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SC:L Reviews Ghost Academy Volume 3

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StarCraft: Legacy - Editorials - Reviews

Written by KDraconis Thursday, 19 May 2011 19:20

 

WARNING: The following review contains spoilers for the novel in question.

Synopsis:

 It has been one year since Tarsonis’ fall, an event that sealed Arcturus Mengsk’s rise to power and led to the formation of his Dominion over the toppled Confederacy of Man. As anniversary celebrations are held across the Sector, messages of solidarity and unity are broadcast by the UNN. Tarsonis - the Confederate Capital world devastated by the arrival of the Zerg, called and manipulated by Mengsk’s Psi Emitters - is now remembered as a tragic loss, whose destruction was perpetrated by the evil alien Zerg.

At the Ghost Academy, Delta Emblock, a member of the Blue Team, awakens from a nightmare; it is a vision of carnage, Zerg, and betrayal on a blasted world littered with broken machinery. Before she can reflect and fully explore the significance of the dream, a monumental day begins. Ghost Teams Red and Blue are officially dissolved and a unified Team Purple is formed. The members are forced to put aside their differences, turn a blind eye to the past, and forge ahead with shared goals. As part of their final training assignment, the Team is to be escorted to the fifth world of the Baker's Dozen by means of a Battlecruiser - the Cyrus. Despite being Ghosts,  they are treated with disrespect and indignation by the crew of the Cyrus, relegated to a small collection of isolated cabins with standing orders to stay put.

Ghost cadets Kath Toom and the brooding Andie Dessai speculate as to the true nature of their mission; their conspiracy theories are supported by Aal Cistler, who reveals that the Cyrus’ crew wear a mark of shame, a yellow slash across their emblem, for abandoning their post at the Battle of Tarsonis. Lio Travski, the scatter-brained technopath, thoroughly reinvigorated after his resocialization in Volume II, ignores orders and alerts the Cyrus’ resentful commander, Commodore Georg Darabont, to messages he is receiving through the ship itself - there are Zerg in the system and there are survivors. Though a skeptic of telepaths and Ghosts in general, the gruff Darabont nevertheless listens to what Lio has to say and is swayed by by the chance of redemption. Shortly thereafter, the claims are confirmed by a communications officer: a distress call is emanating from the world of Shi - a world besieged by the Zerg. Desperate to reclaim his honor and respect, Darabont puts aside his misgivings and immediately sets course for Shi.

Under the supervision of Preceptor Lagdamen, Nova was dispatched to target a Zerg Hatchery for nuclear barrage while Dyllana and Cistler launch the salvo from the Cyrus, paralleling events from Delta Emblock's nightmare. However, the operation succeeded without a hitch, much to Delta's relief.

The remainder of the trainees were outfitted with Ghost equipment and military hardware and sent to the surface. However, their Hostile Environment Suits were linked directly to Lagdamen; since this was only supposed to be a training mission only she could manually activate the cloaking features of each suit. This small but crucial detail revealed Darabont's single-minded obsession with reclaiming honor - he was willing to sacrifice the trainees and their mission. To illustrate further, the Cyrus was unable to reestablish contact with Lagdamen after the nuclear barrage, a fact to which Darabont was apathetic.

As the trainees investigated the ruins of the dead colony, they were nearly overwhelmed by superior Zerg numbers; a second hidden Hive Cluster still thrived. Still unable to make contact with Lagdamen or Nova, it fell upon Lio Travski and his unique technopath abilities to "persuade" the traniees suits to cloak the team. Team Purple pressed their advantage and eventually discovered Morgan Calabas and Antonia Tygore alive and well. Elsewhere, Lagdamen and Nova uncovered the Kusinis twins, and would eventually rejoin the others at the extraction point - uniting the last of the old family scions with the Ghost rescuers.

However, a wave of Zerg destroyed the Dropships and Andie Dessai was killed in the assault. Meanwhile, Darabont's single-mindedness began to reveal a seed of insanity, directing the Cyrus directly towards the second Hive Cluster. Undermanned and outgunned, the Cyrus was quickly routed by the Zerg. Zerg ground forces overwhelmed the downed Battlecruiser, devouring Darabont and the rest of the skeleton crew.

As war raged and blood flowed on the distant world of Shi, the Ghost Academy, back on Ursa, had to deal with its own problems. Director Kevin Bick and Superintendent Angelini Sarco prepared themselves for the imminent arrival of the Ghostmaster General who was there to evaluate their progress with the psychic prodigy Colin Phash. The boy was tasked with finding a collection of holographs placed across the campus to display his astral projection. However, for fear of the bleak future he would have under the Ghostmaster General, Colin intentionally failed the test, humiliating Bick in the process. As a result -- and to the relief of Phash, Angelini and Bick -- he remained at the Academy to continue his training.

Meanwhile, isolated and with options running low, the survivors on Shi hunkered down and planned a risky operation, for which Nova is the lynch pin. While the survivors evacuated to the downed Cyrus, which would be repaied by Lio Travski, Nova and Tosh diverted the Zerg's attention to their hatchery where Nova was to wipe them out with a psychic blast. Though she was succesful, Tosh was caught in the blast and knocked unconscious. In desperation, Nova channeled her power into Tosh to sustain him. Just as the two were almost overcome by reinforcing Zerg, a repaired Cyrus arrived at the scene to blast the Zerg.

As the trainees returned to the Ghost Academy, Director Bick received a personal communique from Emperor Mengsk. Completely ignoring the incident with Colin Phash, Mengsk ordered the Ghosts' memories wiped of all events on Shi, and the Old Family heirs turned over directly to Dominion forces. Bick obliged him gratefully.

With all memory of the preceding few days erased, the trainees were informed their final examination was, in fact, cancelled; that Andie Dessai had washed out of the program; and Gabriel Tosh was suffering delusions following a freak accident, while in reality his brain washing was precluded by injuries sustained at Shi. Moreover, news reports revealed "evidence" that Morgan Calabas, Antonia Tygore, and Rakham and Bess Kusinis had died one year before, along with the rest of Korhal. Believing her childhood friends now dead, a naive and sickened Nova visited Tosh the in infirmary, whose memories had <em>not</em> been erased. The effects of this new rift and the distinct realities each perceives quickly emerged and expanded, troubling both greatly.


Review:

Volume III is the action-packed conclusion to the Ghost Academy series, fulfilling any want for blood, carnage, and that classic StarCraft action for readers of the series. Teams Red and Blue are dissolved in favor of a unified team, fulfilling the classic trope of mortal enemies becoming the strongest of allies. David Gerrold's intense finale is facilitated by the frenetic artwork of Fernando Furukawa.

Compared to its immediate predecessor, Volume III is a bare-bones narrative, relying heavily on action to drive the plot. In some ways, this distances it from Volume II. Much of the character evolution in the previous volume is absent; those developments are referred to only obliquely, but never truly revisited or explored. In this way, Volume III doesn't entirely feel like a true sequel; only Lio Travski's resocialization provides any real impact in this sequel. The balance of intrigue, romance and character development is exchanged for a single tone - action. This is especially disappointing when one considers the broad potential for friction from unifying the two opposed teams. Instead of betrayal, petty revenge or even a fist fight, Tosh succeeds -- almost too easily -- at forging cooperation in the Ghosts.

Ghost Academy pays oblique homage to the StarCraft comic series; though never explicitly stated, it is implied that the Ghostmaster General that visits the Academy is Leonid Celsus, who would later go on to interact with the War Pigs. Gerrold and Furukawa also pay respect to the Terran propaganda cinematics of the original StarCraft and Brood War in the prologue. The reader can almost hear the over-the-top dialog of the UNN host E. B. James as he narrates over images of Terran loss and victory.

