So... after years of rumour and months of hype, Starcraft 2 is finally out. While I'm perfectly happy to play games on the Xbox 360 or PS3, I must admit that on one level, it is actually nice to see a substantial degree of hype surrounding a PC-exclusive game. I can't remember the last time I encountered this for a game whose name didn't include the word "Sims". However, hype always carries a risk of overshadowing the all-important queston of "is it actually any good".
On the basis of my early experiences (around 5-6 hours play), I'm going to cover that question not from the point of view of a hardcore Starcraft fan (largely because I'm not a hardcore Starcraft fan), but rather from the point of view of a generalist gamer looking for entertainment. I'm not particularly interested in the detailed intricacies of the multiplayer balance, but rather in whether the campaign, skirmish and multiplayer modes are likely to prove enjoyable to the average player.
The first thing to note, I suppose, is that the game requires the player to be logged into battle.net to play. This means that you need to have an internet connection present every time you fire up the game, even if you bought a boxed copy and even if you are only interested in the single-player campaign. That said, I did do a quick "yank out the network cable" test after loading up and unlike Assassin's Creed 2 or Command & Conquer 4, the game did not just freeze up. However, a more prolonged test would be needed to determine just what exactly stops working if the network connection is lost. Some minor consolation can perhaps be found in the fact that the login servers seemed to stay functional even on launch day (which is a first) and that purchasers of boxed copies do not need to have the disc in their drives to play.
And the game itself? My first impression is that it's a bit of a mixed bag. The first shock for me on loading up and starting the single-player campaign was how little had changed since 1998. For me, this was a disappointment. The RTS genre has come a long way since then and it was irritating not to see more of a nod towards this progress. In particular, the UI is a clunky and screen-filling mess. In 1998, it wasn't too bad, but in 2010, even running in 1680x1050, it feels a lot like being forced to play the game while peering through a letterbox. The UI layout is essentially identical to the original game's, and again, this seems dated. Unless you're prepared to memorise all of the keyboard shortcuts (which the hardcore will be, but more casual players probably won't), the interface for ordering around units and building structures will feel slow and clunky.
There have been a couple of small (and welcome) tweaks to the UI. Most notably, the unit-pane has been revamped to remove the previously strict limit on the number of units that could be selected at a single time). This is a very positive step, but it would still have been nice to see more work put into creating a more ergonomic and less visually intrusive UI. The gradual evolution of WoW's UI has shown that Blizzard do have some talented people in this field, and I'm not sure why they weren't put to work on this.
The units from Starcraft and Brood Wars all seem to be back, complete with some balance tweaks and changes to the build tree. The line-up is fleshed out by some new additions, which seem to fit in reasonably well, at least to a layman's eyes.
The campaign structure is somewhat changed from the original. Of course, only the Terran campaign is present at the moment, with the Zerg and Protoss campaigns to be added by future expansions. I've not finished it yet, but the Terran campaign does seem to be reasonably large; certainly larger than its equivalent in the original Starcraft. The campaign now feels very similar to that from Dawn of War 2, with the player choosing from missions with different rewards and outcomes. Credits earned during missions can be used to purchase upgrades to the various unit and building types.
Campaign missions are somewhat variable in quality. There's a fair degree of variety in the objectives, with missions including the standard "build a base and destroy the enemy" to escort missions and infiltration assignments. Sometimes the missions work well. However, the pacing of some of the missions, particularly the early ones, often feels a bit off. On the third campaign mission, I had to defend a base from attack for 20 minutes (similar to the third mission in the original Starcraft's campaign). However, on normal difficulty, I had destroyed the bases the enemy was using to produce attackers by around 13 minutes into the mission. Rather than ending the mission, the game forced me to sit twiddling my thumbs until the timer ticked down. Ok, it threw a few underwhelming waves of enemies at me right at the end, but this didn't really alleviate the substantial levels of boredom I'd experienced. There's also a badly paced convoy-escort mission where you can expect to spend a lot of time waiting.
