Why sc2 is good
Based on 7 reviews. Based on 25 reviews. Add your rating. Parents say 7 Kids say Kid, 11 years old February 8, No strong or explicit language like "f--k" or "c--t". Raynor is implied to be an alcoholic, and he is also addicted to nicotine.
Twists and deaths can be intense. This review Helped me decide. Had useful details. Read my mind. Report this review. I am currently a Diamond 1 zerg player and I think that this game really gives an experience that is much better than any first person games. This game really challenges people to think about what they are doing as well as their opponent. Pushing buttons a minute is not easy and you have to focus on the game while other games will allow you to do whatever. You will also need to memorize and learn different "openings" or build orders.
I would describe the multiplayer side as a form of chess but you can play more moves than your opponent. This title contains: Positive role models.
Teen, 16 years old Written by Nicholas Rytting April 24, This game is I was able to achieve master league, and a consistent APM of or higher. Depending on your elo, some matchups feel absolutely crushing. When I was hardstuck Diamond for four years, ZvP was such an atrocious matchup.
The higher elo I get, the easier it becomes. Because the races all have different functions, they are better at certain parts of the game than others. When most players are not very good Diamond League the low APM that everyone has directly affects how good they are in a matchup. Aside from the multiplayer and my undying hatred for toss, the campaign is fun for all three expansions.
It tells a great story. It's worth playing through each expansion's campaign at least once. Teen, 14 years old Written by EnglishPenguin May 28, Great game, though the the term strategy is overused. The original starcraft is fantastic, the second is practically the same, except less memorable. The gameplay is enjoyable and can be either incredibly easy or painstakingly hard since you can set the difficulty. Like CMS said there is mature content, though it can be avoided.
The battles can be very tense because of the limited resources, time, and many other factors. I would not say that you can use much strategy when attacking another group of enemies since it usually comes down to who has better soldiers. There is most definitely a large amount of strategical content in this game, but not as much as people say.
It is highly enjoyable, frustrating, and overall, a great game for any strategy loving gamer. Teen, 15 years old Written by Savs September 17, Reason: It contains realistic looking violence. Teen, 14 years old Written by Firose April 15, The story is a complex one bonus points from me , it's about a man by the name of Jim Raynor, who used to work with the current dictator of the government, Arcturus Mengsk, to overthrow the previous government. The zerg may be scary for younger kids. Now Raynor fights against Mengsk, who has turned into a high up dictator who anyone would want to be brought down.
But the loss of Kerrigan destroyed Raynor, and all he has left is revenge on Mengsk. So as he fights for a honorable cause, it fights it for a dishonorable reason. Then it turns out that the thought destroyed zerg have returned, and at their head is Sarah Kerrigan herself, only a twisted version of her. And now Raynor fights both the dominion and the zerg, all the while trying to figure out how to save Kerrigan.
So basically there is no good role model, except for Raynor's second in command, who actually fights the fight for good reason. You do begin to connect with Raynor later on as he begins to redeem himself, but at first I questioned wether i wanted him to win. There are other characters, both funny and dark, but they don't get a lot of screen time.
Just so you know, there is swearing never goes to the f word, thank God , there is drinking and smoking, and of course, violence. He won a televised game at only He is one of very few players to achieve this feat, and the only one with three domestic titles to his name. It all shows his strength in the game as one of the best StarCraft 2 players. His shoulder issues are being addressed, and he is still a big contender for the top spot at major competitions by end of year.
Maru finishing second at GSL Season 1. Clem is notable for being probably the best non-Korean StarCraft players since they do tend to dominate the top end of the player base. Prior to this, he took th at the Last Chance and the Winter Season Finals, while winning the Europe finals for too. He is an outstanding player who is still very much at the top of his game. Rogue is another Korean player who is currently a part of Dragon Phoenix Gaming. Out of the StarCraft 2 best players, he has some impressive results.
These are some of the biggest events of the season, and he won them convincingly. However, they are important for looking at who is the best StarCraft 2 player. Rogue has the performance to clearly set himself apart from most other StarCraft 2 players. Rogue winning the World Championship Series Having been active since , he has been instrumental for the SC2 scene for over a decade. INoVation rounds out the top five best StarCraft 2 players at the moment.
There you have it, five players worthy of your attention for the rest of And without those rivalries or that history, StarCraft 2 esports would be less interesting today with the rise of the global community to the highest competitive level.
Today we have incredible players from Europe, the Americas, and China all able to compete with top Korean players. That has ushered in a new age of StarCraft 2 esports that feels incredibly exciting, and I think that history is a big part of that. INnoVation : Korean players were dominant in the past but the skill discrepancy between Korean and non-Korean players have diminished with some of the best players today being non-Korean players. I think what we see today is better for the global scene.
