UA Plays: Starcraft

Unhappy Anchovy

1 + 1 + 1 = 1
Moderator
I don't know if it was intentional, but the Overmind is the only leader that always respects you, doesn't lie to you, doesn't betray you, and seems to be genuinely concerned with the well being of his people (in the big picture, anyway).
You don't think Tassadar meets all those requirements as well? Tassadar doesn't lie to you.

You could argue Fenix and Zeratul as well, depending on whether you think they're leaders. Zeratul is certainly a leader of his people.

It is more worth noting that the zerg campaign is the only one that doesn't involve betrayal and civil war.

MightyDwarf said:
Dude Giant Disembodied Eye had style.
And, for that matter, the skills.
 

Unhappy Anchovy

1 + 1 + 1 = 1
Moderator
I think they go to an effort to have every race fight every other race in their campaigns at least once. It's a logical follow-on from the civil war levels in Warcraft II, though by Warcraft III they just said 'sod it' and you fight whatever force makes the most sense at the time.
 

Zelinko

Magical Girl life is strange
I think they go to an effort to have every race fight every other race in their campaigns at least once. It's a logical follow-on from the civil war levels in Warcraft II, though by Warcraft III they just said 'sod it' and you fight whatever force makes the most sense at the time.
At least this one has a major plot point leading to the Zerg vs Zerg Fight which has impacts longer down the line compared to the throwaway Civil War scenarios.
 

Esoterica

White Mage
Adviser (NSFD)
You don't think Tassadar meets all those requirements as well? Tassadar doesn't lie to you.

You could argue Fenix and Zeratul as well, depending on whether you think they're leaders. Zeratul is certainly a leader of his people.

It is more worth noting that the zerg campaign is the only one that doesn't involve betrayal and civil war.
I was talking more about the Confederacy/Dominion and the Conclave. Fenix is Praetor and nominally takes orders from the Executor, and you basically take over Tassadar's job after he goes rogue. I would imagine that while he's officially the leader of the rebel Protoss, you're technically of equal rank.

Zeratul struck me more as just a wise old sage that everyone wants to be leader.

Which also makes the idea of Artanis being the Executor in SC1 kind of silly. From what I can tell, Praetor is a lower rank than Executor. Yet in BW Artanis was recently *promoted* to Praetor. Even if they're nominally equal rank, it seems kind of odd for a young guy to be transferred from desk jockey overseer to field commander after proving his strategic genius. Usually it's the other way around.
 

Unhappy Anchovy

1 + 1 + 1 = 1
Moderator
Zeratul struck me more as just a wise old sage that everyone wants to be leader.
He is the leader of the Dark Templar, though.

Which also makes the idea of Artanis being the Executor in SC1 kind of silly. From what I can tell, Praetor is a lower rank than Executor. Yet in BW Artanis was recently *promoted* to Praetor. Even if they're nominally equal rank, it seems kind of odd for a young guy to be transferred from desk jockey overseer to field commander after proving his strategic genius. Usually it's the other way around.
Where do people keep getting the idea that Artanis is the SC1 Executor? He isn't. As you point out, Artanis is just promoted to Praetor in Brood War, and Praetor is a lower rank than Executor. No one acts as if Artanis did everything in SC1, and going straight from SC1 to BW the plot continues smoothly and without interruption, with no suggestion that you changed PCs whatsoever. Hell, the Brood War manual says that 'Although Artanis was a strong believer of the former Conclave and the destiny of the Protoss, he still harbours a deep respect and admiration for Tassadar' and that 'Artanis hopes to become as great a hero as Tassadar', neither of which are statements that make sense about the SC1 Executor. The Executor openly rebelled against the Conclave, and arguably is already as great a hero as Tassadar. Overall, Artanis is characterised as the idealistic and talented newbie, keen to prove himself and to live up to the example set by the previous protoss heroes. His naive hero-worship of Tassadar really fits into that: it is worth noting that Artanis is the first character in the game to use the phrase 'En Taro Tassadar'.

