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SC2 Campaign aimed for 13 year old boys? - Page 11

Forum Index > StarCraft 2 HotS
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CyRxJustin
Profile Joined September 2010
2 Posts
September 07 2010 07:49 GMT
#201
Also, hate to double post, but i remember reading right before it came out people talking about how Blizz refused to give any copies out for reviewers to play before the release. A lot of people were worried because that's a common practice with movies/games/products that the developers know are going to get a bad review. I had hoped it was just to prevent pirated copies getting out early or to keep spoilers held back for a bit, but now I'm pretty sure it's the former theory.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
September 07 2010 10:04 GMT
#202
Compared to a game like mass effect or knights of the old republic the story seems really kiddish. I thought the acting was ok, but it wasn't brilliant. Also the graphics were really cartoonish. The story itself is interesting, but it felt like watching The Phantom Menace.
Developer for http://mtgfiddle.com
Touch
Profile Joined August 2010
Canada475 Posts
September 07 2010 10:39 GMT
#203
On July 31 2010 21:58 Vorla wrote:
Blizzard is catering to young boys with rich mothers, just like Games Workshop. When Starcraft and Brood War came out I was as old as the people they aim SC2 at are now, so it's nothing strange. Blizzards storylines have never been very awesome, very clichée and tons of plot stuff reused (Good hero turns evil and gets control over the "evil" faction, Arthas + Kerrigan and you can probably fit Sylvanas in there as well), Diablo "didn't die, he just possessed the body of the hero that kill him", everyone betrays everyone, the forces of the world must unite against an outer worldly threat to save themselves (Algalon, Mt. Hyjal, The Voice in the Void, yadayada)

I'd rather look at the consequences of the story rather than the writing, in the same way you can still enjoy the special effects (and Megan Fox) when you watch Transformers whereas the storyline is Standard American Freedomloving crap about people standing up for themselves.

In fact I was surprised at the nuance of the characters that Blizzard actually put in. They were obvious, but not as obvious as I had expected, and there was a bit of a Blade Runner feeling, like where your actions affect if a person is a twotiming backstabber or actually loyal rather than being predetermined.
Oh...Blizzard got bitch slapped right there
Sieg
revy
Profile Joined September 2009
United States1524 Posts
September 07 2010 11:23 GMT
#204
I think what people might be missing from the SC1 campaign was a sense of epicness.

In the SC1 campaign you: Overthrow the confederacy, Invade Aiur, Launch a huge final attack against the overmind.

In the SC2 campaign you don't really do anything that epic. There are no huge showdowns except for All in and despite the level design it just cant compare to getting to control a 400/400 mixed toss/terran army.

All in all I think the SC2 campaign was pretty good. The level design was clearly 2 steps beyond SCBW and I found the missions to be very entertaining.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2010-09-07 12:15:25
September 07 2010 12:06 GMT
#205
its biggest problem i'd say is that it s not challenging to guess things or to speculate how things will end because it's pretty damn obvious, and all your choises you make are the right choises no matter what.

Plus the News are awfully painfully fake, Mengsk is controlling the media but "accidently" every single news bulletin turns out the other way making the Mengsk supporter caster look ridiculous every single friggin time

though some things make me think there s potential for an awesome upcoming storyline, although it might just be simple predictable stuff like this one

as for difficulty, brutal is a bit too hard to enjoy the mission with all its optional quests fully but too easy to be a real challenge to actually complete them. But i think they are really vesitle, thus i like them.

The achievments are fun, but there should be more and a lot harder too
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
September 07 2010 12:48 GMT
#206
On July 31 2010 21:58 Vorla wrote:
Blizzard is catering to young boys with rich mothers, just like Games Workshop. When Starcraft and Brood War came out I was as old as the people they aim SC2 at are now, so it's nothing strange. Blizzards storylines have never been very awesome, very clichée and tons of plot stuff reused (Good hero turns evil and gets control over the "evil" faction, Arthas + Kerrigan and you can probably fit Sylvanas in there as well), Diablo "didn't die, he just possessed the body of the hero that kill him", everyone betrays everyone, the forces of the world must unite against an outer worldly threat to save themselves (Algalon, Mt. Hyjal, The Voice in the Void, yadayada)

I'd rather look at the consequences of the story rather than the writing, in the same way you can still enjoy the special effects (and Megan Fox) when you watch Transformers whereas the storyline is Standard American Freedomloving crap about people standing up for themselves.