While a slew of characters were revealed as a part of Red Team, these characters are largely left in the background when coming into Purple Team. Besides Aal Cistler's insights, only Andie Dessai, the large Ghost wearing Ocular Implants, is given appreciable focus, and only in his death at that. Much more attention is given to Blue Team members Nova, Tosh, Travski and Toom, the latter of whom displayed remarkable aptitude at being a sniper and marksman.

As the last in the Ghost Academy series, Volume III definitely leaves its audience wanting. What is to happen to the hapless Colin Phash, whose prodigal astral projection ability is rivaled only by Nova's raw and savage power? Politics and circumstance force something of an uneasy alliance between the child and his overseers, Bick and Angelini, though it remains to be seen what they can make of him. Moreover, the conspiracy behind the infestation of the Baker's Dozen remains shrouded in mystery. Was it simply an attempt on Mengsk's part to assassinate the heirs of the Old Families? If so, the heavy handed method is not necessarily outside the realm of possibility, given that such roundabout methods have been the focus of many a StarCraft plots, including the core games themselves.

Power, strength and agency were core themes for Ghost Academy II; if there is a theme for its successor, it would be based in teamwork and trust. Teams Red and Blue are no more; from them is born the more powerful Team Purple, itself a cohesive weapon forged by Gabriel Tosh's leadership. All rivalry and friction are (with seemingly ease) smoothed over, resulting in an efficient crew of assassins. But trust is not always so easily forged -- or maintained. By story's conclusion, Tosh's trust is crippled, possibly destroyed, as he begins to discover the darker reality of his Dominion masters and their machinations. This itself creates a distance between himself and Nova; given that these two characters form the core of the Ghost teams, this is a chasm that promises to yawn wide. This reality is reinforced by the betrayal of Darabont and his crew over Tarsonis. In an otherwise bare bones narrative, these realizations provide subtle reminder -- and promise -- of deception that permeates a galaxy where the only allies are enemies, and the only choice is war.

 

SC:L Reviews: Blizzard Beta Maps

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StarCraft: Legacy - Editorials - Reviews

Written by Genopath Monday, 21 February 2011 22:56

Beta Blizzard Mods

On January 25th, players from all regions were able to test the beta versions of three of the four official Blizzard custom maps announced at BlizzCon. These maps demonstrate the improvements made to the Galaxy Editor by Blizzard engineers and exhibit some of the polished experiences that can be created with it. This editorial will discuss the positive and negative gameplay aspects of each of these maps in their current design stage. In addition, it will explain some popular strategies and tactics discovered the SC: Legacy Strategy Staff and also explain some of the implications each map has on level design. To see how far they have come, check out our BlizzCon Custom Maps and Editor Panel editorial and map previews here.

Aiur Chef

Aiur Chef Category: Collection/Cooking
Mode: Free For All Players: Up to 8

Gameplay

Aiur Chef is a map where each player controls one Zealot skilled in the arts of cooking and killing. The inspiration for this particular parody seem to have stemmed from the popular Food Network shows, Iron Chef and Iron Chef America, as well as previously unused fruit models available in the editor. The Blizzard iteration of this game consists of three short rounds. Players must gather preset combinations of ingredients from around the map to complete recipes. Once all the necessary ingredients have been obtained for a particular recipe, players only need to return to the kitchen, located in the middle of the map, to complete the dish. They earn various amounts of points and additional rewards, which depend on the recipe completed. The player with the most points at the end of the three rounds, wins.

The map begins with a short introduction cinematic, in which the Chairman welcomes the players and the theme ingredient is revealed. At the start of each round, the player automatically has control of their aspiring Protoss chef. Each chef is identifiable by their unique individual color. Each round of Aiur Chef features a theme ingredient and three succulent recipes that play upon its unique flavor. Before players can master these themed dishes, they will first need to scout across the map and collect a variety of ingredients (including the theme ingredient). Each recipe has its own set of required ingredients, listed in the recipe menu in the upper-left of your screen, which can be picked up off the ground or acquired by killing specific creatures. Since inventory space is limited, players shouldn't get too greedy when loading up on ingredients. Thus, it is essential to focus on collecting ingredients for one recipe at a time.

Above the standard user interface options is a set of six boxes arranged horizontally, which represents the player's current collection of ingredients and special items; it’s important to note that your inventory can only hold six items at any given time. There are a few abilities that the Zealot chef can learn by completing certain recipes:

Blind
Blinds and slows the movement speed of the targeted zealot chef.
Blink
Teleports the zealot chef to a nearby target location. Ability can only be used once every 3 seconds.
Dash
Greatly increases the speed of the zealot chef when used.
Psi Blast
Does damage and knocks back all surrounding enemies. Also stuns them for a very short time.
Enrage
The zealot chef does 25% more damage and moves faster for 12 seconds.
Barrier
Creates a psionic barrier at the targeted area.
Hallucination
Creates 3 hostile zerglings that cannot use active abilities, cannot deal damage, and die more easily. Hallucinated zerglings last 30 seconds before they disappear.
Influence
Influence a nearby zealot chef into attacking the nearest creature.
Graviton Prison
Makes the target unit float in the air, disabling its abilities and causing damage over time.
Musk
Forces all beasts near the affected target to attack it.

 

Gameplay Analysis

Positive Aspects

The map has in-game transmissions, which will generally improve the experience of new players. It’s also a fun parody of Western culture that combines awesome cooking shows with virtual StarCraft styled competition.

Negative Aspects

A single instance of the map can be played by up to eight players at a time, but sadly it feels restrictive and devoid of real strategic depth, especially since there is no team mode implemented. It seems like there is much more potential for this map than is initially offered. For example, by introducing complex recipes that would require more ingredients than one player could carry or by adding more fighting dimensions a team mode could work beyond simply summing the team members’ scores.

The briefing cinematic cannot be skipped. Players should have an option to skip the opening cinematic as well as subsequent briefings by consensus. The gameplay elements are very limited. Players get to choose from three recipes and can either concentrate on working on the recipe that provides more points or the ones where players can earn abilities or items to harass other players. The game is set to Free For All (FFA); the general rule in a FFA states that players should focus on empowering themselves rather than specifically focusing on disrupting an opponent. A map such as this with few, simplistic, gameplay elements can become repetitive and boring quickly.

The gameplay elements are very limited. Players get to choose from three recipes and can either concentrate on working on the recipe that provides more points or the ones where players can earn abilities or items to harass other players. The game is set to Free For All (FFA); the general rule in a FFA states that players should focus on empowering themselves rather than specifically focusing on disrupting an opponent. A map such as this with few, simplistic, gameplay elements can become repetitive and boring quickly.

The hero Zealot each player receives has more hit points and shields than a normal Zealot. In addition there are a lot of power-ups around the map that can quickly restore them; consequently, strategies focusing on killing enemy Zealots are far less attractive.

Strategy & Tactics

In this map time is of the essence. Before deciding which ingredients you will start collecting, look at their positions on the minimap and ensure you start from bottom to top, left to right or vice versa in order to complete the recipe in the shortest possible time.

Each round your inventory resets, but abilities you earned in previous rounds carryover. Thus, it is advisable to complete the second recipe at least once, because it provides the best power-up reward available via the completion of a recipe.

There are three recipes to choose from and each with different reward. Players should keep in mind there are diminishing returns each time a player completes a receipe. To maximize score, you should attempt to at least make the third dish twice and the second one once. The order is up to you to decide. However, it is adviceable to get the ability recipe first as it might speed the gathering process of the following receipes.

While it is generally very hard to lose your Zealot, because of the increased toughness of the environmental creeps, it becomes much easier. It is in this round that aggressive spells and abilities matter the most.

Level Design Review

The map has some nice aesthetic elements. The User Interface (UI) has been modified to have more kitchen-like feeling. The terrain and doodad placement is also visually appealing.

