Note that this preview is based on a multiplayer previewable build of the Xbox version of StarCraft: Ghost. It's a little unknown how this will pan out on the GameCube in terms of 16-player LAN sessions, but we're betting it's more likely that PS2 and Xbox will be the platforms of choice.
Having just braved the masses of Blizzard fans on the very first day of Blizzcon 2005 -- held at the Anaheim Convention Center in Southern California -- I'm please to report that StarCraft: Ghost was there and in full effect. Aside from the main World of Warcraft theme that smacks you in the face upon entering the main hall, Blizzard decided it would be prudent for StarCraft: Ghost to make an appearance, given that the last time it was playable was back at E3 earlier in the year.
The really big news today was that the ever-slithering Zerg are now a fully playable race in the game, which is news that will no doubt send hardcore StarCraft fans into a state of total and utter frenzied joy. Approaching the SG area in the main hall, I couldn't believe the number of 16-player Xbox LAN stations that were all up and running. There had to be a least 150+ TVs and Xboxes all decked out with headphones and mics, just waiting for the show attendees to start plugging away at each other.
The game's that were set included two different types of 16-player scenarios. The one I managed to steal a little time with was the Mobile Conflict mode, where eight Terrans went head-to-head with eight enemy Terrans in a bid to take over control of a massive moving mobile factory which needed to be piloted back to either team's base for a win point. Each side got to choose from one of four Terran units: standard light infantry, heavy-set marine, flame-wielding Firebat, or the sneaky ghost assassin.
I checked out all four character classes and found the ghost to provide the most versatility -- I personally like to be able to cloak and vanish, while picking off the opposition at long range with a sniper rifle. Each class has its pros and cons, but they all came across as being pretty well balanced. Equipment and abilities consisted of two projectile weapons; ranging from flamethrowers, shotguns, assault cannons, rocket launchers and pistols, to grenades and basic melee attacks.
Needless to say, there was plenty of close-quarters circle-strafing and rapid firing as both teams vied to board the mobile factory. Blood was shed, foul language was uttered, and a rousing good time was had by all. The second game type was a little different. Called Invasion, the aim of the game there was to work with teammates to gain access and control of five crystal resource nodes. Once each node had been claimed, the opposing force's base camp becomes vulnerable to attack and destruction. So the quicker your team gets those nodes under control, the faster you'll be able to work the other base into the ground.
A cool twist came in the form of points awarded for enemy kills and nodes captured. These points could then be spent on valuable unit upgrades, making your team more powerful and harder to take down. This war of attrition smacks of tactical decision making along with twitch reactions. And although I didn't manage to get hands-on time with the Invasion mode, I'm really looking forward to checking it out when the game hits the streets.
But the coolest part of the LAN session was getting to see the Zerg troops in action. Like the Terran side, the Zerg's also had four different types of warrior. The first was the humble Zergling. Like a small rapid-moving mouthful of razor-sharp teeth, these little suckers proved to be pretty deadly when moving in groups. Although they have no ranged attack, their speed and cool ability to burrow under the ground -- making them invulnerable to attack -- means that surprising the opposition at opportune moments is a key strategy for Zergling players.
The second troop was the vicious Hydralisk that retains the same abilities as the Zergling, but also has the ability to shoot projectile spines at a fairly long range. Its crazy-sharp claws have the potential to rip through Terran armor at a frightening pace. The third trooper was the good old Infested Marine, which has two main methods of delivering death and chaos. Firstly, its infected gauss rifle shoots toxic rounds of ammunition which have a damage-over-time effect, and secondly, each marine has the delightful suicide explosion technique. Fatal to the bearer, but potentially worse for more than one enemy, this attack is one to watch out for.
Lastly, the airborne Mutalisk is the only class that can actually take to the skies and fly around wreaking havoc. It specializes in snatching troops from the ground sucking their life-force for added health recovery. Add in its splash damage bio-plasma projectile attack, and you've got a pretty nasty badass combination. I think it's safe to say that the addition of the Zerg troopers to the multiplayer component of the game will be a very popular decision in the long run.
And then there are the vehicles of StarCraft: Ghost. I got to cruise around in the one-man Vulture hover bike and drive a heavy Vulture buggy -- complete with mounted auto cannon -- for more than a few minutes before getting toasted by some well-placed sniper shots and rocket assaults. The vehicles handle really well, and while we've kinda seen it all before -- thanks Halo and Half-Life 2 -- they are an absolute necessity for a winning multiplayer experience. The other two vehicles by the way are the Siege Tank and the Grizzly troop carrier.
So after an intense, but short session, I got to thinking. StarCraft: Ghost is one of those games that has been in development for what seems like an eternity. I've got every confidence in Blizzard not to release a sub-standard game -- World of Warcraft remains high on my personal list of all-time favorites -- so my question is this. Will gamers still care about StarCraft: Ghost after such a long time? It's currently penciled in for release early next year, but with the next generation of game consoles on the horizon, will Blizzard's latest be just too late? Somehow, I think there are enough StarCraft fans out there to make everything alright.
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