In fact I was surprised at the nuance of the characters that Blizzard actually put in. They were obvious, but not as obvious as I had expected, and there was a bit of a Blade Runner feeling, like where your actions affect if a person is a twotiming backstabber or actually loyal rather than being predetermined.


Wow, this is exactly how I feel. A lot of people have this fond memory of BW and it's dialog. But, really, it was as cheesy as anything. Only game Blizzard have made that was more professional was Diablo II (Not the expansion). The cinematics buildup and dialog was very well written and performed (although it was actually made by Blizzard North that is nomore )
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
myIRE
Profile Joined November 2008
Belgium229 Posts
September 07 2010 13:17 GMT
#207
I partialy agree with the statement "storyline is a bit weak" but only partialy because we have seen so many good storylines comming out of games after sc1 that we expect more and more every single time. If you go back to 1998, how many well written stories and characters were there prior to release of sc1? I think alot of it just felt so grand back then because it was our first time so to speak. Don't think the story is actualy that bad, but I do agree that it could have been much better and certainly the way blizzard advertised and hyped sc2 they didnt really deliever a 100%. Having said that, I think the gameplay itself and alot of the missions are reaaly really fun and they are all very different, not something we could say about sc1, but thats because the technology wasnt as far back then. Last mission of sc1 is still one of the best to date though.
Freedom is the most contageous virus known to men.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-09-07 13:54:31
September 07 2010 13:42 GMT
#208
On September 07 2010 22:17 myIRE wrote:
I partialy agree with the statement "storyline is a bit weak" but only partialy because we have seen so many good storylines comming out of games after sc1 that we expect more and more every single time.


Well considering there are only 5 or so real stories that humans keep retelling anyway.

I will say this though. Regardless of wether the caimpaign is viewed as good or bad, I feel it was at least different. Innovative might be a strong word to describe it but it definatly did not suffer from Avatar syndrome. I didnt immediatly jump up and say "they stole this plot from X!" So thats good.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
uberdeluxe
Profile Joined June 2009
Canada306 Posts
September 07 2010 13:50 GMT
#209
Early in the campaign, nothing happens. You go on silly little missions with next to no followup. It's just, "go save those people! Good job you saved them, here's free money." Later in the campaign, it gets much better though.
No mules, no collosi, no PFs, just LOVE!
Carv
Profile Joined August 2010
United States1 Post
September 07 2010 16:00 GMT
#210
Yea the first couple of missions are pretty slow, the game really picks up pace towards the middle. Raynors voice acting is laughable at times, it's like he's constantly trying to blurt quotables but failing.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
September 07 2010 16:15 GMT
#211
Wtf the story in starcraft1 was stupid as hell ~~ you just got older.
iloyi
Profile Joined July 2010
12 Posts
Last Edited: 2010-09-07 16:37:58
September 07 2010 16:30 GMT
#212
First of all, I would like to separate my opinions into 3 parts: gameplay, story and presentation.

SC2 did a great job in mission design. Each mission is unique and caters to different needs. Just throw in the question of favourite missions, and you get tons of different answers. The different difficulty settings are also a plus, playing it on harder difficulty render some strategies not practical. I am going to discuss about mission selection in SC2, as compared to linear mission system in SC, in the presentation part.

The story in SC2 universe is not that bad, is just that the way Blizzard presented it is bad.

