Review: StarCraft II: Legacy of the Void

It’s been a long time coming.

Hierarch Artanis and Executor Selendis rally the Golden Armada in StarCraft II: Legacy of the VoidAs StarCraft fans, we waited over ten years for a follow-up to Brood War, and as a Protoss fan, I had to wait even longer for the expansion that would at last put my favourite race in the spotlight.

It’s been a long time coming, but to paraphrase that most quintessential Canadian band, it’s well worth the wait.

The End War:

I enjoyed the first two installments of StarCraft II. Wings of Liberty had some flaws, but mostly it was a strong story that I enjoyed. Heart of the Swarm was somewhat of a disappointment, but even it had many highlights.

Legacy of the Void vastly outstrips both its predecessors. The fact I am a Protoss fan may bias me, but I think there’s a lot more to it than that.

LotV’s campaign begins with the full might of the Daelaam Protoss united at last, ready to retake Aiur from the Zerg and reclaim the pride and tradition of the Firstborn. But in remarkably little time, things go terribly wrong.

Artanis and Raynor in StarCraft II: Legacy of the VoidThus begins the End War, the final conflict with the void god Amon. Whereas the last two installments spread themselves thin over many stories that had at best only tangential relationships with one another, LotV focuses entirely on the conflict with Amon, and while it can at times feel a little abrupt or rushed, mostly it does an excellent job of selling the idea of a universe teetering on the brink of destruction.

Over the course of the campaign, Artanis must bring together the disparate tribes of Protoss, some familiar and some new in LotV, to forge an army capable of facing Amon. Something that I’ve liked about the Protoss from the start is that although they are a very alien race, they are also very diverse, with many differing viewpoints and philosophies within their ranks, and LotV builds on that well, further deepening the Protoss culture even as it goes through great changes.

Legacy of the Void is in many ways a story about multiculturalism and the strength it brings. Although its handling is at times somewhat inelegant, I think this is a very noble message to send, and quite relevant in this day and age.

The story doesn’t end with Legacy of the Void’s main campaign, though. There is also an epilogue campaign consisting of three missions that give you the chance to play as each race once more.

Actually, calling it an “epilogue” is perhaps a bit misleading, as it is every bit as epic and intense as the main campaign, and it at last brings a close to all of the story and character arcs that began all the way back in the 90s.

The Spear of Adun comes under attack in StarCraft II: Legacy of the VoidI was sufficiently impressed by that ending that I struggle to think of what to say about it. It was awe-inspiring. It was emotional. Most of all, it was immensely satisfying.

The mechanics of storytelling were also better than ever this time around. Cinematics are as ever a feast for the eyes, and they are both incredibly numerous and more seamlessly integrated than ever before. At times, cinematics even play in the middle of missions, shifting from gameplay to cutscene and back with total smoothness. Very impressive.

That’s not to say the entire campaign was perfect. I can poke some holes here or there.

By far my biggest complaint is how small a role was given to Executor Selendis. Blizzard has spent years dropping hints that she was going to be a big deal in the coming story, but in actuality she appears in only a handful of missions, and then in a relatively small role.

I also had issues with some of the ways the Protoss culture changed over the course of the campaign, including but not limited to the fact they tend to happen a little quickly and/or with poorly explained reasoning.

Still, on the whole, it was definitely the best part of the StarCraft II saga, and possibly the best installment of the franchise to date. Definitely a worthy end.

The wrath of Amon is terrible indeed…Except it’s not the end; story DLC is already on the way, which is now giving me mixed feelings. On the one hand, yay, more StarCraft. On the other, there’s pretty much nowhere to go from here but down.

RTS done right:

From a gameplay perspective, Legacy of the Void’s campaign is also a step up from its predecessors.

Wings of Liberty and Heart of the Swarm had excellent mission design, bringing a breath of fresh air to the sometimes stale RTS genre, but they relied too heavily on missions with some sort of time limit. Every level was a sprint the finish, and it became exhausting after a while.

LotV still has some missions like that, but they’re not as omnipresent. There are a lot more missions that allow you to take your time, plan your strategy, explore the map, and gradually fight your way to victory. There’s still a lot of fresh ideas, but it also brings back some of the long, epic battles of more old school RTS games. It’s the best of both worlds.

I was quite disappointed to not see the return of hero units as seen in Heart of the Swarm, but being able to call upon the abilities of the Spear of Adun is a decent substitute. They’re similar to the god powers of Age of Mythology, but with the advantage of not being limited-use.

Unleashing the Spear of Adun's full power in StarCraft II: Legacy of the VoidI also greatly enjoyed the mechanic for customizing units this time. Instead of upgrades in the traditional sense, each unit has three variations based on the various Protoss factions, each with different advantages. You can swap between different variations between missions, so there’s a lot of encouragement to experiment and tailor your forces to a specific challenge.

If I have a complaint about the campaign’s design, it’s that it takes a little too long to unlock more advanced units and abilities early on. It makes a certain degree of sense from a story perspective, but after two games, I’m kind of over the “slowly build up your forces from nothing” angle. Let’s cut to the chase, shall we?

Multiplayer:

I dipped my toes into competitive play for the first time in years, but I didn’t stay long enough to get a comprehensive view of what Legacy of the Void has brought to the table in that regard.

I will say that I think the economic changes are very good. They cut down on a lot of the tedious downtime at the start of a match and allow you to get to the action more quickly. If anything, they don’t go far enough — there’s still too much economic busywork in this game.

But mainly what I learned is that I’m still terrible at competitive StarCraft II, and still lack the emotional fortitude to deal with the high stress of it all. Especially now that the game is faster than ever.