That sort of idolisation doesn't feel sensible or natural for the Executor, who fought alongside Tassadar as an equal. I can understand claiming that the SC1 Executor is Selendis, since she comes off as a much older and more mature protoss, and someone who could have plausibly stood as an equal next to Tassadar or Fenix, especially since one of Selendis' SC2 quotes is 'This is the Executor', which feels a bit like an in-joke. (However, it appears that Metzen doesn't think Selendis was the SC1 Executor. In this interview he suggests that she was Artanis' student. If you think developer statements like that are canon - though I don't know why you would, as it's a very silly thing to think - then Selendis is canonically not the SC1 Executor. I also find Metzen's statement there rather silly. Protoss generations are not like human generations. Artanis was 262 in Brood War and he was considered a reckless young hotshot. Starcraft II is only set four years after Brood War. Protoss live for centuries and centuries! Think about it.)

I don't think it makes sense for Artanis to be the Executor. The game itself seems to rule it out, and on top of that it doesn't feel like plausible or consistent characterisation. Is there some statement by Blizzard I'm aware of that makes people believe Artanis was the Executor? From where I'm standing, there's just no evidence in favour of that proposition and several quite good reasons why it's unlikely to be true.
 

Esoterica

White Mage
Adviser (NSFD)
He is the leader of the Dark Templar, though.
Only after Raszaghal... well, you know. And he disappeared shortly thereafter

Where do people keep getting the idea that Artanis is the SC1 Executor?
Blizzard said he is. Like I've said before, they basically retconned everything about the PC's in SC2 even though they have characters in SC2 that fit the bill of the PC's perfectly.

Matt Horner is the Magistrate, Selendis is the Executor. It makes perfect sense and gives faces to our previous characters. So of course, Blizzard says the Magistrate left the Raiders after they escaped Tarsonis and says that Artanis and the SC1 Executor are the same guy.

I feel like everyone at Blizz that had an ounce of storytelling ability is long gone.
 

Lord Vespasian

Adviser (Vs)
Either Artanis or Selendis as the Executor isn't really that great. Selendis kinda works, if only to avoid split-personality Artanis, but between her having never met Raynor until SC2, the Executor's old war-buddy relationship with Fenix, and bossing Artanis around, no, I really just don't see it.

Personally, I like to think of the Executor as some really old Protoss. Not old enough to have been around during the break with the Dark Templar, but old enough to have retired after Brood War in favor of Artanis. So he served with Fenix, never really served with Tassadar, and was considered reliable enough to be a satisfactory choice by the Conclave after Tassadar's insubordination
 

Unhappy Anchovy

1 + 1 + 1 = 1
Moderator
Blizzard said he is. Like I've said before, they basically retconned everything about the PC's in SC2 even though they have characters in SC2 that fit the bill of the PC's perfectly.
...I submit that this retcon is stupid and would require you to substantially rewrite the plot of Starcraft.

Matt Horner is the Magistrate,
I don't really think that makes sense, though. Horner's background doesn't match, and on a purely personal level, I'd rather like it if not every significant Terran character in the universe was a Caucasian man. The exceptions are not done well at all. Duran is evil. Kerrigan is... well, we'll see. Hanson is a boring cliché. Gabriel Tosh is arguably evil and also quite cliché. (Oooh, scary big black man who's into voodoo!)

Really, my preference is to just leave them open. They were the player character, and can be whatever you like.
 

Jace911

Social Justice Slasher Villain
Either Artanis or Selendis as the Executor isn't really that great. Selendis kinda works, if only to avoid split-personality Artanis, but between her having never met Raynor until SC2, the Executor's old war-buddy relationship with Fenix, and bossing Artanis around, no, I really just don't see it.
When did they say that Raynor and Selendis had never met before SC2? They exchange a greeting in the colonist mission and if you side against her Selendis says something like "I look forward to seeing what you're made of" but all that means is she's only seen him fight others and hasn't had the opportunity to face him up to that point. I mean they interact like what, once in Brood War? Through a portal no less?
 

Lord Vespasian

Adviser (Vs)
When did they say that Raynor and Selendis had never met before SC2? They exchange a greeting in the colonist mission and if you side against her Selendis says something like "I look forward to seeing what you're made of" but all that means is she's only seen him fight others and hasn't had the opportunity to face him up to that point. I mean they interact like what, once in Brood War? Through a portal no less?
That's operating under the presumption that the SC1/BW Executors are seperate individuals (as oppossed to the presumption that they're the same). Her dialouge precludes her from being the Executor in SC1, or at the very least makes the introduction incredibly bizarre, like if Zeratul were to appear to Raynor and say how he's heard stories of Raynor having fought at the battle of the Overmind. To a lesser extent it still applies with BW. Raynor elected to stay behind on Aiur and cover the Protoss escape, then to shut down the warp gate to keep the Zerg from porting through, after all. If they knew each other, why would Selendis bother telling Raynor his "bravery in the service of Aiur is known" to her?

