The story analysis turned out to be quite long, and I haven't even finished it yet! Here's the first part, which deals mainly with the main missions.
2 – Wings of Liberty
2.4 - Story analysis
And so the time has come to look at the story in StarCraft 2. As I have already covered the structure of the story and the characters, and later will look at the themes, presentation, and the plot holes, retcons and inconsistencies, I will use this part to look at everything in-between, whatever that is.
It all begins 4 years after Brood War, on the planet Mar Sara. The most observant ones of you already know this was the location of the first missions in the original StarCraft. Hell, not only is the location similar, but the time spent there is that as well: three missions (which is most common measurer of time in the Koprulu sector). There are several reasons for that, I think. The first is simply that Blizzard is paying a small homage to their own game. This was very successful. The first missions in StarCraft 2 are essentially the bridge between the two games, and act as a transition into the true core of the sequel. Now, I don’t think the players needed to be “softened up” to be prepared, but beginning on familiar notes before new ones were played made for a smooth segue that appealed at lot to me.
It also underlines one of the game’s central themes: that not a lot changes. I won’t dive much deeper into that here, but I will use it as a transition into the second reason why the game starts on Mar Sara, which is to introduce the new role of Jim Raynor. In the first game, he was a marshal who joined the rebel group Sons of Korhal because the regime that controlled the sector, the Confederacy, was brutal and unfit to govern any sector. The leader of the rebel group, Arcturus Mengsk, successfully overthrew the Confederacy, crowned himself emperor of the sector, and created the Dominion, a new brutal regime that also was unfit to govern any sector. In other words: little changed. But while Raynor is still on the lower end of the ladder, his role is not the same. Sure, he is still a rebel, but things are different now. Before, he was a mid-level officer. Now, he is a leader.
Those two things are quite different. Because he didn’t lead the Sons of Korhal, he could exit it with more ease than if he was. While the Raiders serve the same purpose as the Sons originally did, Raynor has a different position. Before, he was the follower. Now, he is the one being followed, and the consequences for that are many. First of all: Raynor has to face the same challenge that Mengsk faced, more specifically to convince the people that the image the government ruling them presented of him was false. Since the media is peppered with propaganda, he has to do it from the ground up, and that is why he is on Mar Sara.
Mar Sara is a fringe world, which we will learn is not what Mengsk cares a lot about throughout the game. Interestingly enough, Raynor does what a lot of populist right wing parties are doing right now in many European countries: he engages those on the bottom by playing on their anger at those on the top. I won’t engage too much in political discussion, but I will pinpoint that it is primarily the methods Raynor uses that made me want to draw the connection, not the actual politics. After all, some 60-70 years ago, left wing parties used the same methods to gain power. But the citizens of Mar Sara doesn’t cheer on promise alone when it comes to Raynor. No, they cheer because he provides results. Unlike Mengsk, he doesn’t give orders and sit back quietly, but engages in battle personally, with the risk of being killed. It’s as if he is Che Guevara or Fidel Castro, who both ventured into the Cuban jungle with less than a hundred men and came out the other end, victoriously (does this mean that if Raynor’s revolution is successful, the new rule will be as ineffective as the Cuban government now lead by Castro?). Mengsk, on the other hand, seems more like George W. Bush: quick to play the “war” card, but hesitant when it comes to going out in the field himself.
After we leave Mar Sara, the primary location becomes the battlecruiser Hyperion, which conveniently gives Raynor (and the writers) the ability to travel from world to world without much hassle. But it’s not just the travel of method that has changed, but also the styles of the missions presented. The Mar Sara missions were pretty traditional (destroy the enemy base, hold out for 20 minutes), but the missions in the rest of the game are quite original. I have to applaud Blizzard here. Whether we are robbing trains, harvesting minerals on ground that is flooded with lava every few minutes, or fighting zombie-like Zerg on Meinhoff, every mission has an enjoyment level that is through the roof. Gameplay-wise, StarCraft 2 is truly a winner, and it won’t be as interesting going through the original campaigns after this.
Though I’ve already said my opinion on the choice to have a branched mission structure, I will comment them a little further here. Those that remember will know that I argued for them and defended them, but I am not completely on the “approval” side either, but somewhere in the middle. I think each story is great on its own, and I don’t think that every side plot line that strains from the main one has to be weaved back again. But I have to address a fact: in order to enable the possibility of side missions, Blizzard had to take space from the main missions, and this hurt the main missions. Sure, a campaign consisting of 60-or-so missions might sound nice on paper, but such a grand undertaking takes a long to time to create, and I think most people can agree that a 12-year long wait was long enough. Interestingly enough, Blizzard found a way to bypass this by deciding to make a trilogy, which will result in a campaign with a total of 80 to 90 missions in the end. By splitting up the entire story in three parts, they managed to bypass the time constraints.
