The Hybrids
First off, one important distinction has to be made regarding this storyline compared to all the others I’ve written about. Those stories were complete. Certainly, the effects of one story may bring new light to events that happened before, but they are largely self-contained, with a clear beginning and end. With the Hybrid story, we’ve only just begun. It is possible that occurrences in Heart of the Swarm or Legacy of the Void will completely alter my perception and understanding of this particular storyline. Still, I’ll at least comment on what I think of the story thus far.
There are two distinct parts to the Hybrid story thus far, not counting references such as The Moebius Factor, which are the bonus missions of Brood War and Wings of Liberty, and the Prophecy mission arc. The bonus missions are teasers. Dark Origins was obviously teasing for the sequel, and Piercing the Shroud implies a connection between Arcturus Mengsk and the hybrids. Both of these missions are excellent. Dark Origins introduces the threat to us under the form of a mystery. Coming after the resolution of Brood War’s titular plot and before the assertion of Kerrigan’s dominance in Omega, Dark Origins feels disconnected from the expansion’s themes. Rather than being about schemes for control and power that drove Kerrigan and the UED, this mission reverts to the core mythology behind the Protoss and Zerg, and the mysteries of the unknown that have always been part of the intrigue of science fiction. As a teaser for StarCraft II, it also sets up that game’s new antagonists, the Hybrids and the Dark Voice (then known only as Duran’s ‘greater power’) thus avoiding the problems encountered with the introduction of the United Earth Directorate in Brood War. The Hybrids tie in with the Xel’Naga experiments and the Zerg and Protoss’ opposite halves of perfection aspect from the game backstory as well as with the Overmind’s plans of assimilating the Protoss from the initial StarCraft which would have resulted in much the same. Rather than two opposite halves in opposition that was the plot of StarCraft, Dark Origins suggested that the joining of those two halves would be the plot of StarCraft II. And with the revelation of Duran’s allegiance, they have an established character to spearhead their introduction. By using Terran mercenaries to drive the Hybrid experiments, we have a reason to expect the Terrans to finally play a pivotal role in the story, something that had been lacking thus far. This was further reinforced in Piercing the Shroud by connecting the Hybrid experimentation with Arcturus Mengsk and the Dominion, the major Terran power in the Sector.
Piercing the Shroud plays a similar role to Dark Origins, minus the mysterious alien presence represented by Duran and replacing it with the immediate human threat represented by Arcturus Mengsk. It otherwise works much the same, only more threatening and more immediate. Instead of Terrans incapable of using Pylons properly and a single Hybrid destroyed by Zeratul in its sleep, here we see a fully awakened Hybrid wreaking devastation upon a Terran laboratory, and multiple tubes with cloned versions of that creature. Essentially, playing the two missions back to back results in a feeling like a countdown, as the Hybrid threat grows ever closer and more threatening, nearing the inevitable hour of reckoning, though exactly what that entails isn’t fully comprehended yet.
Unfortunately, that brings us to the Prophecy arc from Wings of Liberty. Soon after playing the campaign for the first time, when asked how I rated the story I gave the Protoss section a 3 out of 10, which, like my early impressions of Brood War, only goes to show that I should not be relied upon to make a sound judgment on something before having experienced it repeatedly. The Prophecy section of the game is beyond terrible, it somehow manages to not have any redeeming qualities at all. The Stand had the evacuation of Aiur, the murder of Aldaris, the dynamic between Artanis and Aldaris and the awesome Twilight tileset. The Artefact arc had The Moebius Factor and to an extent Smash and Grab. Even the Covert missions had A Better Tomorrow. I could not find anything worthwhile to extirpate from this mess, at best I could say that some things are not quite as bad as they are made out to be, which is still a far cry from calling it good.
Let’s start by saying that it’s unoriginal. Prophecies are a lazy way to set heroes off on a path, and the fact that the Hybrids’ goal is to conquer the world is disappointing. The Hybrids, after all, represent the answer to one of humanity’s fundamental philosophical inquiries, as pertains to the Protoss and Zerg, that is to say, they are the meaning of life, the purpose of their existence. How would the world change for us if we knew the answer to that question? And in this case it goes further still as the Hybrids mean that the purpose is not only known, but fulfilled. There are innumerable ways this could change the Koprulu Sector, but instead they just want to conquer everything, like the UED and the Overmind before them. But so be it. What is most upsetting however is the means of that conquest: using the Zerg Swarm. What happened to the Terrans being the driving force behind the Hybrids? Instead we get a repeat of Brood War, with the villain and Kerrigan struggling to control the Swarm so they can take over the world. I wasn’t exactly fond of this plot the first time around, as you may remember, so reusing it, and worse, retconning it into being involved in StarCraft as well certainly did not please me.