A co-op mission in StarCraft II: Legacy of the VoidTo their credit, Blizzard has put some effort into opening avenues of multiplayer that are not so intense. Archon mode allows two players to work in tandem, splitting the responsibilities of running a single army. Cool idea, but to me it just sounds like you’d constantly be stepping on each other’s toes. Doesn’t appeal to me.

More interesting to me are the co-op missions, which allow two players to work together against the AI using powerful units and abilities from the campaign. These don’t replicate the campaign experience as well as I was hoping, and I feel they’re best played with a friend, but they’re still pretty fun, even if you’re playing with a stranger.

On the whole, I’d rate co-op missions the most positive addition to SC2’s multiplayer.

* * *

With a stellar campaign and some solid changes to multiplayer, the final installment of the StarCraft II trilogy is also by far the best. This is why I’m such a big Blizzard fan; they may screw up a lot, but when they get it right, they get it right.

Overall rating: 9.5/10 Possibly the best Blizzard game since Warcraft III.

Review: Sword Coast Legends

I don’t normally get caught up in hype. I may get excited when it comes to upcoming games, but it’s usually based on my own opinion of whether or not it looks interesting, not communal buzz or marketing.

My party meeting Soronil Noonshadow in Sword Coast LegendsI don’t often get caught up in hype, but when I do, I usually regret it, and that’s true of Sword Coast Legends.

That’s not to say it’s a bad game. But I could probably have found a better use for the money I spent on it.

The game:

For those unaware,  Sword Coast Legends is meant as a throwback to classic CRPGs, taking place in Dungeons and Dragons’ omnipresent Forgotten Realms setting. A lot of its hype in the gaming community came from its dungeon master mode and player content creation tools, but this review will mainly focus on its story mode and core mechanics, for reasons I will get to in a bit.

Sword Coast Legends is pretty much what you’d expect from an old school-inspired RPG… which mostly means it has really crummy combat. It’s a lot like the combat of the first two Dragon Age games, and long-time readers know that’s not a compliment coming from me. Mostly it’s a lot of sitting around and watching your party auto-attack while you wait on cooldowns to refresh.

This can be mitigated by acquiring cooldown reduction gear, but that’s a double-edged sword for the game. The end result is that you never want anything other than cooldown reduction gear — it vastly outstrips any other stat.

Fighting ochre jelly in Sword Coast LegendsTo be fair, though, I didn’t hate the combat in Sword Coast Legends as much as I did in, say, Dragon Age: Origins. If only because the top-down camera creates a different expectation of pacing for me than over the shoulder does. Playing a ranger also helped — they’re a ridiculously versatile class that always has something to do.

Something I found refreshing compared to most other RPGs these days is that classes in Sword Coast legends are quite versatile and can be built a lot of different ways. This also opens up a little more freedom for party composition. For example, I didn’t need a rogue in my party, because I trained my ranger to pick locks and disarm traps.

I really loved the ranger class in this game.

On the downside, unlike pretty much every RPG I’ve played in the last… ten years, at least, party members will not gain XP or otherwise match your level unless you’re actively bringing them adventuring with you. Since leveling is very slow in this game, that means you pretty much have to pick a single party composition and stick with it the whole through.

Which is even more problematic because there are points in the story where you can lose companions (yes, plural) permanently, often with no warning and no way to prevent it.

I also did not care for the fact that a full play through of the story mode, completing every side quest and fully exploring every map, will still leave a few levels short of the cap.

Picking a lock in Sword Coast LegendsOne thing I did really like, though, is that Sword Coast Legends often offers multiple ways to solve problems beyond simply killing things. Characters with a high strength score can attempt to intimidate enemies, or force certain locks, while a high charisma will allow you to persuade NPCs to a variety of ends. This is certainly a refreshing change of pace, and it makes the game feel a lot more detailed than the average RPG.

I also liked that, unlike pretty much every other game I’ve ever played with systems like this, upgrading your non-combat skills doesn’t seem to hamper your fighting prowess too much.

The story:

The storyline of Sword Coast Legends would be best be described as a mixed bag.

Its greatest strength is its characters. Nearly all of the party members are fleshed out, interesting, and likable — if often bizarre and quirky. They’re not quite Bioware-quality, but I definitely got attached to my little crew of oddballs after a while.

The voice acting is also pretty good. Not the best I’ve heard, but good enough to sell the characters.

You have a few choices to make over the course of the story, but most of them don’t have a lot of impact. It’s better than nothing, though.

A cutscene in Sword Coast LegendsThe main storyline, though, is at best adequate. It’s a pretty cliche “bad monsters want to destroy the world, you are the chosen one” affair. It’s mostly pretty predictable, and there just isn’t much that’s memorable about it.

There were also several storytelling decisions made near the end that I did not like at all. One twist, in particular, in addition to being very frustrating to me as a player, could be considered borderline offensive. I’m sure the writers didn’t mean any harm, but they really should have thought things through, given the context of real world history and culture.

So, on the whole, it makes for a somewhat underwhelming experience from a story perspective.

It also didn’t help that the last boss fight bugged out for me badly, causing all my companions’ AI to stop functioning. That did not make for a good time.

The toolset:

As of this writing, I haven’t done anything in Sword Coast Legends other than the story mode. I never had much interest in playing as a dungeon master, and my lukewarm feelings on the game mechanics have put a damper on any desire I might have had to play content made by other players — though it could still happen at some point.

My ranger contemplates a scenic vista in Sword Coast LegendsI was fairly interested in the campaign creation tools, but I quickly discovered that they are currently severely limited in what they can do. I recall games from the nineties having more powerful content creation tools.

To the developers’ credit, they have released a fairly detailed timeline of planned improvements, and it sounds like the content creation toolset will soon be much more robust, but as of right now, there’s not much to it. If I do any campaign-building, it will be after those changes are made.

* * *

Overall rating: 6.7/10 Not a bad game, but not a particularly memorable one, either.