Actually, that's partly why Artanis doesn't work either, considering how dismissive he was of Terrans when the UED tried to stop them at Braxis, and how Zeratul had to remind him that Terrans helped stop the Overmind.

I find that the BW Executor's relationship in regards to Artanis the most problematic for Selendis with the two-Executors theory (though it's a problem for one-Executor as well). So, what, Artanis defeats the Overmind, gets demoted in favor of Selendis, then Selendis gets demoted in favor of Artanis?

Edit - basically, what I'm getting at is, what does making the Executor out to be Selendis or Artanis really contribute?
 

Wade Garrett

Cranky peasant throwing rocks at the castle.
Speaking as someone who knows something about the War of Northern Aggression...the Terran campaign requires some real airborne castle construction to draw connections to the US Civil War. Unless I slept through the classes where they covered the Federal government burning Jefferson Davis's hometown, and Nathaniel Bedford Forrest planting mysterious stone glyphs that caused armies of Comanche and Apache to descend on their location behind Union lines.
 

MaskedAndDanger

Highly Quotable
It's true that it's meant to be evocative of the Civil War, it's not the best comparison ever made.

Maybe the Civil War if the South had won. And had nukes.

Mostly, it's that rebel spirit or something like that. Damn the man, we do what we want kinda things.

One of the reasons why I would love to see a decent StarCraft/Firefly cross.
 

Mad Luddite

Mayor-King
I don't think the Union has any real equivalence in SC, at least not while the Confederacy is around. I doubt it was meant to be evocative of the American Civil War, and even moreso that the creators have Confederate sympathies.

Bear in mind the (Terran) Confederates are also quite a bit more evil than their historical "counterparts", nuking worlds to keep them in line and everything.
 