+ Show Spoiler +
We got Raynor wants to overthrow Mengsk, doubts of Valerian's motives in helping Raynor, Zeratul's vision of the future, reason why is Tassadar still alive and had he achieved Twilight, etc. Many interesting points to develop the story further. I personally like the infestation of Dr. Hanson if you chose to side with Selendis, it gave me a pleasant surprise. Some of us might have questioned why is this happening and why is that happening, such as why is Char so easily invaded, but it could be easily answered if Blizzard explained it better.


The presentation, hmmm. In SC, I am someone in the campaign who helped the game characters. In SC2, if I am not wrong, I am supposed to be Raynor, but why do I feel like I am a ghost who constantly spying on the Hyperion's Crew? I guess the main flaw of SC2 is the mission selection system, it makes the whole story fragmented, unlike the nice story progression in SC. There will be different orders to select the missions and it just stops people from delving deeper into the story in SC2. I have more memorable moments in SC than SC2.

+ Show Spoiler +
I am asking myself why am I collecting minerals and artifacts and what happened to rebellion against Mengsk? The next thing you know is "Oh, I found this adjutant, and now Mengsk, you are dead." The Tosh/Nova and Dr. Hanson's missions have no impact in the storyline, yet (hopefully). I should just have let the colonists die. Collecting the artifacts felt like filler missions and suddenly you use the artifacts to save Kerrigan in just 3 missions after 4 years since Kerrigan defeated everyone. Blizzard should put more effort in presenting the story, such as adding plots like what had Raynor been through in the 4 years to change the mind of killing her by himself to saving her and Horner's investigation on why do everybody want the artifacts, put some dialogue between Kerrigan and Raynor in Char like "You are a lucky pig to even stand on this ground if the full might of the Swarm is here."


I actually enjoyed listening to the mission briefings in SC. Although it is just head portraits with repeating animation, the interaction among characters are much more through mere conversation and the dialogues are well written. There are just too much one-liners in SC2. Maybe Blizzard wants to maintain their standard of cut scenes and forgotten to invest more time in the dialogues. Take a look at the SC story walkthrough videos.

Tired. End.
yups
Profile Joined August 2010
Denmark116 Posts
September 07 2010 17:18 GMT
#213
I agree with both the dialog and the plot being really bad

+ Show Spoiler +
The way Dr. Hansen falls for the strong Raynor who has a troubled past he cant talk about; that's just cheesy beyond belief. And the other thing that really bugs me is that they have to invoke the complete destruction of the human race/universe by some outer dimensional entity. How many times have we seen that in WC?


I do think the gameplay in the missions is great though and overall the game is great. Also im not sure SC1 was any better (im apparently old enough that things more than 10 years back in time are... fuzzy).
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-07 17:23:08
September 07 2010 17:22 GMT
#214
As much as I hated the story, and will continue to hate it (+ Show Spoiler +
how can Kerrigan being 'cured' by some random Xel'Naga artifact possibly sit well with any human being on this planet?
), the gameplay was great and the achievements were fun to work towards.
EchOne
Profile Blog Joined January 2008
United States2906 Posts
September 07 2010 17:37 GMT
#215
Difficulty: Brutal was... okay. I first jumped into the campaign at my friend's house on Brutal and I had to work a bit at the beginning few missions. I even had to restart Meinhoff a few times. Then I did a full clear on Hard. After that a full clear on Brutal was cake, essentially, because I abused the campaign design to field insane tech for troublesome missions and MM my way through everything else.

Mission Design: Excellent, relatively speaking. Very little compares in the current RTS market. I felt some CoH campaign missions were similarly engaging but that's probably because I love history. Definitely superior to anything else Blizzard has done. Unfortunately, due to difficulty or design, a sad majority of missions are solved by a relatively limited range of units and techniques. I would've liked to see more base-building missions whose designs necessitated more critical planning such as in All-In.

Storyline: Passable. Not riveting, but worth discussion, at least if some of the speculation threads that popped up shortly after release are any evidence. A tidy bundle of connections, revelations, overtones, foreshadowing. Most heroic stories are incredibly simple, as is this one, but that isn't a problem at all.