Other missions, however, do work better. The "build a base and destroy everything" missions work pretty well, though they do get samey. The missions that put you in charge of a Ghost are a lot of fun indeed. That saidyou won't really be seeing any mission designs that you haven't seen in any number of other games. The new mercenaries system adds a slight extra twist to the gameplay, but again, nothing stunningly original.
I did have a general issue relating to game-pace. When it was released, the original Starcraft was widely seen as a rusher's paradise. However, expectations in the RTS genre have shifted a lot since then, and faster build and unit production speeds are now the norm. While actual combat in Starcraft 2 feels fluid and well-paced, build and production times feel positively glacial. Research times feel outright sadistic. It's clearly not a case of the game just running too slowly, though, as combat can be outright frantic (usually in a good way).
It's hard to describe the in-game visuals as anything other than disappointing. It could be argued that the blocky, cartoony look is just part of Blizzard's style, and I'd be perfectly happy to accept this if it had been implemented a bit better. However, background and terrain art looks ancient, while the quality of unit visuals is highly variable. Some units, like the Terran SCV, actually look pretty good and have had fairly funky redesigns. Others, however, such as the Terran Firebat, look as though they've been drawn by a 6 year old. They're bad enough when seen in isolation, but when you get a few of them grouped together, their mis-sized graphics blend together leaving an ugly mess in the middle of the screen.
It's a real pity, because it's clear that Starcraft 2 is running on top of some very capable technology. The pre-rendered cutscenes that are a hallmark of Blizzard games are back, though there aren't perhaps quite as many of them as we've come to expect. They're complemented by some reasonably impressive cutscenes using the in-game engine. These are actually on a par with the game-engine cutscenes from many first and third person shooters, which is an impressive feat for an RTS engine. Arguably even more impressive is the vertically-scrolling shooter they've created using the engine, which can be accessed from one of the between-mission screens. This is a fully featured shooter with bullet-hell tendancies which compares favourably to many games from the same genre available via Xbox Live Arcade or the Playstation Network.
The game does an excellent job of building atmosphere between missions; indeed, it's hard to think of any games that do it better. You can explore various locations via a point and click interface, talking to characters, watching news broadcasts and examining various keepsakes and trophies. It's a bit reminiscent of the old Wing Commander games, only better. These sections have a great visual style and even better sound and music. The game's voice-acting is consistently top-notch, while the twangy musical score is reminiscent of some of the stuff we heard during the original Starcraft's cutscenes and perhaps even more reminiscent of Firefly/Serenity. The lyrics to one of the songs on the jukebox had me laughing out loud.
Moving on from the campaign mode, the Skirmish mode is pretty decent, with a good range of difficulty settings to allow even the greenest of RTS players to get some practice in before heading online.
The online play was, much to my surprise, working just fine for me on launch day (perhaps cynically, I tend to expect features like this in major releases to be more or less unusable until at least 48 hours after launch). There are a good range of maps and play-options, and those hardcore players looking to get the Starcraft 2 online scene rolling are unlikely to be disappointing. The matchmaking tool was working a bit erratically in terms of finding players of around my skill-level, but this is probably to be expected so soon after launch, with so many players on brand new accounts with very limited play histories. Hopefully that will iron itself out in time.
The lack of any option to play the campaign in co-op will be disappointing for some players, but on the other hand, it is nice to be able to play a campaign solo without feeling like you're missing out (Red Alert 3, I'm looking at you).
So in conclusion; if you were a huge Starcraft fan, you probably haven't read this anyway, as you've already bought the game and are no doubt playing it right now. If you haven't bought the game and are wondering whether to... well... maybe. There is fun to be had here, with a decent single-player story and bags of atmosphere, I suspect most people who enjoy RTSes will find something to please them. However, this is very much an old-fashioned game, missing many of the innovations and conveniences we've come to take for granted over the last decade. In many ways, games such as Dawn of War and Supreme Commander 2 are far more sophisticated and... yes... better than this. That's not to say that you shouldn't give Starcraft 2 a go. It's just to say that if you only play one RTS every decade or so, this probably isn't the one to pick.