The in-game models are done wonderfully and are noticeable from the very beginning of the match. Each Protoss chef has a chef's hat on their head and holds in each hand one of a variety of different psionic cooking tools, such as a frying pan, a whisk or a spatula. Many of the different ingredients are not typical StarCraft models, and were added for the mod. These include various vegetables, animals, as well as some of the ingredients that appear after butchering a creep or StarCraft II unit, such as a High Templar. While some of the custom animals don't have the same graphic style as the StarCraft II units we're familiar with, they are still clearly identifiable and there was no visual confusion in their addition into the map.

There seems to be Not Yet Implemented (NYI) features on this map regarding weapons. This mechanic will start some time after the initial briefing. It is set to display a dialog screen asking each player to choose a weapon.

  • Knife: +25% Psi Blade Damage
  • Spoon: +25% Life
  • Whisk: +25% Energy

This seems like an interesting dynamic, which players might see when the map is officially released post beta. Extra damage might make aggressive strategies more viable or even speed-up the overall ingredient gathering process. The extra life seems like it would best benefit players in tight situations in the last round. 

In Closing

This map has virtually no potential link to the lore. In fact it doesn't have a potential link to anything except competitive cooking shows. Regardless, it is still an amusing tongue-in-cheek StarCraft experience. It is well worth checking out, for the beautiful models and unique, if not compelling, gameplay.

Left 2 Die

Category: Survival and Siege
Mode: Co-op, Night 2 Die
Players: Up to 2

Gameplay

Left 2 Die, one of the four professionally developed StarCraft II custom mods announced and previewed at BlizzCon 2010, is Blizzard’s tongue-in-cheek homage to Valve Software’s popular zombie apocalypse survival FPS franchise, Left 4 Dead. By combining the frantic survival zombie-vibe of Left 4 Dead with StarCraft II’s RTS engine and gameplay, Blizzard has crafted a simple but engaging co-op mod to bridge the genres and broaden the game’s selection and appeal.

Left 2 Die is an expanded version of Wings of Liberty campaign mission Outbreak, in which you must survive the nights on Meinhoff against hordes of the undead, while destroying the infested structures in the daylight hours. This mod offers a story driven opening in-game cut-scene, similar to Outbreak’s, that introduces the players to their plight and their objectives.

The starting base is almost identical to Outbreak’s. Each player must continually mine and produce armies to defend the shared base from the numberless undead. In addition to the normal undead, special infected units occasionally spawn as well. Modeled after their Left 4 Dead counterparts, they each have a unique attack or ability and are more difficult to kill. For example, one of the special infected is a "Hunterling", inspired by Left 4 Dead’s “Hunter”, that leaps on your units and a "Choker", that is similar to the Smoker, that grabs and consumes a few units at a time.

For each Zerg structure players kill, they earn Biomass. Biomass can be used to unlock new units (such as the Medic, Reaper, or Hellion) or new technology (such as reinforced and expanded Bunkers or Tech Reactors). Each player accumulates their own biomass but any units or technologies unlocked are then available for both players. Players will also earn Biomass if they kill special Zerg creatures. These creatures are modified versions of existing Zerg units.

For those players who enjoy a particularly rough challenge, there is a mode called Night 2 Die. This mode does not have a victory condition; players must try to hold off the zombies waves as long as they can. The first night is endless but zombies will attack the base by waves. Each wave is progressively more difficult to handle.

Hunterling
This is a miniature version of a Brutalisk. It is able to leap to get to higher cliffs.

Kaboomer
A larger Baneling that can spit acid at a very fast rate. Additionally when it dies it will splash acid in a small radius.

Spotter
An Overseer that can contaminate defensive structures such as Missile Turrets and Bunkers. It also has a slow but deadly attack.
Choker
Unlike the Infestor, the Choker does not possess special abilities. However, it can do a Tentacle Attack that can disable and slowly kill units.
Stank
A bigger and deadlier Ultralisk with 5000 Hit Points. Its Headbutt ability can quickly destroy buildings.

 

Gameplay Analysis

Positive Aspects

Left 2 Die is definitely a map that demonstrates how much fun cooperative play on singe player mission can be. The map has all the elements of single player experience. There are objectives and in-game transmissions alerting the player to the approach of the special enemy zombies. Additionally, it has multiple difficulties which allow players of all skill levels to enjoy the game and lastly, it is consistent with the Wings of Liberty campaign.

Hanson: Our readings indicate some kind of bio-infestation is spreading through the refugee camps. Even the buildings are being covered by it!
Raynor: It's a zerg virus. All we can do is burn it out.
Raynor: Every one of those infested buildings has to be destroyed.
Hanson: It looks like they burrow underground by day and emerge only at night.  The virus must make them vulnerable to the high UV output of Meinhoff's star.
Raynor: Then we'll hit the infested buildings by day and protect our base at night.

 

The custom content created for the map is visually appealing. While the actual models were changed slightly, the texture work definitely makes Zerg units resemble vile zombie monsters. Their adaptation so that these units had similar functions to the ones in Left 4 Dead was a brilliant idea that demonstrates the compatibility of other games in the Real-Time-Strategy genre.

Negative Aspects

This map can easily be modified to allow more players and this could create new interesting dynamics. For instance a player could have control of the special Zerg units or in a similar way more players can share the initial base if the size of it is increased.

The mode Night 2 Die does not have any victory condition. The mode simply forces the players to survive under the onslaught for as long as they can. Other than score and bragging rights, the mode has no incentive for players to continue playing once tedium sets in.

Strategy & Tactics

In the Brutal difficulty or in the Night 2 Die mode, it can be quite a challenge even for experienced players to beat the map. While there are viable strategies to obtain a victory in this map, this editorial will concentrate in a basic straight-forward strategy for the Brutal difficulty.

  • First Morning

Before the first night, players should attempt to raid a few infested structures to obtain some early Biomass. Avoid actually engaging any infested bunkers (they fire back), so that your combat units are still all at full health before the first night. Notice each player starts the game with 100 gas; in order to maximize the early production of Marines, at least 50 gas should be invested in one Reactor. Marines are the backbone unit of choice as they are cheap, have high DPS, and easy to mass produce. After the first Reactor, players can get either a second Reactor or a Tech Lab to research Stimpacks as soon as possible. The Bunker that already exists should be salvaged and rebuilt closer to the ramp, but not far from the choke or zombies would just stumble inside the players’ base without being in range of Bunkers .A second Bunker must also be made next to the first in the choke. This is especially useful against Hunterlings, since they can prevent Hunterlings from leaping around to other areas of your base. Once the Adjutant announces there are only 30 seconds left before the morning, units should be finishing killing infested buildings and retreating back to the base. Make sure resources are spent on SCVs and Marines almost exclusively to save gas for Siege Tanks. Having a few Medics is also good since they can heal wounded Marines out of Bunkers. Lastly, it is helpful that Marines outside Bunkers stay together and in shooting range of the adjacent Bunker.

  • First Night

Players should keep massing Marines and SCVs. Eventually, when players have 400 minerals at their disposal, they should each make a Command Center right next to their Bunkers, so that choke is either partially or completely blocked. As soon as its construction is completed, the Command Center should be upgraded to a Planetary Fortress. On the first night, Hunterlings will leap to the ramps and attack Marines or structures built on them. Hunterlings within close range die very fast since the Marines will focus fire each time they get too close. As soon as 40 Biomass is accumulated by either player, the first purchase in the Science Laboratory should be Medics as these play a vital role in healing Marines that were attacked by Hunterlings or Boomers. The next 40 Biomass points could be spent on Hellions but one could also save these points to get to Siege Tanks faster. As soon as players have enough disposable resources, marine upgrades are very important to get as well as the Terran Building Armor as it will help all the player's buildings live longer. Kaboomers should arrive late at night and it is important to players focus fire on them as they destroy bunkers very quickly.