Which brings us to the next item, Prophecy reinforces the main story flaws of each of the three races. For the Terrans, it’s their periphereal importance to the storyline. Even back in the original game, the Terrans were a minor factor in the story which dealt with the struggle between Protoss and Zerg. And while the United Earth Directorate was crucial in Brood War, they don’t exactly count as Terrans, as their role in the story could have been replicated without change by using any other species. The Koprulu Sector Terrans themselves were hardly relevant to that story either. Now, with Dark Origins having them set up to be the main force behind the Hybrids, they instead get wiped out offstage before the climactic confrontation between, once more, the Protoss and the Zerg. Why would the Dark Voice even take the detour of wiping out the Terrans anyway, given his apparent hatred of the Protoss?
As for the Protoss, their flaw since the beginning of Brood War retconned them into losing the battle for Aiur is their military powerlessness, their inability to play in the big leagues. I discussed the drastic decrease in power implied by their sudden inability to fight back a fragment of a remnant of the Zerg without magical superweapons in The Stand, and made excuses for Selendis being fought off by Raynor in Safe Haven, but in this campaign you actually play as the Protoss, and the only mission that could possibly be construed as a Protoss victory in this arc is A Sinister Turn, in which you fight other Protoss. This arc plays like a list of creatures that have, are or will kick the Protoss’ arses. First there’s Kerrigan, who murders Judicators unhindered, mind controls ancient Dark Templar elders and dispatches Artanis’ Templar fleet with but a fraction of her broods, the present enemy. Then there’s the Hybrid Maar, the future enemy (as the Hybrids, not as an individual), who single-handedly corrupts a majority of a Protoss shrine world and enslaves Preservers to feed off their power (I really hope we’ll get an explanation for that whole “corrupted Protoss” business in the expansions, incidentally. That thing defies comprehension. If a single Hybrid could do that, why do an army of them have to fight in In Utter Darkness? Why were Zeratul and his forces unaffected?). After that we get the Overmind, conqueror of the sacred Protoss homeworld Aiur (Do all Protoss planets need to have qualifiers? I get "archive world" but why is Zhakul "forbidden"? Why were there so many Protoss on it if it's forbidden?) in the middle of said devastated planet, the past enemy. And to top off the list, we get to witness the extermination of the Protoss species, because really, how much further could they be pushed before this became the only logical conclusion? In this arc we get to run away while our companions die to buy us some time, we get to fight kindred who have been possessed or something, we get to walk in the ashes of our greatest defeat and we get to witness the genocide of the species. These are missions in which we actually play as the Protoss, mind you, so I dare not even imagine what fate awaits them when we play as their enemies. But we’re a far cry from the golden days where they would be setting fire to entire Terran planets from orbit, humiliating Kerrigan on the battlefield and assassinating immortal servants of the Swarm. These days if Aldaris told them that they’d overcome the entire Swarm with the might and the fury that is their heritage, they’d probably fall over dead from hysteria.
And then there’s the Zerg, who don’t really even count as characters anymore. Like a Siege Tank or a Warp Blade, the Zerg no longer seem to be anything other than a weapon for other characters to use to fulfill their own goals. This is of course the reason why I disliked the plot of Brood War, with that whole Overmind-controlling pharmaceutics angle and the Zerg’s role as the prize in the contest between Kerrigan and DuGalle, but now it makes an encore, except it’s much worse. Because unsatisfied with simply confirming that the Zerg will never have personality or a purpose of their own again, the Overmind retcon informs us that even in StarCraft, back in the only game they ever did have ambition and drive and purpose and actual character, they actually didn’t. The Zerg, Prophecy tells us, were always someone else’s weapon to be directed against the target its wielder wished to destroy. And that’s terrible. The annihilation of the Protoss in In Utter Darkness, if it weren’t the culmination of an ongoing series of Protoss failures, would at least be an epic, worthwhile ending. The Zerg genocide from the same mission, on the other hand, is exactly what one should expect from a species who are now only a tool: once their purpose is served, they are cast aside. An entirely pointless death for a race that is now entirely lacking in purpose. Although to its credit, Prophecy gives us the memories of the Overmind as told by Tassadar, which is sadly the most character the Zerg have had since Tassadar’s sacrifice.
