resources faster. Protoss was IMO the hardest race to expand due the cost of the nexus (more expensive than a hatchery) and the Terran's siege tank. From my experience, I didn't see any race that had a significant advantage, at least at my level of play.

          If

    • Re:Linked video... (Score:4, Informative)

      by Anonymous Coward on Monday August 25, 2008 @10:46PM (#24746493)
    • Re:Linked video... (Score:5, Informative)

      by Anonymous Coward on Monday August 25, 2008 @11:09PM (#24746669)

      http://www.gametrailers.com/player/39089.html

      Hi-Def video link

    • by aliquis ( 678370 )

      The ones on the Starcraft 2 webpage use to be of acceptable quality, if it's not there yet it will get there I guess. (Not the reviewers of course, maybe he should had made it private and used Vimeo? =P)

  • 1) Send Overlords to scout for enemy bases.
    2) Crank out Zerglings as fast as you can.
    3) ???
    4) Profit!

    • by geekoid ( 135745 )

      That will make you the top of the noobs list, but won't work against experienced players.

  • by wonkavader ( 605434 ) on Monday August 25, 2008 @11:08PM (#24746663)

    If I could change the resolution on good old StarCraft, I'd be very happy.

    I don't want a 3d look. It seems to make things harder to see and it's a waste of processor power. I just want to be able to see more of the map on the StarCraft I have.

    Howabout making a StarCraft 1.9? Blizzard could do that for almost nothing, compared to this new release, and people like me would mail in the checks to get it.

    • by aliquis ( 678370 ) on Monday August 25, 2008 @11:20PM (#24746781)

      WC III uses 3D as well but since only the almost-from-the-top-view is the only good one everyone use that and it look pretty flat. Sure you can look around some stuff, hide a unit behind a tree or building somewhat and it makes ground units very hard to click on when there are lots of air units on top but I'd say it works well.

      It doesn't look as cool as on screenshots from a lower angle and more up close but it works very well for playing the game.

      Also I guess it's easier to support more resolutions and aspect ratios and such when it's rendered vs uses animations.

      • hide a unit behind a tree or building somewhat and it makes ground units very hard to click on when there are lots of air units on top but I'd say it works well.

        You can hit insert or delete to temporarily turn your camera roughly 120 cw or ccw (in its horizontal plane). You can also hit page up and page down to raise or lower your camera. These camera adjustments makes it much harder to hide your units behind your opponent's UI limitations. I suspect Blizzard learned something from watching SC replays ;)

        • by aliquis ( 678370 )

          Yeah, but turning around are pretty useless to click a hero under other units and it jumps back.

          You can change ground angle with the scroll wheel as well but it takes time and time is important while fighing. Also if there are plenty of units and lights and shit like that it doesn't help much anyway, sometimes it's hard to actually SEE the unit.

          I don't know how it was in Starcraft, my SC games may be countable on one hand.

          But yes, true, I think you could hide things behind refineries in C&C maybe aswell

    • by Jezral ( 449476 )

      They don't want to do that. They're even constraining SC2 to have a limited field of vision where regardless of screen resolution you can't zoom out too much.

      Personally, I hate that and want to be able to see everything at once, but they feel that players should be limited in this fashion. I doubt you'd see the original SC updated to allow zoom out for the same reason.

    • and people like me would mail in the checks to get it.

      Only problem is that you would mail those checks to a Swedish bay affected by global warming :p

    • by gknoy ( 899301 )

      Heck, they could even specifically DISALLOW ranked competetive play for that version ... and then the rest of us who aren't pros can play together at 1920x1200 resolution. :)

  • by agristin ( 750854 ) on Monday August 25, 2008 @11:51PM (#24747037) Journal

    I could see there was a Zerg base and the player was building some Zerg stuff (could barely see what it was). Then some grey blobs came in and pointed some yellow flashing triangles and then the player played poorly, made some Zerg that ate only some of the marines. Then something happend and some tanks came. I couldn't watch anymore because my eyesight was going from trying to focus on the blurry video.

    Here it looked like this:

    "OOO {iii"

    And now you've seen the crummy movie.

  • by TheTornOne ( 847602 ) on Tuesday August 26, 2008 @12:37AM (#24747421) Homepage
    ***Chirp*** "Nuclear Launch Detected"
    • by cfortin ( 23148 )

      I've set Thunderbird to use that half-second chirp as a you-got-mail
      indicator. I still jump whenever it goes off ....

    • So you've got an entire corps of ghosts -- super-intelligent, psionic assassins with a mortality rate of probably 50% and 80% when they go out to do nuke spotting... and nobody ever realized that if you are firing nuclear weapons, you don't really *need* laser-precision accuracy? Because they're, you know, nuclear weapons? What's the worst thing that happens, you overshoot the ultralisk by 50 yards and only burn it to ash instead of annihilating it on a subatomic level?

      "Smart" bombs, indeed.

  • The video looks great (the High Def one that AC linked for us). But I worry about what the content from TFS. The reason that Starcraft didn't give you tanks until a few levels in, was so you could learn just a few new things each level. The first 3 levels of every game as complicated as Starcraft should be learning. Even if you've played dozens of RTS before, including Starcraft, you're still going to have to learn the new units, upgrades, and controls.

    It looks like Blizzard is going for the "RPG" element t

    • by ifrag ( 984323 )

      I really liked how I could beat a level of Starcraft, or Age of Empires, etc, and not worry about not being strong enough for the next level because I didn't beat the previous levels efficiently enough.

      I doubt this is ever a real problem in Warcraft 3 / TFT. Not once did I ever feel the need to replay a level simply so my hero could get more powerful. Unless you intentionally avoid using them they get plenty powerful enough even through casual use. If you actually got stuck as a result of this then I wo

      • by WK2 ( 1072560 )

        I only played a few levels of Warcraft III, and don't really know the details of how heroes work. I've played a lot of Battle for Wesnoth, however, and don't really like how characters and gold follow you through the levels. I'm pretty good at Battle for Wesnoth, and can do the campaigns just fine, but I don't like to, for the reasons I mentioned above. It's more of a "piece of mind" thing.

        Additionally, the only way that you can beat a game like that without having to redo levels is if the game is too easy

  • "One of the things we're looking at doing with StarCraft II's campaign is putting the choice more in the players' hands. So maybe you like dealing more with infantry? You can purchase those upgrades and make your marines and other infantry stronger. Or else you'll save up the credits you get from the missions to get tanks sooner than you normally could."

    What, like Rise of Nations: Rise of Legends? Woopie do.

  • Video! (Score:3, Insightful)

    by brkello ( 642429 ) on Tuesday August 26, 2008 @04:23PM (#24755941)
    What was with the video? I mean, play the hardest core music you can find and it is still just some terrans invading a barely formed zerg base. You could have seen the same thing in first Starcraft. Just think they could have come up with something a little more compelling than that.
  • Custom AI (Score:3, Interesting)

    by chord.wav ( 599850 ) on Tuesday August 26, 2008 @08:59PM (#24758933) Journal

    I've always wanted to be able to customize the units' AI. Imagine using an interface like Yahoo pipes or Quartz Composer for example, to make the damn ghosts cloak when attacked.
    I think it could be very positive for the game, and, it could teach the youngsters a lot about logic an programming.

I have hardly ever known a mathematician who was capable of reasoning. -- Plato

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