So they gave themselves more time, but they still didn’t get more space. They still had to make a game with a maximum of about 30 missions, and that was Wings of Liberty. And with those 30 missions, they chose to split them in two categories: main missions and side missions, which I believe hurt the former. In my opinion, almost every mission is great considered on its own, but they have to work together, and this is where Blizzard didn’t deliver as much as they did with, say, the mission design. I am going to look closer into every one of the storylines, but before I get that far, I have to address the fact that the main storyline in Wings of Liberty is quite short. Some say it’s only 6-7 missions, which is untrue, but it could be said that it isn’t long enough to need more than 6-7 missions to tell (perhaps a few more, but not much).
Now, let’s actually look at the main storyline. It is essentially made up of the Matt Horner missions (the revolution) and the Tychus Findlay missions (the artifacts). I really liked that Blizzard made us believe the revolution is the main story, only to switch gears right before the third act. No, it wasn’t necessarily surprising that the artifacts was more than just McGuffins, but I can honestly say I didn’t predict their precise effect and where the story would eventually go.
Because the stories are so twisted into each other, I am going to treat them sort of like one. The main story starts on Mar Sara. The revolution has been going on for a while, but hasn’t been going too well, for reasons such as lack of funds and will. With the arrival of Tychus and his business offer, things change. From then on, the storylines are treated separately, with the Matt Horner missions supposedly acting as the main storyline. Apart from The Moebius Factor, none of the Tychus missions really advance the plot other than on a mechanical level. By that I mean that they have no impact on anything, save from introducing us to the Tal’Darim and bringing us closer to completing the artifact. Not much changes with the characters, and the exclusion of missions such as The Dig and Supernova wouldn’t hurt the plot much, if anything at all. Yes, there would be less artifact pieces to collect, but one could argue the other way too, by saying that since we have are supposedly content to have plot-less missions, they could easily have included another one. But does the plot really benefit from that? Not unless you add anything plot-related.
In his assessment of the Protoss campaign in Brood War, The Stand, FanaticTemplar used a definition that I think fit well with the Tychus storyline: “shopping list plot”. I mean, that is what it is, isn’t it? It simply has no purpose apart from introducing us to the Tal’Darim (whom we learn little about after Smash and Grab, anyway). I guess the reason for that is that Blizzard didn’t want to call too much attention to the storyline, which I will say is a fair excuse, but as shown with The Moebius Factor, where we are introduced to the Moebius Foundation, meet up with Kerrigan again, and meet Narud for the first time, they are perfectly able of adding to the plot in a subtle way that doesn’t call attention to itself. I don’t think I have to tell you why Moebius and their enigmatic leader might be an important part of the coming storylines. The fact that we are still speculating and can’t tell for sure exactly how they will fit in, just shows Blizzard were successful when it came to introducing to them without giving too much away.
The artifact missions gain momentum with the arrival of Valerian, but before that, let’s look at the Matt Horner missions. We begin by robbing trains, which leaves us with an old Confederate adjutant that supposedly has important information. We then have to decrypt it, which almost makes it fall into the hands of the Dominion, because Orlan, the mercenary who apparently has beaten 7 Insane AIs in FFA, thinks he can make a quick buck out of it. As you know, that doesn’t happen. After that, the adjutant gives us quite the convenient piece of information, more specifically Mengsk’s quote about him wanting to rule the sector or see it burn to ashes around him. One could question exactly how small a chance it would be that such a handy plot device would end up in the hands of the Raiders, but I will let that slide, as I think the storyline has bigger problems, which I will specify in a bit, and because the Raiders found it by accident (which seems more plausible than them purposefully looking for it).
Horner plans to use the message to bring down Mengsk without charging head in (the Tychus style) and unnecessarily risking both life and public opinion (which is bad enough already). To do that, the Raiders require the Odin, which they “liberate” on Valhalla (yes, as a Scandinavian I do recognize the references to Norse mythology) and later use it to infiltrate the streets of Korhal. Eventually, they successfully manage to broadcast the message, and although Mengsk is not dethroned, he is dealt a serious blow that he is unlikely to recover from. The storyline ends there. As I have no problem with ambiguous endings, cliffhangers and “to be continueds…”, I don’t mind waiting for the expansion to see where the story goes (I mention this because some people don’t have the same opinion on this subject as me).
Now, I mentioned I had some problems with the storyline, but I didn’t specify them. I will do that now. The main one is that it isn’t much of a story. I mean, imagine yourself telling it to someone. How interesting would that be? Apart from the fact that the Raiders may fail, there isn’t much drama, and like the artifact, it’s essentially another “shopping list plot”. The Raiders obtain an [important device], has to decrypt it, and then has to get a [powerful machine] so they can use the [important device] to achieve their goal. Now, it’s handled better than in the Tychus missions, as you can’t remove a mission without hurting the plot (for example, if you remove Engine of Destruction, the Raiders don’t have any means to get into the streets of Korhal). But still, the whole thing is fairly mechanical. A good story is derived from drama and great character integration. The storyline has both, but the drama is almost absent and the characters sort of exist outside of the plot. About the last point: I am not playing down the motivation for the Raiders to be conducting a rebellion, but I am saying that if there was, say, more moral qualms between the characters of what they should do, the story would be more interesting. I don’t think the story needs it, because, contrary to what I may make you believe, I don’t dislike it at all. But I do think the story would benefit from it. A good example of how good it could be is Rebel Yell, the first Terran campaign in the first game, which also dealt with the obtainment of a device (the psi emitter) and the trouble of getting it used (due to both practical and ethical reasons), but it had more drama, and the integration of the characters into the story was better.