Looking at the story of the arc, I get the distinct impression that it was just tacked on to the game. There doesn’t seem to be any reason for its inclusion. The first three missions are redundant: a mystic prophecy guides you to the Overmind who tells you a mystic prophecy – three missions could have been cut if the vision In Utter Darkness had been the original prophecy. In fact, I expect this was the original intent, given Kerrigan’s line in Whispers of Doom saying that “Wouldn't it be better to end your struggle now than witness the final agonizing moments of your species?” In fact, as it stands there would appear to be three separate prophecies in the arc. The Overmind’s vision, the prophecy in three fragments you collect in Whispers of Doom, and an unknown third prophecy that Zeratul and Kerrigan discuss in The Prophecy cinematic and Whispers of Doom. While I don’t know what this prophecy entails, it seems to be much the same as the Overmind’s vision, given Kerrigan’s talk about oblivion and whatnot. Thus, I suspect that the original layout had the In Utter Darkness prophecy come first, then The Prophecy with Kerrigan and Zeratul’s fight, possibly a Whispers of Doom mission that didn’t involve gathering prophecy fragments culminating in a wounded, exhausted Zeratul showing up on the Hyperion. This obviously wasn’t cleaned up before release. Which is another thing with this arc, if they really wanted to include it, then it should have had the resources up to par with the Terran portion. Instead we get the Void Seeker flying through space while Zeratul narrates, and scenes with actual in game footage for meetings between Zeratul and Tassadar over the corpse of the Overmind. I understand that making detailed models and environments for those missions would have been a lot of time and effort, but then again, if it’s not going to fit with the level of quality employed elsewhere, and it obviously doesn’t have much purpose in Wings of Liberty’s story, why include them at all?
Incidentally, the Overmind’s vision itself only reveals that the Hybrids are a massive threat, something we could already anticipate thanks to Piercing the Shroud. We only learn that this threat will come in the least original way possible. As to the nominal reason behind its inclusion, the necessity of keeping Kerrigan alive does not seem like an important part of the arc, as it reasonably should be if that revelation was the point of its existence. Instead we get what is essentially a throwaway line in the middle of the extermination of the Protoss. That line is extremely awkward and does not feel like it even should be part of the mission, the Dark Voice simply decides for inscrutable reasons to state that only Kerrigan could have prevented his victory. Aside from that there is no foreshadowing of this within the arc, even the encounter with Kerrigan herself in Whispers of Doom does not seem to hint to anything, although I could be missing something. AFter all, Kerrigan’s character in that mission is incomprehensible to me. Besides, Wings of Liberty itself already has a far superior ‘save Kerrigan’ storyline in it, as I outlined previously, so this information was not needed, quite the contrary.
Prophecy can be used for interesting purposes in stories, but this was not one of them. Prophecies used as the impetus for a story to begin is lazy, but harmless enough, and used frequently enough is fantasy. But the obligation to save Kerrigan is not an impetus, it is a restriction, something the decreases the protagonist’s choices. These prophecies are not good for stories, because all they are is a way to justify actions by claiming that the plot says so. When such prophecies are used, they’re generally in stories about destiny and free will. If the protagonist tries to fight the prophecy and fails, then it’s a tragedy, as was used in Greek plays. If he fights the prophecy and wins, then it’s a triumphant endorsement of free will and the human spirit. Or you have those clever iterations where the protagonist finds a way where the prophecy is fulfilled technically, but not in the sense it was initially understood. Of course, this prophecy is none of those, it really is just the plot telling us that we can’t kill Kerrigan. Like those “choices” in RPGs where selecting the wrong answer just brings the same question up again, over and over until you “choose” correctly.
So the Prophecy missions are terrible in their own right, reinforce the worst flaws in the characterisation of the Protoss, Terran and Zerg, and worse yet undermines previous, better stories. The Overmind retcon undermines the characterisation and purpose of the Zerg in Overmind and StarCraft as a whole, the prophecy replaces Wings of Liberty’s complex character-driven reasoning for saving Kerrigan with a cheap fiat and sabotages the promise of Dark Origins and Piercing the Shroud with a completely bland resolution. The prophecy arc, unsatisfied with being terrible by itself, actually corrupts everything it touches, and that makes it the worst story in StarCraft thus far, in my opinion.
Characters
Artanis
A number of Protoss heroes appear in In Utter Darkness, but not enough that I can really say much about them. I did however wish to note that of the little we see of Artanis here, he does seem to have matured a bit from his last appearance in Brood War, so that’s interesting. It’ll be good to see how much he has developed.
Both Artanis and Zeratul spend time in In Utter Darkness telling us that the Protoss will face the end united, which is unfortunate because it just doesn’t compare with the same sentiment demonstrated in Eye of the Storm by Tassadar, Zeratul and Aldaris. This is of course because whereas a significant portion of The Fall actually involved overcoming the prejudices of the Protoss and uniting in the face of the Zerg, these three Protoss standing together itself demonstrated this gestalt without the need to crudely shout it out. Since we haven’t seen anything leading to the Protoss’ last stand in In Utter Darkness, and don’t really know half of the Protoss heroes who show up, how can we tell? How can we care?