  • Morning Second Day

It is time to push out; players should have enough Marines to take out Infested Bunkers without incurring any losses. In the meantime, each player must make a Planetary Fortress in the north entrance because Infested Marines will break the barrier down. It is important that each player has at least two Barracks with Reactors and one Barracks with a Tech Lab to train Medics as they will make your morning pushes much easier. Players must build at least two Missile Turrets per ramp along with a bunker to quickly dispose of Spotters in the second night. If there are still undisposed resources players must build two to three Missile Turrets, near their minerals. Along with the players’ main base upgraded to a Planetary Fortress will stop any Hunterling harass with Spotters from coming over the base edge. Also, make sure you have the Terran Building Armor before the second night.

  • Second Night

This is perhaps the hardest night, so one single mistake by either player can quickly result in the entire base being overwhelmed. One should not hesitate to take mining SCVs from the mineral line when Planetary Fortresses are under heavy fire as losing any of them can result in the entire shared base being overwhelmed. Generally, when more than two Spotters come to attack a ramp you will need extra Marine support as they will contaminate everything and thus they will get free shots at your buildings as well giving Infested Terrans vision to the adjacent cliff. In this night players can expect to see a lot more Boomers. These can take down Planetary Fortress down quite fast so players must focus fire them to prevent any substantial damage. If players can afford to research Siege Tanks, they will definitely be useful in dealing with the massing zombies. If Tanks are not purchased, then players should produce pure Marine/Medic as they will need to push hard on the third morning to get Tanks as soon as possible as they are helpful in dealing with groups of ground units and the Stank.

  • Third Morning

Both players should have a Tech Lab on their Factory and constantly producing Siege Tanks. Each choke should have two Planetary Fortresses to tank damage along with a few Missile Turrets for support. Players must have at least six SCVs on auto-repair for emergency repairs when a Stank is headed to a choke. If the choke has two Planetary Fortresses with SCVs repairing, along with Siege Tank support then the Stank will not be able to kill any unit..

  • Beyond...

From here on out, the game should be easy. If you have appropriate Siege Tank support, do not engage Nydus Worms outside the base. Later, as the instance progresses, Nydus Worms will spawn at some randomly within the base area. These must be taken down as soon as possible as the Siege Tank fire will splash nearby units and buildings. Having the Shaped Blasts upgrade before the fourth night is an important investment for this particular strategy. If you got lost or want additional details on how to follow this strategy, you can view how this is done in-game by watching this replay.

Level Design Review

The terrain is very similar to the one introduced in Outbreak. The base has been slightly modified so that two players have enough room to build any necessary structures. There are also two initial choke points. Later in the game Infested Terrans and Marines will break through scrap to open two additional choke points.

This map will most likely have Achievements available for players. Looking at the map's triggers one can get a few hints as to what will be required to earn those achievements. The Hard - Flawless Stank Kill will require players to kill the Stank without losing any units to it. The Brutal - Fast Win will consist of having players destroying all the infested buildings in less than 5 nights. However, it seems the hardest achievement will be N2D - Survive 15 Waves.

In Closing

This map is an interesting mix of cooperative gameplay and decision-making. Additionally, it offers a glimpse into the kinds of small lore related maps that are possible. Left 2 Die is a fun diversion from regular gameplay and while there are some improvements that could make it far more interesting, its quirky premise is appreciated.

StarJeweled

Category: Puzzle/Strategy
Mode: Solo vs. A.I., Co-op vs. A.I., Player vs. Player
Players: Up to 4 (1v1, 1v1 A.I., 1v2 A.I., 1v2, 2v2, 2v2 A.I., etc.)

Gameplay

Starjeweled essentially combines the gameplay elements of the puzzle game Bejeweled, from PoPCap Games, and traditional Desert Strike and Tower Defense maps. The objective of the game is to destroy the enemy’s base, represented as a Xel’Naga Vault. To produce units, players must swap jewels, according to their color, to make a match of three or more in a row to earn points. Each successful combination will produce a Marine and will grant a player energy. This energy can be accumulated and spent in producing additional units as well as powerful abilities that have the potential to change the tide of a battle instantaneously.

Bejeweled players might notice that Starjeweled has some characteristics that make the puzzle easier. The grid size is also 8 by 8 but instead of 7 different jewels, StarJeweled only has 6 different jewels. Furthermore, players are able to reset the board at anytime and can perform this reset every 15 seconds. All together this decreases the overall difficulty of the map.

Gameplay Elements

As soon as players gain energy, they are able to spend them on the following units: Zealots, Hydralisks, Mutalisks, Siege Tanks, Collosi, Roaches, Ghosts, Banshees, Immortals and Ultralisks. Units produced cannot be controlled by any player instead they will simply attack-move towards the enemy base. Units have slightly different properties from a standard StarCraft II game.

Zealots
Point Cost: 50
Life armor of 3 instead of 1.
Life starting amount of 70 instead of 100.
15 attack priority instead of 20.
+2 attack Bonus to Biological targets.
No shields.
Hydralisks
Point Cost: 100
15 attack priority instead of 20.
Damage of 8 instead of 12.
Mutalisks
Point Cost: 200
Damage of 30/20/10 instead of 9/3/1.
Siege Tanks
Point Cost: 300
15 attack priority instead of 20.
Life starting amount of 130 instead of 150
Collosi
Point Cost: 500
15 attack priority instead of 20.
Life armor of 3 instead of 1.
Life starting amount of 400 instead of 200.
No shields.
+25 extra damage against Light.
Roaches
Point Cost: 75
+6 damage against Light.
15 attack priority instead of 20.
Ghosts
Point Cost: 100
15 attack priority instead of 20.
8 attack damage instead of 10.
+12 extra damage against Light instead of 10.
Banshees
Point Cost: 250
Life armor of 1 instead of 0.
Life starting amount of 125 instead of 140.
15 attack damage instead of 12.
+15 extra damage against Light instead of 0.
Immortals:
Point Cost: 300
35 attack damage instead of 20.
No bonus damage against Armored.
+40 bonus damage against Structure.
Life armor of 3 instead of 1.
Life starting amount of 250 instead of 200.
No shields.
Ultralisks
Point Cost: 500
16 attack damage instead of 15.
+52 bonus damage against Armored.
Marine
Point Cost: None
Life starting amount of 30 instead of 45.
15 attack priority instead of 20.
4 attack damage instead of 6.

In addition to units, players can opt to spend their energy in spells:

Reset Board (15 second cooldown)
Point Cost: None
Reset the gem board.

Warp Cell
Point Cost: 150
Disables the target unit for 15 seconds. Target may not attack, move, or use abilities.

Time Bomb
Point Cost: 200
Creates a force bubble at the target area. Any units in the bubble suffer 50% penalty to their movement and attack speed. Lasts for 12 seconds.

Healing Wave
Point Cost: 250
Creates a wave of energy that heals a target and bounces to nearby friendly summoned units. Each bounce heals less damage. Initially heals 400 damage, bounces up to 4 times.

Psionic Storm
Point Cost: 300
Creates a storm of psionic energy that causes up to 100 damage to all units in the target area. Lasts 4 seconds.

Gameplay Analysis

Positive Aspects

The User-Interface (UI) of the jewels is clean and fits very well even on small resolutions. Purchasable units as well as spell have their own hotkeys and this definitely makes things easier as players can dedicate the right hand almost exclusively to jewel swapping and the left hand for using hotkeys. The leaderboard is useful as it can provide players with information on who is doing well and who is still learning. Smart players could check the leaderboard to identify the strong players on the opposing team and purchase units that counter that opponent’s unit selections. The map has its own score dialog which gives more detailed information about the match.

Even in beta, this map is fairly well balanced. Some unit relationships have been altered to address some balance concerns. Shields were taken out to make units slightly more vulnerable in the long run. For instance, if a player decides to purchase Collosi and they survived a particular battle, then their regenerated shields could make it harder for the losing players to make a comeback. The reason that attack priorities were changed should be evident, if one notices that more priority is given to air units. Without this consideration, air units will have an additional advantage besides their natural counters, of which there are few, they would also benefit from being targeted last making units that do not attack air vulnerable.