Still, there is some praise to be made. The evidence that the Raiders use, the famous “I will rule this sector…” quote, wasn’t made up in Wings of Liberty, but has existed since the first game, for example. Using that exact quote gave Blizzard an advantage: it made the transition between the two games more seamless, as it made StarCraft 2 feel less like a sequel and more of a continuation. The difference can be exemplified by movies. Indiana Jones and the Temple of Doom is more of a sequel than a continuation, as it is essentially a “new adventure” where our knowledge of the characters in the first movie is not required to enjoy the second one. The Godfather, Part II, on the other hand, is more of a continuation than a sequel. Knowing about the characters’ past is vital to the plot, and where the second Indiana Jones movie just started on scratch again, The Godfather, Part II continues on the course that the original story was headed in. Here, I have to praise Blizzard, as they left so many loose ends in Brood War that it was easier to pick up than if they had more definite endings. One could always argue about the efficiency of how they chose to continue the story, but it is harder to argue about the foundation they gave themselves to build the story’s continuation on. And while I think the rebellion storyline could have been better with more drama, I applaud the choice to use a quote that not only binds Mengsk to his own demise, but also binds him and Raynor together. The past, it seems, can always catch up with you.
The best part of the main storyline is the arrival of Valerian and his plan to deinfest Kerrigan. True, one could argue about the convenience of the artifact and question why Valerian risked the life of Raynor, the very person he depends upon, by placing soldiers guarding his chamber that were intent to kill him, but if you let that slide (which I won’t, as I will be addressing gaffes in a later part of this thing) and focus on the storytelling, praise is in my opinion deserved. The artifact is indeed a convenient device, but the drama it creates is invaluable. With the adjutant found on Tarsonis, there was unison agreement that it should be used. But that’s not true with the artifact, is it? Raynor thinks that the best thing to do is use it, but as we know, not every member of his crew agrees with him. Horner, the thinker, warns of unforeseen consequences and the possibility that it might be a trap (he also questions Raynor’s lack of objectivity and sympathy with is own men). Kachinsky questions the motivation on a principal basis, as working with the Dominion, no matter the consequence, is an act wrong in itself. Tychus fights the decision of selfish reasons; he is ordered to kill Kerrigan, and when Raynor has other plans than that, he naturally panics. Here Blizzard excels in creating drama between the characters in a way that is absent from most of the game. The final part of the game recalls the many arguments between Raynor, Kerrigan and Mengsk in Rebel Yell (where the priorities of the latter meant the defeat of the Confederacy was more important than the defeat of the Zerg) and the inability for the Protoss to unify even when a greater threat is on the horizon in The Fall.
It’s with this kind of storytelling that the StarCraft series is at its best. Great storytelling, in my opinion, stems not so much about characters doing things than what they feel about doing them. Let’s make another comparison: I have mentioned the TV show The Wire before, but I will do so again, as it can be used for so many examples. The Wire is essentially a cop show, though infinitely more complex than just about every other show of its kind. Not only is it more complex, but it also deals less with a black and white morality and more with one that has many shades of gray. In a regular cop show, a villain is established, and the cops spend an episode (or a season) trying to catch him. The drama comes from the difficulty of actually catching him. In The Wire, things are radically different. In a similar fashion, a villain is established early on, but the drama comes from the cops’ inability to find a method they collectively can agree on using to catch the villain. I won’t go into detail on why the cops disagree (I’d rather you just all watch the show and discover its brilliance on your own), but I will use it draw a parallel to StarCraft 2.
You see, the artifact missions are essentially like the regular cop shows. There is a goal (the artifacts), and there is a goalkeeper (the Tal’Darim) guarding it. To score a point, you have to employ siege tanks, marines and marauders to destroy the goalkeeper (oh, how much more interesting soccer could have been), and kick the ball into the goal. It’s dramatic, and it’s engaging, but the alternative is even more dramatic and engaging. For you see, campaigns such Rebel Yell and The Fall, and the Valerian missions, are like The Wire. There is still a goal (deinfesting Kerrigan), still a goalkeeper (the Zerg Swarm), but your teammates don’t agree with your formation and your strategy, and if you want to score a point, you have to convince your teammates that you are in the right. If Blizzard uses this kind of storytelling in Heart of the Swarm, they will be long on their way to creating a continuation that is superior in many aspects to its predecessor.




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