Purple
(She/Her)
A few years ago, there was a real bombshell announcement of just how profoundly awful the execs at Blizzard were, and personally I just dropped all their stuff cold turkey. Not too too long after, a bunch of people who had previously worked on StarCraft 2 left the company, formed their own indie outfit, and started work on a new RTS that was pretty clearly using SC2 as a base, but trying new things. It was called Stormgate and it was an incredibly sad and pathetic failure of a game which barely launched before they admitted it was a total failure and shut the servers down forever.
HOWEVER! Around the same time a DIFFERENT group of former Blizzard people (as I understand it, mainly responsible for that crazy co-op mode in SC2 and Heroes of the Storm at its height of wacky ideas), along with Scarlet, the best SC2 player this side of Korea and a big influence in the overall balance of the game, plus that Giant Grant Games guy who did all the absurd challenge runs and basically funds the entire mod scene for multiple RTS games out of his own pocket lately ALSO got together and went indie to kickstart a StarCraft-like that ISN'T a complete joke, and three years of closed testing and seasonal demo events later, it's... still not finished, but finished enough that you can buy it and be able to play it all the time not just during Next Fests and such.
It is... Very StarCraft, but it also has a ton of crazy ambitious ideas that make it really neat... and the people behind it do a terrible terrible job both in and out of game of laying them all out. So... here's a smattering of cool concepts that are in this game:
- You pick a faction and a half each match. Along with the main faction you pick out of a whopping 4 (Space Marine types, trees-controlling-giant-bugs going all fey-reclaiming-nature, something halfway between 40k's chaos marines and the imperial guard, and robots that combine with eachother like Voltron), you ALSO pick one of... I wanna say 12 mercenary factions, covering all kinds of weird niches like Krogan from Mass Effect, crab worshipping shamans, enlightened space wizards, and guys who just really love hovertanks. They all work like the mercenary camps in WC3x or StarCraft 2, where you build their one base structure, and it slowly builds charges you can spend along with a hefty chunk of cash for the instant delivery of a little pile of units from several choices. They also affect some stuff with other mechanics, and generally just add so much variety to the game, letting you sidebar in stuff to cover what normally might be big holes in what your faction is all about.
- Acknowledging that honestly WarCraft 3 had a few cool ideas. Aside from the mercenary subfaction thing, you ALSO pick a hero at the start of a match, with various cooldown skills, who levels up a bit and lets you get out onto the map taking out neutral trash or doing early attacks right from the jump. Unlike heroes in say, WarCraft 3, they don't continue to creep up in power over the whole game, and by the late game they're just kind of an extra high tech tier caster in your big unit ball, but early on when you're still building up, they're nifty, and hey, 3 choices of what you're playing really keeps stuff from getting stale. Also, hey, neutral units guarding resources. And it might have been cut when I wasn't looking at least at one point in development there was an Upkeep like system curbing your resource gain if you build Entirely Too Much Infrastructure to discourage just totally swarming.
- You practically never have to click back over to your base. Instead of the usual build a base structure near the resources, crank out a bunch of workers, order them to go mine it approach, you just kinda build a resource extractor on a node, once. It slowly builds itself up over time, and replaces its outbuildings automatically. For the secondary resource, you can build up to 3 very Dune 2/Command & Conquer style extractor vehicles which generally manage themselves and queue up their own replacements when they die. There's basic hotkeys to select all your units, all your production buildings, and all your tech buildings to queue stuff up, so you can just kinda always keep your eyes on the fight, no going back to click buildings.
- Upgrades are all neat little choices. You've got 3 make-your-guys buildings, generally, and each has a matching upgrade-those-guys building. But instead of the standard "increase damage/increase defense" buttons on those, each individual unit gets choices like "Do you want more survivabilty, or do you want more splash damage?" or "Do you want more range, or do you want more jump jet distance?" And on top of all these, there's the secret third resource of experience, which levels your whole faction up and gives you 3 choices for a global upgrade every time you level up, 2 for your faction, 1 for your subfaction. Stuff like "want a hotbar option for a spell that permanently powers up units after they spend time in a cocoon?" or "want our space pirate tech that lets you steal resources when you attack buildings?" And oh yeah, there's top bar abilities. The 40k guys can do a mass sacrifice of all their fanatical cultists to summon their god emperor and such. It's neat.