StarCraft 2's popularity started to tail off due to the success of League of Legends, which introduced a slimmer, more accessible, and most importantly, free, genre to the general public. Heart of the Swarm wound up bringing a lot of major changes to the overall competitive game, many of which are still felt today.
It also introduced the Swarm Host—a crab-like Zerg unit capable of spawning Locusts that frequently led to unwinnable wars of attrition. Talk about the feeling arounds Heart of the Swarm. How much did it do to reinvigorate the community?
KD : I think for many, Heart of the Swarm was a breath of fresh air. I would argue that at the end of Wings of Liberty, the game was more mapped out than it has ever been, and Heart of the Swarm did a good job of throwing a wrench into all of that. As a fan, community member, and guide writer at the time of its release, I was a little sad that my guides were completely invalidated overnight. But it was much overshadowed by the sense of discovery I felt when engaging with the new units and interactions.
I can talk about some of my favorite ones in retrospect. First was probably the Widow Mine, which offered for lots of exciting explosive moments without necessarily dealing game-ending damage. This unit is part of the famous 4M unit composition Marine, Marauder, Medivac, Widow Mine , which has given us some of the most exciting games of StarCraft history. The new Medivac Ignite Afterburners ability allowed Terran to show off their multitasking skill with drops and funnily enough, enabled Mechanical unit-based play with the introduction of Hellbat drops.
And finally, the Viper enabled Zerg players to break stalemates, especially against the long-ranged siege units of the other races. The Swarm Host famously resulted in some matches that were between two or three-hour slogs. What's your recollection of that time? Was there anything Blizzard should have done differently?
RS : I definitely remember these games vividly. I can't tell you what was going on in the balance team at the time, but I can tell you we experience similar challenges today, though usually a little less blatant than three hours of Locust waves running into each other. It is always a challenge to determine the right way to tackle a problem. I have always heard that while Brood Lord-Infestor was one of the most despised meta-games in StarCraft 2's history, it was also one of the most statistically balanced.
Obviously, you want the game to be fun and you want it to be exciting, but you are always playing with fire when you touch balance, so you have to be cautious. Sometimes it isn't enough to just react quickly. We recently rolled out some balance changes last month, and some of those changes have had the impact we expected, but some have not.
Even if you recognize a problem it isn't always easy to fix it. At the time these Swarm Host games certainly felt tedious and comical. Maybe getting effective changes in faster would have been ideal, but I can understand the challenges that would have been facing the team. One of the great things about supporting this game for an entire decade and beyond is you get to see something like this be just a chapter in the awesome story of StarCraft 2 esports.
Legacy of the Void was StarCraft 2's final major expansion. Intended to wrap up the arc that began with the original game, it also brought some fundamental changes intended to speed up the pace of StarCraft 2's early game. Legacy of the Void brought a lot of changes designed to speed up the early stages competitive game.
How successful were they, ultimately? KD : This topic was actually brought up within the StarCraft community recently. We made quite a few changes to early game in LotV, but probably the most impactful one and the one the StarCraft community had been talking about had to have been the increase of starting workers from 6 to Some criticisms of this change include lower opportunity cost of strategic decisions and less discriminating early-game choices.
I was not part of the team that made these decisions. However, I will go so far to say that I think this is one of the best changes ever to happen to StarCraft 2. For every valid strategical rationale you could give arguing one way is better than the other, I believe there is an equally valid rebuttal. By the end of the day, in my opinion, these debates are a wash in the larger scheme of things, and they often come down to personal preference that heavily depends on what each individual values in a game.
By cutting down on early-game, the worker fast-forwards the game to mid-game where player interaction is often featured prominently. This, in effect, allows players to experience a much larger percentage of game time playing a multiplayer game rather than what is essentially a single-player game.
Beyond its effect on players, the worker start had a similarly dramatic effect on the spectator experience as well. Prior to LotV, StarCraft commentators were often forced to fill large swathes of time, especially when both players were playing standard macro builds. LotV heavily reduced that time by upwards of 3 minutes. Personally, I believe these benefits alone vastly outweigh potential negatives players may perceive the change has caused.
What was the state of the competitive game around the beginning of Legacy of the Void? Did any one race have a particular advantage?
What did new units like the Adept mean for the game? KD : At the beginning of Legacy of the Void, players were mostly still getting used to the new economy changes and newly introduced units. The only thing that really sticks out to me is that games entered into late-game more often, probably due to some combination of economy changes, new maps, and unfamiliarity on the players's parts on how to close out games.
Another both fun and funny notable change was the introduction of the ability for Medivacs to pick up Siege Tanks, which was referred to by the community as the Tankivac.
In the end this ability was removed, probably for the best, but it sure was interesting when it was around.
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