Hellgiver
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RE: Starcraft 2 singleplayer info!!
Some more info that released today:
Here's an article about the use of Heroes in SC2
Quote:The military camp was filled with anticipation. Squads of marines formed near abandoned defensive structures - there won't be anyone to defend the base from after this one final push. Having spent most of the previous skirmishes crammed into the tiny bunkers, they were looking forward to the coming battle. Field factories were buzzing with activity as the last few war machines came from conveyor belts, pilots already in place, hurrying not to miss the big fight. Scouts kept a good view of the remaining Confederate buildings, some of them still burning since the last raid. Their mining operation was going strong, but it will do them little good without proper defences. Capitan Raynor himself surveyed the preparations from the seat of his custom-made hovercycle, using the last remaining minutes to further motivate his Rangers.
"This is it, boys! The Confederates' defences are broken, their production is crippled. This is gonna be a walk in the park. The planet will be ours!"
A cry of excitement filled the air. The only person who was not cheering was a young marine, fresh out of the academy, who approached Raynor's Vulture instead.
"Captain Raynor, sir!"
"Call me Jimmy," Raynor smiled. "What do you want?"
"Captain Jimmy," the young Marine's eyes stared at the ground. "Will you lead us to battle yourself?"
Raynor's smile suddenly disappeared.
"I... have to remain here. Defend the base, you know?" he replied quickly and hit the pedal. As the young marine watched the flash of ion thursters in the distance, he thought to himself, is this really the hero I used to admire? He heard a couple of veteran Firebats chatting nearby.
"Where is that Kerrigan chick anyway?"
"The ghost? I haven't even seen her since the fighting began!"
Who are these "heroes" anyway?
There are numerous "hero" units in the original StarCraft's single player campaign. A new set of sounds and a new portrait, sometimes a unique model, but usually just a different team colour, and significantly boosted stats - bang! Suddenly you're commanding a brave hero (or villain) instead of just an army of nameless soldiers. Heroes play an important role in the story and have personal stakes in the conflict. While the player may send dozens of units to certain doom without blinking an eye, it's not the same with heroes. They are your friends, fellow warriors. They might be powerful, but why risk that something bad will happen to them? Also there's the fact that their death means game over for you.
Despite their powerful stats that can help turn the tide of battle, hero units spend most of the missions hidden safely at the back of your base, far from any potential harm. To make sure that this won't be the case in StarCraft II, Blizard has introduced a couple of new features to make heroes more fun to play with. But first let's have a look at the evolution of hero units and their roles in Blizzard's earlier games.
A brief history of Blizzard heroism
Heroes were present even back in 1994 in WarCraft: Orcs & Humans, the first of Blizzard's RTS games, though they were few and far between. They debuted in "dungeon maps" that were lacking base-building. The objective was either to rescue a captured hero or to kill one belonging to the enemy.
Since you gained control of the heroes only after most of the map has been cleaned from enemy units, heroes saw little to no action and their role was thus purely to provide objective for the mission. The dungeons were populated by units not belonging to any of the race's techtrees, such as Ogres or Slimes. While these units were essentially the same thing as hero units, they eventually matured into creeps in WarCraft III.
Campaigns in WarCraft II: Tides of Blood (1995) saw more use of unique hero units (called NPC's in the editor), though they lacked their own sound sets and still served just as objectives in many cases, rather than the motivators of the whole story. Still, their presence made each mission a little more memorable. No longer were you trying to raze another random enemy village to the ground, instead you aided the legendary paladin Uther the Lightbringer in his struggle against the Orcs, or hunting the powerful warlock Gul'dan.
Even the players who would skip mission briefings (would you believe I couldn't understand English back then?) could feel that something important and epic is going on in the campaigns, thanks to the presence of hero units. The expansion set Beyond the Dark portal (1996) evolved the role of heroes further, making them stronger, giving them their own unique sounds and focusing more on their endeavours.