Storytelling: I'm a fan of on-rails storytelling in games since a storyteller with more agency over his story is empowered to construct something greater, so I'm biased against any open-ended system unless it's completely emergent. While the non-plot-essential paths were moderately engaging, often the player would be presented with individual missions whose story consequences, even within their own stories, were minimal. There is also the connectivity issue with the "side" missions and the main storyline.

Lastly, the revisions of canon based on which choices you took in Tosh's and Hanson's stories not only hurt immersion, they hurt the relevance of player agency, and hurt character design at its core. Really, the greatest impact of player agency in the campaign was in accessible tech and upgrades, a strictly gameplay element.

Characters: People have varying opinions on these for sure. I felt Hanson, Swann, and Egelman were particularly flat. It doesn't help that the RTS genre typically doesn't provide for much in-mission interaction with characters. A lot of people probably found the Protoss heroes more endearing simply because their appearances on the battlefield are indicative of their characters (they respond to inevitable doom by a blaze of glory and, hopefully, micro).

Essentially what I'm saying is I wanted to see more of how these characters would react to or deal with situations. Swann and Egelman... will listen to orders and fight when told. Hanson... wants her people to survive. We see none of these characters deal with crisis.

On the other hand, crises are thrown at more prominent characters like Raynor, Queen of Blades, Tychus, Zeratul, and Matt even. I feel like we do in fact learn, even a little, about these characters. We might even be able to relate to one or another. That's refreshing.

Again, Hanson and Tosh are essentially moot as characters since there is no canon. They are whatever your imagination wills them to be, and that's not character design, that's a load of bull.

Presentation: The voice acting is pretty good, especially considering it's a game and not a movie. Obviously the cinematics are visually well-crafted too. Some of the dialogue is pretty cheesy, and some of the dialogue could simply stand to be rewritten. Cheesiness, I feel, is not a relevant problem since everyone has different tolerances and some people simply like it. Sloppy lines, however, can hurt immersion, hurt our perceptions of characters, and do all sorts of terrible, terrible damage.

Most missions themselves don't act well as storytelling vehicles. I'd have loved to see more missions where characters speak and interact. It really helps make one feel as if the mission has a purpose. For instance, though you fight the Tal'Darim several times you learn almost nothing story-wise. Each of these missions amounts to, in the eyes of the story, Raynor routs the Tal'Darim at X location to secure Y key item.

The chat with characters on the Hyperion is fair, but limited. Obviously in real life, or even in RPGs, people chat a lot more and you can learn a lot more from speaking with them. Still, good flavor, and an improvement over I think all other RTS, which don't provide for such interaction.
面白くない世の中, 面白くすればいいさ
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
Last Edited: 2010-09-07 17:58:17
September 07 2010 17:55 GMT
#216
Gameplay on Brutal was good entertainment.

The storyline, the dialogue, the plot, and the characters came straight out of a 10 years old's brain on a particularly crappy and uninspiring day.

Those clinche movie lines hurt my ears, bad.

All the characters are stereotypes.

I don't want to complain any further. I am extremely disappointed.

If SCII is a novel without any brand association, it would be at the very bottom of the seller's list and go out of print within the first week of its release.
FindingPride
Profile Blog Joined July 2010
United States1001 Posts
September 07 2010 18:36 GMT
#217
watered down compared to its predecessor?
Terranist
Profile Blog Joined March 2009
United States2496 Posts
September 07 2010 19:44 GMT
#218
young teens have disposable income and activision blizzard, or the rest of big corporations know how to exploit it for their profit. twilight, hannah montana, justin beiber, call of duty... it's where the money is now days.
The Show of a Lifetime
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
September 07 2010 19:54 GMT
#219
ofc

blizz has sold out long ago, this is what makes money apparently so thats what they will do.
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
September 07 2010 20:59 GMT
#220
I felt the worst part by far was how ham fisted the protoss levels were. The last mission everyone repeating regret over the destruction of Kerrigan every other mission event and everytime a hero died. It really started to get annoying.
My other car is a battlecruiser.
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