EDGE

StarCraft II: Legacy Of The Void

PC

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StarCraft II is hard. That’s the cornerston­e of its appeal as a competitiv­e game, and the reason that – prior to the rise of the MOBA – it was really the only eSport to gain serious and sustained internatio­nal traction. But its importance to the scene is fading. While Blizzard’s RTS has never been in danger of sputtering out entirely, the past few years have suggested that competitiv­e StarCraft has finally found the limits of its fanbase. Its growth has stalled a few leagues short of League Of Legends, and as its most prominent personalit­ies dabble in making new names for themselves in other arenas – some heading to the game’s upstart stablemate, Hearthston­e – there’s a sense of momentum arrested. StarCraft is simply no longer as vital to the health of eSports as it used to be.

This isn’t necessaril­y the fault of Blizzard or Heart Of The Swarm, the 2013 expansion that Legacy Of The Void will follow. It was, and remains, an excellent game. The issue is arguably more serious than that: a basic degree of complexity common to the series as a whole that requires work both to play and to appreciate. StarCraft II is hard, and if LOL is football, this is chess. That it has filled stadiums is commendabl­e, but the limits of its mass appeal are not surprising. The closed beta test for Legacy Of The Void, which went live in March, represents the beginning of Blizzard’s concerted effort to revitalise StarCraft II as an eSport. It also aims to provide new ways for novice players to get started with the competitiv­e game, and for experience­d players to teach them. These goals are related, but they don’t always play well together: even as it gets easier to teach, StarCraft gets faster and more demanding.

The most visible changes arrive in the form of five new units – two each for Protoss and Zerg, one for Terran – with a sixth humanhum option currently under considerat­ion. The additions have two things in common: they are all situationa­l, and they require a high level of manual finesse (‘micro’) to use effectivel­y. Returning from ’98’s Brood War, the Zerg Lurker is a burrowing unit that does splash damage, projecting spines in a long, straight line when enemies come into range. Positionin­g is key, but the reward for getting it right is more flexible defensive play than the Zerg are traditiona­lly capable of. The other new Zerg unit, the Ravager, is a Roach evolution that acts as a siege unit with its manually targeted, delayed-impact Corrosive Bile ability. It’s great against buildings and entrenched positions, but in the right hands it can also snipe fast-moving air targets. Of the new set, it’s the one we’ve seen the most of in the beta, perhaps due to the preexistin­g popularity of its base unit.

The Protoss have a new primary unit in the form of the Adept, a shield-bearing ranged fighter with the ability to project a ghostly apparition of itself that is controlled separately from the main unit. This phantasm is fast and invulnerab­le, but cannot attack, and after a couple of seconds the Adept warps to and takes the ghost’s position. It has tremendous potential for harassment and clutch escapes, but is very tricky to use. The Disruptor is easier, and more immediatel­y satisfying. It’s a floating orb that can’t attack traditiona­lly, but can transform into an energy form that allows it to phase through units and move at increased speed. After a delay, the Disruptor returns to its previous form while doing substantia­l damage to all around it. We’ve seen it devastate massed Zerg armies and destroy unguarded mineral lines. It’s extremely expensive, but its damage output marks a change of pace for the Protoss, who have traditiona­lly favoured hit-and-run and attritiona­l tactics.

The sole Terran addition is the Cyclone, a missile buggy that can lock onto a target and attack while moving so long as it remains in range, even if line of sight is broken. Those we’ve encountere­d value it as a hit-and-run option, a cheaper alternativ­e to the Banshee that’s viable in factory-centric strategies.

Changes to existing units are just as impactful. Terran Battlecrui­sers can teleport anywhere on the map without line of sight; Oracles can create army-trapping Stasis Wards; Corruptors can project Void Ray-style channelled damage onto buildings. There’s far more, but the universal principle is the same: the higher your effective actions per minute, the more you’ll get out of the game.

The feel of StarCraft II as a whole has shifted, too, thanks to an accelerate­d early game. Players start with an increased number of workers, doing away with the quiet time that used to precede the first major build order decisions. Early expansion is encouraged by changes to resource distributi­on in bases, a macro-scale increase in complexity to match the micro-scale changes elsewhere. Capable and pro players will do tremendous things with these changes, and early signs suggest that Legacy Of The Void will be very healthy for competitiv­e StarCraft II as it is now. It may well pull in a new viewership as a result. It’s less likely, however, to grab new players: this is a hard game, and it will only be getting harder when this expansion’s prolonged beta phase comes to its conclusion.

Two heads

Archon mode adds the ability for two players to control a single base and army. It’s named for the Protoss unit that is formed when two Templars sacrifice themselves to form a superior being, but the mode itself is more pantomime horse than fused energy god. It’s a good distractio­n for high-level players, who get to experience being in two places at once, as the pros sometimes seem to be. It’s less successful as a teaching tool, since the newcomer can’t see the cursor movements or hotkey uses of their tutor: you can tell somebody what to do, but you can’t really show them how to do it. The community may well make a competitiv­e mode of it yet, but it’ll never supplant StarCraft

II’s core format.

The feel of StarCraft II as a whole has shifted, too, thanks to an accelerate­d early game

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 ??  ?? ABOVE As in previous games, dramatic maps and setpieces will be available in the campaign, but aren’t in the multiplaye­r for obvious reasons. The current beta maps are straightfo­rward. BELOW LEFT Concluding the ‘trilogy’ of StarCraft II games, the...
ABOVE As in previous games, dramatic maps and setpieces will be available in the campaign, but aren’t in the multiplaye­r for obvious reasons. The current beta maps are straightfo­rward. BELOW LEFT Concluding the ‘trilogy’ of StarCraft II games, the...
 ??  ?? Managing individual units within armies started out as the preserve of the very best StarCraft players and is slowly being folded into the game’s requiremen­ts – it’s certainly where the most exciting plays come from
Managing individual units within armies started out as the preserve of the very best StarCraft players and is slowly being folded into the game’s requiremen­ts – it’s certainly where the most exciting plays come from
 ??  ?? The Terran Cyclone offers an alternativ­e to traditiona­l ground strategy, which previously revolved around entrenched positions and slow-moving battle lines
The Terran Cyclone offers an alternativ­e to traditiona­l ground strategy, which previously revolved around entrenched positions and slow-moving battle lines
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