Negative Aspects

While this map offers many game modes, the gameplay perhaps could have been extended to allow more players. Reducing the spawn rate of Marines might allow space for more units to prevent units clumping together.

There is a big random element in the map with regard to the jewels. Starting grids are random, but that doesn’t mean they all start at the same difficulty. Sometimes players can quickly identify a lot of possible moves if given an easy grid. This inequity is effectively reduced in the long run, since players will likely reset the grid at some point. However, this does not prevent scenarios in which players get easy grids that an potentially result in very large pushes thanks to the fact that Marines are produced after each successful combination. The issue is even more glaring when you consider that sometimes, complete combos can drop without requiring the player’s input. A possible fix to mitigate this issue would be to change the Marines’ spawn trigger to automatically spawn only after obtaining a pre-set amount of energy.

In the current testing build, the match is best of five rounds. Sadly some players get discouraged after losing the first round and leave the game. Perhaps one single but longer game might create a better gameplay experience. Additionally, purchasable defenses could be added to slow the pace of the game.

It is relatively hard for a losing team to make a comeback. Any unit that survives its initial confrontation is a slight advantage. However, as more units survive the advantage increases. This advantage is compounded until only seasoned players have the knowledge necessary to deal with it. Perhaps a one-time nuke spell could allow more interesting matchups, especially for those just learning the map.

Strategy & Tactics

To master this map, players need to understand puzzle games and unit relationships. General tactics commonly used for Bejeweled do apply here. For instance when you first see the board try to identify possible four gem swaps instead of just quickly going for three gem swaps. If players ignore this they have a chance of denying themselves the higher point values of four-in-a-row combos. Additionally, four gem combinations serve to clear more space on the grid. For basic, similar, tactics check the Bejeweled Strategy Guide. Experienced and hardcore players should try to look for patterns that can enable them to eliminate more jewels such as the ones presented here.

It is of upmost importance to choose your purchased units wisely. Always keep an eye on what the opponents is producing and try to counter it. You can expect the same unit relationships regarding unit counters as in vanilla multiplayer match-ups. However, keep in mind that since units have different stats than their traditional multiplayer counterparts, the unit relationships are slightly tweaked. Furthermore, despite not being able to micro units, players can control the spawn of units. When a player is severely outnumbered, purchasing 5 Mutalisks in the same moment will generally have a much greater impact than purchasing each individually as soon as the player gathers 200 points. However, in a close battle doing the opposite might result in a much better outcome for the player. As always, strategies evolve and a player must develop and employ their game sense and experience to achieve victory.

Last but not least players should not underestimate the usefulness of spells. If an opponent player has four clumped up Ghosts or Hydralisks a player should consider using the Psionic Storm spell. The player will be investing 300 points to destroy an army of 400 points. However, this can be countered by players using Healing Wave in the Psionic Storm area.

Ultralisks, are in most situations, the most powerful purchasable unit. Smart players will wait until the Ultralisk is in cannon range and use Warp Cell on them. This is a powerful tactic since the Warp Cell only requires 150 points, to immobilize the Ultralisk, compared to the Ultralisk, which requires 500 points. Using the correct spell at the right time can significantly change the outcome of the skirmish. Players who practice often and learn how to multi-task and react to their opponent appropriately, will be very successful in this game.

Resetting the board is also a very useful feature. The map by default will alert players when there are no more possible moves but this doesn't mean players should wait until they receive this message. If players are unable to find any gem swaps quickly, resetting might be the best option.

Level Design Review

StarJeweled Gameplay


The terrain is simple and small (92 x 92); it’s a simple north to south path with a relatively small doodad count of 97. Most of the data edits are around modifications to unit basic statistics such as hit points and damage and a few other effects related to spells. There are no significant imported files other than the loading screen and a small imported layout to replace the existing UI. All the triggers are in Graphic User Interface (GUI) mode to allow further customization by the community. In terms of Galaxy code, the triggers sum up to 8988 lines. The reason for such a large number of lines can be attributed to a large amount of dialog based triggers: the jewel board, the leaderboard, scoreboard and all the life and energy bars and all other UI modifications. The jewel board is responsible for more than two-thirds of all the triggers in the map.

The position of the jewels is based on an X and Y coordinate which facilitates any modifications with the use of variable arrays. Moreover, dialog design can be quite a tedious task especially with external tools to help in dialog design. One good guideline for dialog design is to have local variables for modification of the X and Y coordinates of the dialogs themselves. This can be helpful if there are multiple dialogs sharing the same X or Y axis position.

In Closing

This map is another sucessful example of mixing cooperative gameplay and decision-making. Additionally, one of the most important and interesting features of the map is the hybrid gameplay. Players have little control of the battlefield, but are responsible for every move in the jewel board. This concept can be applied to maps attempting to create similar conditions, which is the idea of having a game within a game.

Overall Thoughts

A SCLegacy/Teamliquid poll found that StarJeweled is currently the community’s favorite Blizzard beta mod and Aiur Chef is the least favorite. While the sample size was relatively small, the results do seem to provide a representational snapshot of what gameplay players seem to prefer most.

StarJeweled Gameplay

Aiur Chef is perhaps the map that needs the most work. It's not a matter of finishing the NYI triggers but a matter of properly addressing the current gameplay concerns that make the map much less interesting than the other two. Adding more dynamics and giving players the option to skip the cinematics can be considered small improvements to the map's gameplay. However, players can make a big deal out of these little details. These little details are by far the most important; if left unresolved a player simply loses interest in playing the map and instead, will explore others.

Left 2 Die got an unusually low tally. This is most likely attributed to the fact that in the current beta testing stage, this map was commonly played on Normal instead of the Hard and Brutal difficulties. The Night to Die mode could also benefit from a victory condition even if it is very hard to obtain. Adding the ability to have more players in the map in a later version could also boost its overall popularity.

StarJeweled definitely presents new interesting gameplay and more options to StarCraft II players. The UI is pleasant to look and the fact that it allows friends to play together and against each other adds a fun dimension. On the downside, the map needs more modes for more players; more options could potentially make this map a true diamond in the rough. The number rounds, currently set to five, is excessive for some players, which has resulted in a number of losing players leaving the game early. While the map is still in its public beta stage, it has potential to become quite successful.

All together these beta maps have been a concentrated effort by level designers to demonstrate the capabilities of the Galaxy Editor. While many of the features introduced in these maps are new and innovative, the success of these maps depends entirely on the community. Their current success may only be attributed to being featured at the top of the custom map options. Without additional Battle.net enhancements for custom games, these maps, once released in their final form, will be forced to compete for popularity with a new wave of maps inspired by Blizzard maps created by the community.

 

SC:L Reviews Ghost Academy Volume 2

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StarCraft: Legacy - Editorials - Reviews

Written by Visions of Khas Saturday, 25 September 2010 17:00



WARNING: The following review contains several spoilers for the novel in question.

Synopsis

Much like volume 1, volume 2 begins with Kevin Bick, director of the program, being interviewed on UNN live, only this time he is accosted before the whole sector. The expulsion of Aal Cistler in Ghost Academy: Volume 1 proved dangerous for the Academy. Son of the finance minister of the Terran Dominion, Aal's immature rage is magnified by his father's influential position and friendship with the Emperor, creating a real threat to Director Bick. Though expelled for providing a fellow trainee, Lio Travski, with the illegal drug Hab, Aal's lies and the media's spin transforms the situation into an attack on Bick's leadership. The instigators accused the academy’s preceptors of abusing their power and called into question the program's ability to protect its students.