- There's a LOT of stuff encouraging you actually get out onto the map early on instead of just kinda turtling up. That experience resource mostly comes from controlling towers that are all very much in the middle of the map, extra juicy wads of secondary resource mostly falls out of the sky in random-but-symmetrical spots at regular intervals, pressuring you to go all gold-rush with it. And basically every building in the game has a secondary function that's really handy to have towards the front lines. Barracks with healing fields, farms that double as guard towers, farms for another faction that act as fast-travel points, etc.
- Less unique and fresh since everyone's doing these lately but still neat: There's this whole "unified command card" thing where if you select just ALL THE UNITS at once, all their special abilities show up at the bottom, with no overlapping hotkeys, so you can siege up your siege units or activate all your jump jets or cast the big flaming fireball spell without having to tab around and find the right unit first. Also when you give move commands, rather than just click a point on the map, you can doodle a little line, and your whole wad of selected units will spread themselves to whatever shape you doodled. Make a big C for a nice concave defensive line, write out a little cursive message in teeny grunt units, whatever. There's also a system where you can queue up units and upgrades even if you can't afford them yet (which I actually kinda hate because I keep spending myself way into debt accidentally and take forever to get back in the green).
- Aside from giving everyone a "kill this to win game" main base to avoid playing whack-a-mole in the end game, the SC2 co-op/Heroes of the Storm roots really show in some interesting map gimmicks/alternate win methods. At least in the one mode out of 4 that's just "we're doing that SC2 co-op thing again" there's stuff like pushing a team shooter payload, or fighting a hidden boss that then joins your party, or dealing with waves of air strikes, or escorting a cool giant robot and so on, which is just neat. Oh and there's a whole control map territory for your faction MMO metagame thing attached to that too. There's also some roguelike-y wave survival mode, regular RTS mode, and the campaign which is... oddly ambitious?
- Yeah so their main inspiration for the single player campaign is wanting to be Mass Effect. Instead of just a big chain of story missions there is a whole thing where you have multiple destinations on a big map at any point and RPGish scenes where you can hang out with all the NPC friends you meet and eventually date some of them if that's your thing. And you know like moral/story choices and such. Last I had a look at that was in a public demo where it REALLY wasn't ready to show off yet (there's significantly more to it in the new early access version here I haven't gotten to yet), and I don't know if they really have the writing chops to do something really good with it, but... yeah I'll take a free side order of RPG with my RTS, sure. And hey, your dorky early game buddy put cute little star and rocket ship stickers on his power armor, so there's at least SOME sense of fun going on here.
HOWEVER! Around the same time a DIFFERENT group of former Blizzard people (as I understand it, mainly responsible for that crazy co-op mode in SC2 and Heroes of the Storm at its height of wacky ideas), along with Scarlet, the best SC2 player this side of Korea and a big influence in the overall balance of the game, plus that Giant Grant Games guy who did all the absurd challenge runs and basically funds the entire mod scene for multiple RTS games out of his own pocket lately ALSO got together and went indie to kickstart a StarCraft-like that ISN'T a complete joke, and three years of closed testing and seasonal demo events later, it's... still not finished, but finished enough that you can buy it and be able to play it all the time not just during Next Fests and such.
It is... Very StarCraft, but it also has a ton of crazy ambitious ideas that make it really neat... and the people behind it do a terrible terrible job both in and out of game of laying them all out. So... here's a smattering of cool concepts that are in this game:
- You pick a faction and a half each match. Along with the main faction you pick out of a whopping 4 (Space Marine types, trees-controlling-giant-bugs going all fey-reclaiming-nature, something halfway between 40k's chaos marines and the imperial guard, and robots that combine with eachother like Voltron), you ALSO pick one of... I wanna say 12 mercenary factions, covering all kinds of weird niches like Krogan from Mass Effect, crab worshipping shamans, enlightened space wizards, and guys who just really love hovertanks. They all work like the mercenary camps in WC3x or StarCraft 2, where you build their one base structure, and it slowly builds charges you can spend along with a hefty chunk of cash for the instant delivery of a little pile of units from several choices. They also affect some stuff with other mechanics, and generally just add so much variety to the game, letting you sidebar in stuff to cover what normally might be big holes in what your faction is all about.