The Dark Voice
Assuming that this is Duran’s master from Dark Origins, the Dark Voice (which I imagine is another way of saying we still don’t know who he is) looked like it was being set up to be a Sauron style villain, manipulating events from afar. Unlike, say, Arcturus or Kerrigan, these kinds of villains are typically not very developed characters, because they don’t really ever appear, which is fine. In these cases, we know of them by what they do and who they employ. Sauron, for example, we identify through the Ringwraiths and the Uruks. If this was the intended role of the Dark Voice, then by having characters like Samir Duran and possibly Arcturus Mengsk or Ulrezaj as its enforcers, by its hand in bringing the Hybrid schemes to fruition or its involvement in other plots, it could have made for a terrifying villain despite never directly appearing (or never directly appearing ‘till the climax).
Unfortunately, this gets torn down by the same flaw that afflicted Zeratul in Brood War and even more so in the Prophecy missions. Basically, it’s difficult to maintain an aura of mystery when you’re talking all the time. And it’s very hard to seem imposing when what you do say is repetitions of general gloating and uninspired threats. The Dark Voice’s downfall as a character is actually showing up. It makes Arcturus sound humble, Aldaris sound open-minded and Duke sound contemplative. It’s not threatening, it’s annoying. This presumably comes from announcing attacks, the same principle that made Maar sound similarly laughable in A Sinister Turn. This also applied to Kerrigan in All In, but thankfully not nearly as often. Besides, it’s established character for her anyway, all the way back to ‘my stare alone would reduce you to ashes’. Anyway, in this respect quite frequently I find that less is more.
The Overmind
For all of only speaking once, I liked the Overmind. I’m not fond of the new eye – it’s so heavily armoured it looks like he’s squinting all the time, the old eye didn’t even have an eyelid, it was always watching. This Overmind didn’t sound as impressive as the old voice did either. But on the other hand, look at it. It’s huge! It’s a massive carcass sprawling across the crater formed by its own meteoric fall to the planet! And being the person I am the first thing I did upon seeing the corpse of the Overmind was search for the wreckage of the Gantrithor. I think I found it, a burned up husk behind the Robotics Support Bay.
But that’s not why I liked the Overmind here. The Overmind’s lines aren’t great, he sounds too conciliatory with the Protoss, which alongside Tassadar’s reciprocation inevitably leads to the supposition that if not for the Dark Voice the Overmind might have been good, a heinous thought that would truly undermine the epicness of the original StarCraft if it were fact (I contend that they’re both praising the other for their efforts in fighting the common enemy, but the delivery really invites the confusion). But on the other hand, for the first time since, well, the Overmind’s death, there’s something in the universe that actually cares about what befalls the Zerg. I wouldn’t expect anybody too, of course, they’re a plague upon the galaxy, but this comes back to the death of Zerg characters again. No Overmind, no Cerebrates, and Kerrigan, who is a self-centred child. With just this one thought the dead Overmind has shown itself to be closer to the Zerg than we’ve really had the opportunity to experience in a long time.
Samir Duran
Samir Duran’s betrayal of the UED was well foreshadowed, but actually betraying Kerrigan as well was a surprise. It would truly have been a pity if Duran had ended up being no more than Kerrigan’s obsequious retainer, but thankfully that was just a ploy and we get to see that Duran is indeed a badass. Someone capable of backstabbing two immensely powerful groups liked the Directorate and the Swarm is not someone you want to mess with, and as I said before, if this guy was to be the visible arm of the Dark Voice, then how terrible must the actual head of the plot be?
This said, I’m not entirely certain that Duran actually is working for the Dark Voice. Replaying Dark Origins, it struck me that Duran definitely doesn’t sound like he’s planning on using the hybrids to annihilate species. He’s dangerous, no doubt, but his goals appeared to be more about discovery and learning. He actually berates Zeratul for his violent impulse to destroy the Hybrid, which would be immensely hypocritical if his own purpose was genocide. From what we’ve learned since, it does sound as though Duran’s goals are to actually bring about the Xel’Naga’s return, rather than the Dark Voice’s schemes of galactic domination. Then there’s Kerrigan. The Dark Voice claims that Kerrigan is the only being that could have stopped it, then why did Duran spend all of Brood War helping her rise to power? Whether this is a change in characterisation in the decade since Dark Origins was written, or if Duran is being manipulated by the Dark Voice, or whether they’re actually enemies is something I cannot tell.