The opening passages of Volume 2 establish the tense atmosphere within the academy. The trainees are no longer the only ones being tested and graded - the academy itself must prove itself in the eyes of the Dominion. First and foremost, this necessitates damage control - and promises plenty of action.

This volume of Ghost Academy expands on Volume 1’s foray into parallel story telling. A side story is presented, which will ultimately provide a segue into Volume 3. The fall of Tarsonis, set one year before the main story line of Ghost Academy, is presented from the perspective of a collection of teens. One and all, they are the sons and daughters of the powerful Old Families. The teens were initially spirited off to Tyrador IX in the face of encroaching alien and terrorist threats to the Confederacy, and were the same group of Old Family scions that Nova left behind in the beginning of StarCraft Ghost: Nova.

Their partying and relaxation is cut short as broadcasts sweep the sector: Tarsonis has fallen to Zerg invasion. The teens' caretakers quickly receive an encoded transmission from Arturro Calabas to initiate Plan Razor, which sees to it that they are evacuated to another site, safely isolated from the war. As the teens quickly ready themselves for departure, Arturro's son, Morgan Calabas, retrieves a mysterious case inscribed with the words "Nova Terra", the luggage that Nova presumably left behind. The planet-jumper departs, its crew of heirs in tow, to Shi, a fourth planet of a collection of mining planets referred to as the Baker’s Dozen. However, the safety they were meant to find was nowhere to be found. An unmarked Terran spacecraft seeded the world with Zerg shortly after the teens' arrival, spreading an infestation that would slowly tear them apart one by one. This parallel story is told as a sort of prologue to each chapter of Ghost Academy Volume 2.

At the Ghost Academy, the members of Blue Team - Gabriel Tosh, Nova Terra, Lio Travski, Kath Toom and novice Delta Emblock - were subjected to even more strenuous tests. Superintendent Sarco Angelini subjected the students to an ever more realistic battlefield simulation comprised of robotic duplicates of Zerg. The team's poor history of communication and coordination, in addition to Lio's flagging performance, left the team in pessimistic disarray. It wasn't until the simulation began that each member was able to prove their ability: untested member Delta Emblock countered an initial Defiler attack; Lio cast a shield to deflect Hydralisk needles; and Nova not only flattened a horde of Zerglings with a psychic wave, but also knocked out the robotic Zerg's "controlling consciousness" - Sarco Angelini himself. In only a few minutes the combat simulation was complete.

Despite his stronger than usual performance, Lio Travski's worsening drug addiction prompted Director Bick to order Lio’s forceful abduction for emergency detoxification and resocialization. The intrusive procedure was nothing less than horrific, characterized and illustrated by phantasmagoric hallucinations. It was revealed that Lio's caretakers may have habituated him to the use of Hab to dampen or outright eliminate his psychic abilities. Led to a reclusive and insecure childhood, he surrounded himself by technology and robots in lieu of proper social interactions. Lio’s limitations led to a hatred of the flesh, seeing it as weak and pitiful when compared to the strength and detachment of the machine.

Meanwhile, Aal Cistler accosted the Academy and demanded to be re-admitted. The Academy's drug case against Cistler was dropped on grounds of insubstantial evidence. Moreover, reinforced by his father, three senators and a UNN news crew, Kevin Bick had little choice other than to readmit Cistler. However, It quickly becomes clear that Aal Cistler has little desire to resume his studies. Shortly after his return, Cistler promptly begins plotting his revenge against his former teammates. In doing so, he forms a dangerous alliance with the Red Team captain, Dylanna, who also has a personal grudge against the Blue Team.

Despite the atmosphere of increased tension, adversity and uncertainty, the Tosh/Nova backstory is fleshed out a bit more. Though romantic entanglement is strongly prohibited, Nova’s skill, talent and independence caught the attention of her team leader, while Gabriel’s passion and dedication attracted Nova. Tosh and Nova finally express and briefly explore their mutual attraction. Gabriel’s caution, however, quickly quelled any possibility of a future relationship. Hurt, Nova explored the Academy, only to run into an astral projection of Colin Phash, the prodigious youth introduced in Volume 1 who is being experimented upon in an isolated lab. After losing sight of Colin’s apparition, Nova discovered the isolated area to be heavily monitored and protected by Academy security, where even Marines were armed with psi-screens. No one is allowed in - or out. Having been brought to the site of Colin’s incarceration, the only tactic left for Nova is to pursue active investigation, presumably later in the series.

Blue Team was shortly reinforced by a renewed Lio Travski, whose mental and emotional addictions had been been burned away, replaced by cool confidence and clarity. While warmly welcomed by his teammates, Nova was wary of Lio’s change. She sensed something about Lio wasn’t quite right, “It’s like he’s been boiled down to the core... and Lio isn’t there any more.” Lio's return heralded a final, no-holds-barred combat simulation against Red Team. During the battle, the Blue Team fell one by one, leaving Lio and Nova to face off against the entire Red Team. Lio, having regained clarity, communed with derelict SCVs strewn across the battlefield. With the robotic structures at his command, he single-handedly defeated the Red Team despite the overwhelming odds.

Their final test complete, teams Red and Blue are debriefed - where it is revealed that both teams are being dismantled in favor of a unified team. Their first field assignment will be to the Baker’s Dozen. Upon Shi, the scions of the Old Families are in constant danger. In the year since the fall of Tarsonis, Shi has been infested by Zerg, the guards have been killed, and only four heirs remain after a failed counter attack using commandeered mining equipment. The Zerg continue their siege of the mining base, their forces led by an infested guard named Jakk. With hope flagging for Morgan Calabas, Antonia Tygore, and Bess and Rakham Kusini, they may soon find that their desperate transmissions for help have not fallen on deaf ears...

Review

StarCraft Ghost Academy Volume 2 provides an interesting mix of action, romance, charm, horror and lore. The series is written by Hugo and Nebula award wining author David Gerrold, whose most notable - some may argue most infamous - contribution to science fiction is the original Star Trek episode “The Trouble with Tribbles.” However, he also contributed heavily to the bible behind Star Trek: The Next Generation, and helped shape that series in its premier season. His penchant for subtle humor, character development and interpersonal politics is evident in Volume 2 with the scandal surrounding Aal Cistler, and ensuing schisms between him and the main cast. Special attention was placed on the evolution of Lio Travski, whose frightening mental odyssey not only elucidated upon the process of neural resocialization, but also promises to reveal more about the nature of the Ghost program, and that character in particular, in future issues. Since it is hinted that the Ghosts will be sent to a mining world replete with automated technology, the transformed Lio is sure to play a pivotal role.

The hard edged artwork is just as bold, detailed and stark as before. Illustrator Fernando Heinz Furukawa uses his graphic, sometimes frenetic and cluttered style to great effect, emphasizing action with feverish motion and chaotic detail. Some character and background details pay homage to the work of others. For example, the obtuse puddle jumper that ferries the scions to safety bears a striking resemblance to the LAAT/i gunships from Star Wars: Attack of the Clones. Also, Zerg larvae most resemble the designs of famed StarCraft fan and recently hired Blizzard artist Mr. Jack.

In terms of lore, Volume 2 brings several interesting things to bear. A single Zerg Queen is presented during the infestation of Jakk. Though seven months after the fall of Tarsonis, it resembles the ground-bound breed developed by Kerrigan. Also, this volume prominently illustrates another instance of resocialization, this one definitely falling into the category of cruel and unusual. Lio Travski is restrained on a wall-mounted platform, which rotates so as to have him hanging upside down. It is implied that needles are forced into his eyes, throwing him into fits of pain and sparking off horrific, Geiger-esque hallucinations. Unfortunately, these very hallucinations mask the actual process itself, leaving it up to the imagination of the reader. However, it must be stressed that there is some ambiguity as to whether or not Lio remembers the ordeal afterwards. When confronted by his former drug dealer, Aal Cistler, he attacks him in a rage. Up to this point, resocialization has been presented as erasing - or at least masking - memories, past and identity. However, its evident from the various lore sources that are also many different forms and levels of resoc, that makes the classification of the one presented here difficult.

