grunt, I am honored that you are so invigorated to meet me again on the field of battle!
I would do the same!!!!!
08-04-2010, 04:34 AM
#111
08-04-2010, 05:45 AM
#112
It sounds kind of weird, I know, but I think the debriefing introductions to each mission were a better way to tell the story than this implementation of the story mode space. The debriefing room somehow made me care a least a little bit about each character no matter how minor. This, however, has yet to make me care about any new characters.
So ... I'll say .... I DON'T like that there are no debriefing rooms ....
... damn, that sounds weird to say ...
Brainstorming doesn't mean as much as you apparently think. Especially since they had to brainstorm WarCraft's lore during that time which, if you've played WoW, you'll know how effing massive it is.
Five years for a 3D game with tons of in-engine cutscenes and cinematics versus three years for a simple 2D game? You're making StarCraft: Brood War look like the slow development cycleBesides, on the disc, the copyright hints that development started in 1994. That means that it mostly likely took four years instead of three.
But, like I said, they used probably less than two years to do the campaign missions. The MP took so long because it's an iterative process.
Last edited by TheEconomist; 08-04-2010 at 05:51 AM.
Rest In Peace, Old Friend.
08-04-2010, 11:35 PM
#113
For the first week or so, I focused on playing online, and greatly enjoyed it. Shifting more towards single player now, and so far, this is one of the few games where emersion has completely taken over, and I've had no trouble being completely emerged in the gameplay. Duno what it is, but really loving the single player. Only thing I dislike about it, is that the mission difficulty curve seems a little wonky, at least for me. Been breezing through nearly all of the missions, except for a few "sticky situations" where I've been left thinking, "where did that come from?"
Also, the unit unlock mechanic has left me with a few facepalm situations. Seems like the nonlinear progression is the cause (I do really like it however, this just seems to be a side effect). For example, reapers would have been idea for the mission where I had to destroy zerg infested buildings during the day, and defend my base at night. However, I didn't end up getting them until several missions later, because I hadn't yet unlocked reapers.
08-05-2010, 09:30 AM
#114
I just want to point out the huge amounts of Cinematics they did for SC1. That also takes alot of time, but actually INVESTING in such a deep and varied storytelling, shows how much effort they put in production, compared to how all-round, yet superficial in most aspects their production of SCII has been.
EDIT: I just came to think of another thing I don't like in WoL. The Goliath unit portrait. I know the SC1 Goliath UP was also modeled after the artist at blizz, but at least they put a mask over his face so you:
1) Couldn't see his nerdy face.
2) Felt a reason for the very distorted voice. I mean, how the hell can the SC2 fatty Goliath driver make such a voice when he looks like a happy fat geek?
Oh, and the same goes for the Merc version which we all know shows Dustin Browder, but he basically looks the same.
Last edited by BusinessMonkey; 08-05-2010 at 03:21 PM. Reason: Added more complaints... ;P
- "Man is Matter" -
Joseph Heller - Catch 22
- "Marines are Goo" -
BusinessMonkey - SC:Legacy