- Acknowledging that honestly WarCraft 3 had a few cool ideas. Aside from the mercenary subfaction thing, you ALSO pick a hero at the start of a match, with various cooldown skills, who levels up a bit and lets you get out onto the map taking out neutral trash or doing early attacks right from the jump. Unlike heroes in say, WarCraft 3, they don't continue to creep up in power over the whole game, and by the late game they're just kind of an extra high tech tier caster in your big unit ball, but early on when you're still building up, they're nifty, and hey, 3 choices of what you're playing really keeps stuff from getting stale. Also, hey, neutral units guarding resources. And it might have been cut when I wasn't looking at least at one point in development there was an Upkeep like system curbing your resource gain if you build Entirely Too Much Infrastructure to discourage just totally swarming.
- You practically never have to click back over to your base. Instead of the usual build a base structure near the resources, crank out a bunch of workers, order them to go mine it approach, you just kinda build a resource extractor on a node, once. It slowly builds itself up over time, and replaces its outbuildings automatically. For the secondary resource, you can build up to 3 very Dune 2/Command & Conquer style extractor vehicles which generally manage themselves and queue up their own replacements when they die. There's basic hotkeys to select all your units, all your production buildings, and all your tech buildings to queue stuff up, so you can just kinda always keep your eyes on the fight, no going back to click buildings.
- Upgrades are all neat little choices. You've got 3 make-your-guys buildings, generally, and each has a matching upgrade-those-guys building. But instead of the standard "increase damage/increase defense" buttons on those, each individual unit gets choices like "Do you want more survivabilty, or do you want more splash damage?" or "Do you want more range, or do you want more jump jet distance?" And on top of all these, there's the secret third resource of experience, which levels your whole faction up and gives you 3 choices for a global upgrade every time you level up, 2 for your faction, 1 for your subfaction. Stuff like "want a hotbar option for a spell that permanently powers up units after they spend time in a cocoon?" or "want our space pirate tech that lets you steal resources when you attack buildings?" And oh yeah, there's top bar abilities. The 40k guys can do a mass sacrifice of all their fanatical cultists to summon their god emperor and such. It's neat.
- There's a LOT of stuff encouraging you actually get out onto the map early on instead of just kinda turtling up. That experience resource mostly comes from controlling towers that are all very much in the middle of the map, extra juicy wads of secondary resource mostly falls out of the sky in random-but-symmetrical spots at regular intervals, pressuring you to go all gold-rush with it. And basically every building in the game has a secondary function that's really handy to have towards the front lines. Barracks with healing fields, farms that double as guard towers, farms for another faction that act as fast-travel points, etc.
- Less unique and fresh since everyone's doing these lately but still neat: There's this whole "unified command card" thing where if you select just ALL THE UNITS at once, all their special abilities show up at the bottom, with no overlapping hotkeys, so you can siege up your siege units or activate all your jump jets or cast the big flaming fireball spell without having to tab around and find the right unit first. Also when you give move commands, rather than just click a point on the map, you can doodle a little line, and your whole wad of selected units will spread themselves to whatever shape you doodled. Make a big C for a nice concave defensive line, write out a little cursive message in teeny grunt units, whatever. There's also a system where you can queue up units and upgrades even if you can't afford them yet (which I actually kinda hate because I keep spending myself way into debt accidentally and take forever to get back in the green).
- Aside from giving everyone a "kill this to win game" main base to avoid playing whack-a-mole in the end game, the SC2 co-op/Heroes of the Storm roots really show in some interesting map gimmicks/alternate win methods. At least in the one mode out of 4 that's just "we're doing that SC2 co-op thing again" there's stuff like pushing a team shooter payload, or fighting a hidden boss that then joins your party, or dealing with waves of air strikes, or escorting a cool giant robot and so on, which is just neat. Oh and there's a whole control map territory for your faction MMO metagame thing attached to that too. There's also some roguelike-y wave survival mode, regular RTS mode, and the campaign which is... oddly ambitious?
- Yeah so their main inspiration for the single player campaign is wanting to be Mass Effect. Instead of just a big chain of story missions there is a whole thing where you have multiple destinations on a big map at any point and RPGish scenes where you can hang out with all the NPC friends you meet and eventually date some of them if that's your thing. And you know like moral/story choices and such. Last I had a look at that was in a public demo where it REALLY wasn't ready to show off yet (there's significantly more to it in the new early access version here I haven't gotten to yet), and I don't know if they really have the writing chops to do something really good with it, but... yeah I'll take a free side order of RPG with my RTS, sure. And hey, your dorky early game buddy put cute little star and rocket ship stickers on his power armor, so there's at least SOME sense of fun going on here.