Though Red Team is once again relegated to the generic aggressors, some hints as to the personality of each member may be inferred from their reactions and facial features. Dylanna Okyl is firmly established as the secondary antagonist, after Aal Cistler, though her motivations are only slightly more complex than Aal’s. While he wants to ease his wounded pride by inflicting pain, Dylanna is driven by jealousy of Nova’s relationship with Tosh, hinting at a shared past with the leader of Blue Team. Dori Koogler may be the most liberal and least vindictive member of Red Team. While her teammates occasionally express joy at the Blue Team’s pain, Dori’s expressions hint at mild concern towards Blue Team, or at the worst indifferent. Obi Minaya and Winlaleah Martine whole-heartedly reflect their leader’s anger, with Winlaleah being the most vocal and ambitious in exacting violence and pain. Finally, Andie Dessai, the Ghost trainee distinguished by ocular implants, remains the most elusive; though he quietly acts on his leader’s every command, his face never betrays his emotions.

The Ghosts’ abilities and powers are expanded to new heights, easily rivaling and, in some circumstances, overshadowing those of the Protoss. Even when impaired by drug addiction, Lio Travski is capable of producing a psychic barrier to block incoming volleys of spines. Nova can now unleash her powers in an explosive manner, wiping out dozens of opponents with the wave of a hand. However, it is implied that there remains some danger in its use, as she refuses to unleash her full potential in fear of harming her friends. Many Ghosts still find it difficult to keep their minds shut off from the outside world. This is hinted at in their need for psi screens during sleep in the previous manga, and the difficulty of Ghosts to shield their own thoughts in Volume 2. Though it may tell as much about her character as it does about Ghosts in general, Dylanna’s thoughts are easily read by teammates and enemies alike.

The expanded StarCraft universe delves a lot deeper into slang and colloquialism than the core games, attempting to create a more immersive universe for its readers. Such terms as “teep” and “teek” - referring to telepaths and telekinetics - have been used for years, paying homage to Philip K. Dick’s Ubik, where such terms originated. While the use of slang can work to create a richer world, new words feel like childish gobbledygook more often than not. However, one term in Ghost Academy - “slike” - carries with it genuine profanity, only blunted somewhat by its overuse.

StarCraft: Ghost Academy Volume II touches upon many different themes, but the central dominating Terran theme remains: power. Power: the never-ending struggle to attain it, wield it, preserve it, manipulate it, and tear it away from others. Issues of self agency, independence and slavery are all explored, most thoroughly and aptly through the character of Lio Travski, whose multifarious weaknesses, strengths and interpersonal difficulties come together to arguably create the most dynamic character in the series. He is the focus of intrigue; the subject of tests and addiction; the victim of politics; and is stripped - and empowered - by forces greater than himself, against his will. While a great tumult revolves around Lio, everyone must deal with their own difficulties with power and powerlessness in their own ways. One and all, each character must learn the limits of their power, the responsibilities they entail, and each must learn to temper their passions and doubts to survive against the nightmarish Zerg, calculating Protoss... and each other.

   

StarCraft: Ghost Academy Review - Volume 1

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StarCraft: Legacy - Editorials - Reviews

Written by Gradius Sunday, 15 August 2010 16:57

WARNING: The following review contains several spoilers for the novel in question.

StarCraft: Ghost Academy is a sort of continuation of the Frontline series of mangas. Like frontline, it is divided into volumes; this review is about volume 1.

Synopsis:

Ghost Academy begins with a UNN anchor interviewing the director of the Ghost program, Kevin Bick, after dozens of Dominion worlds received holo-footage of former Dominion Senator Corbin Phash demanding that the Ghost Academy close its doors. Bick assures the populace that the Ghost Academy is a benevolent institution of learning that doesn't experiment on its students like the Confederacy did.

At the Ghost Academy, trainees have been divided into teams. Team Blue consists of Gabriel Tosh, a first-class trainee, Lio Traviski, a fourth-class trainee, Kath Toom, a third-class trainee, and Nova Terra, a fourth-class trainee. First-class trainees are those who are close to graduating, while fourth-class trainees are new recruits. Team Blue's first training exercise was a simulation where they were required to infiltrate a planet-hopper that was taken by five UED pirates in order to rescue a Senator and his aides. Tosh began explaining the plan, but Nova quickly ran off to do her own thing. She sneaked into the rear and telepathically ripped a metal door of its hinges, while the rest of the team proceeded with the original plan. Lio attempted to jump onto the wing but failed, Kath triggered an explosive in her face, and Tosh was gunned down by a Marine. Nova reached the hostages but was backstabbed and eventually failed as well. They were each given appropriate percentile scores after the simulation ended, and Nova was irate that she had failed, while Tosh and Kath were miffed that Nova didn't follow the plan.

While Team Blue prepares for a history indoctrination with preceptor Soohoo, Superintendent Sarco Angelini enters Bick's office. Bick reports that the experiments on Colin Phash are going well, and that he is a PI of 7.5. Bick also reveals the latest addition to Team Blue: Aal Cistler, the son of the finance minister. While a superb martial artist, Aal is only a PI 4.5, which isn't even a telepath. Neither Bick nor Angelini appear to want him there, but Aal's father is the close personal friend of the emperor.

Meanwhile, at the history indoctrination, preceptor SooHoo discusses the Confederacy's incompetence in letting their strongest Ghost, Sarah Kerrigan, defect to the Zerg. He refers to the UED and Umojans as "race traitors," and obviously teaches propaganda instead of real history. After the students leave, Dylanna, another team leader, berates Nova for not working with her team. Then later at lunch, Aal Cistler is inducted into Team Blue, and is unhappy to be there. Lio however goes to do his own thing; he is technopath and is able to send electronic letters telepathically. However, he has a serious drug addiction to a substance known as "hab," and surviving day to day becomes harder for him as his doses are late.

For the next simulation exercise, the team is required to reach the middle of a maze filled with robots and deactivate its defenses.  Nova successfully reaches the end, but the rest of the team still receives bad scores because they didn't work together. Next, the team is sent to Sergeant Hartley's class for martial arts. Hartley is a very hands-on teacher and manhandles many of his students, pushing them to their limits. Tosh and Aal are forced to spar because they did the most pushups. Tosh gets some good initial hits in, but Aal surprises him with his martial prowess as well.

After the class, Dylanna harasses Nova about not working with her team again. Tosh reaffirms that Nova needs better teamwork. As Nova leaves, she sees a kid, which bothers her because she keeps seeing this kid everywhere. Nova then stumbles into Delta's room, who is another trainee, albeit a child, and helps her study for her tests. Meanwhile, at lunch, Kath shows her disgust for Aal, who she thinks feels entitled because of who her father is, and leaves the table.

Next is a C-10 Weapon Assembly exercise. Aal scored very low and received another jab from Kath, and Lio scored low due to his withdrawal symptoms. Aal then catches up with Lio afterwards and says he can get him some hab if he does him a favor. At lunch, Delta comes to thank Nova for helping her pass her exam, and Kath is happy that Nova helped her with assembling her C-10. Then when Nova goes to sleep, she has a nightmare about what she went through in Tarsonis's Gutter, and her nightmares intermingle with those of Delta. The next morning, it turns out that Tosh also intercepted Nova's dreams, because he also didn't sleep with a psi-screen on to block out other Ghosts' thoughts. Tosh and Nova have a little heart-to-heart, and Tosh reveals that he was raised by his grandma in the slums of Haji, who thought that Tosh's powers were from the gods.