Hero characters rose to a greater prominence in StarCraft (1998), due to the change of narrative perspective. Mission briefings were no longer presented in the classic block-of-text style, but through dialogue of the main characters. Player was still representing a nameless Commander/Cerebrate/Executor, but was addressed directly by the characters on a few occasions.
"Don't let him control you, Executor. The Judicator have long since steered the actions of the Templar to their own ends. It's time wee acted of our own accord."
- Tassadar
"You begin to annoy me, Cerebrate, but don't think that I need you. Should you become a nuisance I'll kill you myself!"
- Kerrigan
That said, the invisible player character always stayed loyal to some in-game character. Jim Raynor, Kerrigan, Fenix and Tassadar all offered the player someone to identify with and consider them their avatar in the game.
Heroes had their distinct motivations and relations, that were felt to some degree even during gameplay. Therefore they were present in majority of missions. Out of the ten missions in the Terran campaign, only two of them lacked heroes, and in one of those - Norad II - you had to protect the downed Norad II with General Duke on board - a unique "hero" building. Sometimes the heroes had to face dangerous odds supported only by a small group of troops, most of the time, however, they were cowering at the back of your base.
Blizzard tried a different approach to heroes in WarCraft III: Reign of Chaos (2003). The whole gameplay was centred around heroes, even in multiplayer. There were no separate briefings, all story elements were moved to the Full Motion Video (FMV) sequences, cinematics made in the game engine and the actions of the player in the missions themselves.
The story was now narrated only by the characters and an invisible player-controlled commander was no longer present, allowing the player to fully identify with the heroes. These gained experience levels with each mission and thus remained the most powerful unit at the player's disposal. The amount of standard units was also reduced, to make sure heroes played a critical part in any battle. Heroes, of course, no longer needed to fear death. What used to spell defeat was now just a minor setback.
What does the future hold?
As Artanis pointed out,* StarCraft is not WarCraft in space, and StarCraft II will remain faithful to its roots. Mission briefings are back, transformed into the new story mode reminiscent of the old, now almost extinct, adventure games. Players will be able to decide whether to jump into next mission right away or to witness character interactions, watch galactic news, and immerse themselves deep into the story and StarCraft lore.
Story mode is where you'll get to know the heroes such as Jim Raynor or Tychus Findlay closely, thus their presence in actual maps will be more scarce. You'll still be able to control them in missions where they can make a difference, but they will stay off-map in great battles, where the ground trembles under the stampede of Ultralisks, the sky is filled with Battlecruisers, and Yamato bolts are vaporizing the very air that is sparkling with Protoss psi-storms.
In such situation a single marine isn't going to be a lot of help, no matter how badass he is. Death of a hero will mean instant defeat as before, but new mechanics will come to play to make sure players don't leave them to rot in safety of their base. For example, Chris Metzen mentioned a gimmick, where instead of dying right away, your hero will drop to his knees and wait for a medic to revive him.
The regular units won't be alone on the battlefield, though. You will be able to hire a variety of mercenaries in between missions and then subsequently recruit them from Merc Haven. These unique units will boast improved stats and will therefore fulfil the role of heroes from StarCraft I, with one important difference: they are expendable. If they die, tough luck (for them). You'll have to finish the mission without them, but you'll be able to hire new mercs for the next mission.
The mercs don't gain any experience or upgrades, so there's no point to keep them sitting in your base. Let them go in a blaze of glory! That's what being a merc is all about, after all. Their role will probably be very similar to the Zerg "hero" units in StarCraft and Brood War, such as the Hunter Killers.
Blizzard has time and time again proven that they can learn from their past, return to interesting mechanics and use them in a new, innovative ways. From the recent interviews wee know, that they've put quite some thought into the role of the hero units. One of the strongest parts of Blizzard's games has always been story and with StarCraft II wee can look forward to really deep characters and relationships between them developed both on and off the battlefield. These characters may bot be present on every map, but when they do, they will lead the action and show that they are really worthy of being called heroes.
http://starcraft.incgamers.com/articles/...eros-work/
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