Interestingly, his discussion with Zeratul reminded me of Zeratul’s own interjection against Aldaris in The Trial of Tassadar. Both claimed to be far older and more experienced than their target, have knowledge beyond their understanding and ridicule them for their violence while ignoring the greater picture. Of course, I get something of a mad scientist vibe from Duran, It’s possible that his big picture is actually disastrous, but he just wants to see it. Anyway, while Duran didn’t mention the entropy of realities, it did feel like Zeratul was getting a taste of humility here. And as with Aldaris, Zeratul’s reaction was to change priorities, he abandoned his search for Artanis and the fight against Kerrigan to go out on his quest for answers, which is where we meet up with him in the Prophecy missions.
Sarah Kerrigan
Kerrigan’s characterisation in Whispers of Doom is baffling. Obviously, it starts making more sense when you realise that she and Zeratul are discussing the Overmind’s vision, as I explained earlier regarding the whole disordered progression of the arc. Despite this, her fatalism is incomprehensible. Since when does Kerrigan give up because of a prophecy? Actually, last time I remember Kerrigan putting stock in something prophetic was when she claimed her Ghost powers allowed her to divine the Protoss’ intentions in Rebel Yell – which was wrong, the Protoss were engaging the Zerg rather than purifying the planet specifically to spare the Terrans, as Aldaris tells us later. In that same passage she also tells us that Arcturus will come around, she knows he will. It’s not specified whether this was also something she knew because she was a Ghost, but I should hope not, because if so Kerrigan clearly has the worst prescient ability ever. Anyway, the point is her track record with foreknowledge is terrible. On the other hand, it has been clearly established that she either has a ridiculously high opinion of herself, or that her insecurities push her to overcompensate by acting so brazen (I suspect the latter). So why is she admitting defeat without even fighting? And this doesn’t carry over to the Terran portion of Wings of Liberty at all. In fact, in that game she seems quite eager to obtain the artefact fragments, whatever it is she wants them for, which would clearly be an example of her not giving in to oblivion and instead continuing her struggles, contrary to what she advocates to Zeratul.
I imagine it could be an attempt at mind games with Zeratul, but if Brood War has taught us anything, it’s that Kerrigan is as subtle as an anvil. Really it would seem so much more likely that she would mock and taunt Zeratul about this prophecied doom rather than apparently succumbing to it herself.
Suffice it to say that either I don’t understand Kerrigan’s characterisation in this arc at all, or she was portrayed horribly, but I can’t really provide analysis for something this apparently out of step with her ongoing portrayal.
Zeratul
Back in Brood War I commented that Zeratul’s repeated appearances detracted from the mystery of his original character, and this applies doubly in the Prophecy missions. Dark Origins isn’t nearly so bad, since it comes at the very end of the expansion, the game assumes you are familiar with the basic mechanics and leaves Zeratul to be mystified about things that should also be puzzling to the player. The impression is then not so much that Zeratul is ignorant, but rather that whatever is so beyond Zeratul’s comprehension has to be pretty significant.
The Prophecy missions, on the other hand, focus on Zeratul pretty much by himself. And he talks a lot. About the trivially mundane (“I can blink across this chasm!”) to the more truly mysterious, as with the Overmind’s thoughts. Whatever the case, Zeratul’s aura of mysticism and knowledge are thouroughly shot now. Which is unfortunate since the resources were there for the opposite to happen. After all, the point of the first three missions is to get a glimpse of the Overmind’s vision. And while it’s sensible that if Zeratul got insight into the Overmind’s thoughts from slaying Zasz with Void energies, then Tassadar would get much greater insight by killing the Overmind itself in a cataclysmic strike of Void energies. Still it would likely have been better for Zeratul’s own development as a character if he had the answers. He’s seen into the mind of the Overmind already.
In fact, if the point was to get to the Overmind’s prophecy, then the entire campaign could have been played like a vision quest from Zeratul, and brought new players up to date with some of the lore of the original game by having Zeratul go back to the Overmind’s death, the murder of Zasz, the creation of the Queen of Blades, and ultimately back to the Overmind’s own creation, as Zeratul looks back through his memories and the Overmind’s searching for that vision. Instead of Zeratul being perpetually surprised, we would get a glimpse of just how much he has experienced. It seems like such a waste to have Zeratul, the only non-Zerg alive to have seen into the mind of the Swarm, have to ask other people for knowledge of the Overmind’s vision.
Like Kerrigan, I’m not sure what to make of Zeratul’s personality in this arc. He just always seems so surprised, it’s disorienting. He’s always reacting, he lacks the confidence and wisdom we’ve come to expect from him.