The drugs then finally arrive and Aal gives a needle to Lio. Meanwhile, Kath's father reports that a computer glitch led to some accounting irregularities and that his mining company is under investigation. The team is then sent to do a repeat of the planet-hopper exercise. They all work together very well until Lio experiences a drug-induced hallucination that things are crawling on him. Nova, knowing what drug withdrawals look like from her time in the Gutter, reacts quickly and calls a medic. Unfortunately, she and Lio have their minds wiped by Superintendent Angelini to ensure their loyalty, who reveals that he knew about Lio's drug addiction.

Afterwards, the scene is chalked up to food poisoning, and Aal is expelled from the Academy for drug trafficking. Preceptor Lagdamen announces that Delta will be replacing Aal as Team Blue's fifth trainee. Aal however leaves Kath a message about her dad, leading her to believe that he orchestrated the investigation. Nova however is promoted to a third-class trainee, and Team Blue congratulates each other on their teamwork.

Review:

As the successor to Frontline, Ghost Academy does a fairly decent job. Unlike Frontline, it is a bit too much into the extended-universe for some people, but it definitely gives a good look into the Ghost Academy. It was definitely interesting seeing the events of the novel StarCraft: Ghost Nova illustrated. Malcolm Kelerchian looks very dramatic as he introduces himself while jumping through a wall, kool-aid man style. Fagin looked very sinister with his filed teeth; Ghost Academy and Nova have the same author, so the flashback scenes were sure to turn out great. Ghost Academy had its fair share of humor, such as Kath taking jabs at Aal, and the history lessons being referred to as "indoctrination".

The artwork is somewhat stereotypical, with Ghosts drawn wearing form-fitting suits - the men being overly muscular and the women having huge bust lines. Everyone seems to have a goatee and scraggly hair. The Ghost Academy acceptance and eviction letters at the start and end of the novel were also a nice touch and were interesting to rad.

Each character was given a great backstory and while Ghost Academy focuses predominantly on Nova, every member of team blue was given his moment in the spotlight. The story has enough mysteries to keep the reader hooked for volume two. The kid that Nova keeps seeing in this facility is likely Colin Phash using his projection ability - Nova is likely one of the few who can detect it. It will be interesting seeing what kind of other special abilities other Ghosts will have. Lio was already capable of interfacing with technology psionically.

Accuracy and Canon:

The only real mistake in Ghost Academy is that it claims that Ursa, on which the Ghost Academy is located, has a moon called Canis, when Ursa itself is supposed to be one of Korhal's moons according to the Frontline Orientation story and StarCraft: Heaven's Devils.

It was strange that at a psionic index of 4.5, Aal was not even considered a telepath and not good enough to be in the Ghost Academy period. But most Ghosts are a psionic index of 5.0. Later on, in one of the simulations, which appear to take place in real life, Aal also destroyed a robot with nothing but his bare hand, which shouldn't even be possible. So it appears that Blizzard is steadily increasing the power of "average" Ghosts, in contradiction to the standard set by Micky Neilson, who gave them modest powers in Uprising.

 

 

NVIDIA GeForce GTX 460 Review

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StarCraft: Legacy - Editorials - Reviews

Written by LordofAscension Friday, 13 August 2010 17:38

It’s been more than twelve years since StarCraft was released, and times have changed. Technologically speaking, the top-of-the-line hardware available in 1998 now belongs in a museum. While it’s true that Blizzard Entertainment has always demonstrated their commitment to making their games play smoothly on a wide range of systems, some people just want these products to look stunning. Enter NVIDIA’s partnership with Blizzard. NVIDIA worked closely with Blizzard to design the cards necessary for optimal performance at all price points. The following is a summary of our experience with the EVGA GeForce GTX 460 (1 GB).

The Test Rig

Intel Core i5-750 Lynnfield 2.66GHz LGA 1156 95W Quad-Core Processor
MSI P55-GD65 LGA 1156 Intel P55 ATX Intel Motherboard
Crucial 4GB (2 x 2GB) 240-Pin DDR3 SDRAM DDR3 1333 (PC3 10600)
Windows 7 Ultimate Edition

Results

When we received this card, we knew it had been engineered specifically with StarCraft II in mind, so our expectations were quite high. Accordingly, we tested the card primarily using the 1900x1200 resolution with all settings on “Ultra”. We were very impressed with the card’s ability to consistently provide the highest quality and FPS in any game mode. The performance results demonstrated why this card was created and is being marketed to StarCraft II players.

GPU Engine


CUDA Cores 336
Graphics Clock (MHz) 675 MHz
Processor Clock (MHz) 1350 MHz
Texture Fill Rate (billion/sec) 37.8 

Memory Specs


Graphics card version GTX 460 1GB GDDR5 GTX 460 768MB GDDR5
Memory Clock 1800 1800
Standard Memory Config 1 GB GDDR5 768MB GDDR5
Memory Interface Width 256-bit 192-bit
Memory Bandwidth (GB/sec) 115.2 86.4

Display Support


Maximum Digital Resolution 2560x1600 
Maximum VGA Resolution 2048x1536 
Standard Display Connectors Two Dual Link DVI
Mini HDMI 
Multi Monitor
HDCP
HDMI
Audio Input for HDMI Internal

Standard Graphics Card Dimensions


Height 4.376 inches (111 mm) 
Length 8.25 inches (210 mm) 
Width Dual-slot 

Thermal and Power


Maximum GPU Temperature (in C) 104 C
Maximum Graphics Card Power (W) 160 W
Minimum Recommended System Power (W) 450 W
Supplementary Power Connectors 6-pin & 6-pin 

Source: NVIDIA - GeForce GTX 460

The test rig had been running dual ATI Radeon HD 4870 1 GB cards in CrossFire mode. While these cards were of the more recent technical generation, the new NVIDIA card produced more than a 200% increase in FPS consistently. Even among equivalent generation cards, the 460 out-performed its competitors by wide margins. On average, the card produced 112 FPS without forced anti-aliasing. To compare, several reviews have shown ATI’s HD 5850 to deliver 95 FPS consistently.

The FPS were fairly stable throughout campaign gameplay, in-game rendered cinematics, and all of the competitive mode. This was surprising in 4v4s since the unit clutter generally causes cards to work significantly harder and produce a lower frame rate. During the climax of large-scale battles, we noticed no greater than a 20% FPS decrease (with anti-aliasing off), which stands in stark comparison to the card’s price-point competitors.

NVIDIA’s control panel allows you to force anti-aliasing, so this feature may be useful considering that StarCraft II does not have native anti-aliasing. While we saw a slight performance decrease, this card delivers if AA is something you are looking for. This feature isn’t for everyone, but this card can easily handle the additional load with largely unnoticeable drops in quality.

Additionally, the GTX 460s offer a quieter fan in contrast to the annoyingly loud fans many of NVIDIA’s powerful cards have suffered from in the last few years. It’s still noticeable, but it’s definitely an improvement. The card also draws less power and operates at a lower temperature than many cards that we’ve used recently, which translates into more speed in identical operating conditions. The 460 models also offer 3D Vision support, CUDA, Blu-ray 3D capabilities, full DirectX 11 support, and PhysX.

It’s important to note that the 460 comes in two models. There is the 768 MB version and the 1 GB version. The larger card also sports 8 more ROP's and 64 more bits of memory bus. The suggested price difference is only $20, so for the added 25% more memory and its ability to handle larger resolutions more smoothly, the higher-end model is well worth the price.

Conclusion

We were so impressed with the 460 that it convinced us to purchase an additional card to observe how dual cards running in SLI will increase performance, not only for StarCraft II but for our other gaming needs as well. It’s only potential con is how it will perform under the next generation of game whose technological frontier is always being pushed. But, at this price point, that is really a non-issue. If you’re in need of a card capable of running StarCraft II at optimal settings at a relatively cheap price point, this is the card for you. This is by far one of the best cards we’ve seen that balances top performance with value, and it elevates StarCraft II’s performance to new heights.

A copy of this card was provided by NVIDIA for our review.

   

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