Unhappy Anchovy

1 + 1 + 1 = 1
Moderator
Zerg Campaign:
Overmind
As with the Terran campaign, I'm going to start with the background for the race in the manual.​
Once upon a time, there was an incredibly advanced and powerful species called the Xel'Naga. The Xel'Naga were, for reasons only known to themselves, obsessed with using the science of genetics to create the perfect life-form. They travelled to a distant and isolated planet called Aiur, in one of the galaxy's arms, where they found the most advanced race they had ever encountered. They believed they could steer the evolution of the protoss to a point where the race would reach physical perfection. At first they were very impressed with the protoss, and declared that the protoss had achieved 'purity of form'. (Quick etymological note here: 'protoss' pretty obviously derives from protos, meaning 'first', since the protoss were the first creation of the Xel'Naga.)​
However, the protoss proved too intelligent and became aware of the Xel'Naga manipulating them, leading to strife between them and the Xel'Naga. Even worse, the protoss fought amongst each other. In disappointment, the Xel'Naga declared that the protoss' purity of form had been tainted by a 'conflict of essence', and thus the protoss were a failure. The Xel'Naga abandoned them and left.​
The Xel'Naga travelled a long way, to the very core of the galaxy, where they resumed their quest on a volcanic world that they called Zerus. On Zerus, a different school of Xel'Naga came to the fore, and they discarded the quest for 'purity of form', focusing instead of 'purity of essence'. They set up massive genetic laboratories on orbital stations and set about creating the perfect form of life. This time, rather than choose the most advanced and impressive race to modify, they chose the weakest and most insignificant: a tiny, worm-like grub native to Zerus that they called zerg. Though small and puny, the zerg survived through parasitism. They burrowed into the flesh of other Zerusian animals and feed off the nutrients in their bodies. Through Xel'Naga manipulation, the zerg developed the ability to not just feed off their hosts, but to control them as well, manipulating their metabolic processes and grafting themselves on to the spinal cord. As the zerg took control of more and more different species, they began to assimilate them into a closely related family of species, all controlled by zerg. The zerg became quite selective in the species they assimilated, and at some point - in a development that rather surprised the Xel'Naga - gained the ability to direct mutations and other physical changes within their host species, twisting them into more suitable forms.​
The Xel'Naga remembered that the problem with the protoss was that they had all these different individual minds that could clash, and they were determined not to repeat this mistake. Instead, they organised the collective sentience of the zerg into a coordinated central consciousness called the Overmind. Originally the Overmind was not sapient; just a semi-sentient consciousness that directed the zerg according to rudimentary instincts. However, as the zerg swarm grew larger, the Overmind grew more and more intelligent.​
The Overmind soon realised that it needed more agents to help direct the burgeoning swarm, so it created a tier of lesser intelligences that could facilitate its desires. These were called Cerebrates, and they took the form of immense psychically powerful worm-like creatures, resembling nothing so much as the original zerg grub, only far larger. The Cerebrates developed personalities, names, and their own unique thoughts, but all stayed loyal, as they had been designed to be genetically incapable of ignoring or rebelling against the Overmind. The Cerebrates themselves created further leadership tiers, such as queens and overlords, but only the Overmind and the Cerebrates were truly sapient.​
It only took a few centuries for the zerg to assimilate every species on Zerus, and soon afterwards they assimilated a race of docile space-faring behemoths that passed through the Zerus system, gaining the ability to travel through space. This was apparently what convinced the Xel'Naga at last that the zerg experiment was a success. Despite their physical weakness, the zerg had survived, overcome all their evolutionary rivals, and were now poised even to spread to other worlds, all while retaining a purity of essence: a single will, a single drive, and a single goal.​
Well, it's pretty obvious what happened then. Obviously the Xel'Naga never watched much science fiction: you don't create the ultimate predator because it will ultimately predate you. The Xel'Naga had kept a constant psychic watch on the Overmind, but to their horror they discovered that it had become aware of this and had actually severed it. The zerg attacked and crushed the Xel'Naga orbital laboratories, assimilating them and adding their knowledge to the swarm. The zerg spread and wiped out almost all the Xel'Naga. The Overmind learned of all their previous experiments, and used that knowledge to locate and assimilate many of them, becoming vastly more powerful. Most importantly, it learned of an extremely advanced and powerful race called the protoss, and it decided to assimilate them as well. The zerg swarm set out towards Aiur.​
Despite consuming and assimilating many races along the way, though, the Overmind had a problem. The protoss were extremely powerful psionics, and for some reason despite having all the Xel'Naga's detailed genetic records on the protoss experiment it was unable to successfully replicate these powers in the swarm. Oh, there were psionic zerg: but never any capable of matching or countering the powers of the protoss. If the zerg were to beat the protoss, they would need to find some way of beating the protoss' psionics...​
Luckily for the Overmind, shortly before it reached the area of space occupied by the protoss, it discovered a young and weak race called humanity. Studying them, the Overmind realised that while humanity as a whole was not psionic, many humans had the key genetic markers for psionic talent, and there was a small minority of talented human psionics. The Overmind felt it would only be a matter of time before the human race as a whole became psionically powerful. This was a perfect opportunity: a highly psionic race that had yet to manifest its psionics in a way that would let them fight off the zerg! The Overmind could simply assimilate humanity, bring out its psionic talent, and have a valuable anti-protoss weapon!​
The Overmind sent out a few probing scouts and spores to test the humans and see how the protoss would react. It began the insidious process of infesting Terran border worlds.​
Soon enough, the protoss emerged, determined to burn this infestation from the Terran worlds with orbital fire and psionic power. Rather than make a fight of it at first, the Overmind decided to let the protoss do what they wanted while it evaluated them and continued assimilating humanity. It was genuinely impressed with the ruthlessness and thoroughness of the protoss, who would burn entire worlds down to the mantle in order to root out infestation... and that only made it more determined to infest and assimilate the protoss.​
In the Terran campaign, you saw the first phases of this grand plan. Now, in the zerg campaign, it continues!​
(Yes, I am aware that Starcraft II radically rewrites a lot of this. If you want my opinion on it, here. I am not a fan.)​
A few general thoughts on the zerg backstory: it's really interesting how they set this up so that the zerg swarm contains actual characters. It's obvious to compare the zerg to the Tyranids of Warhammer 40,000, or the titular aliens of the Alien franchise, or perhaps the Bugs of Starship Troopers or whatever else you like. The bug race is a science fiction cliché. What the zerg add is a whole layer of sapient individuals who, while genetically bound together, have personalities, friendships, rivalries, and even internal politics. For me, the characters are what make the zerg stand out and make them memorable.​
I emphasise them particularly because the rest of the zerg background is pretty uninspired. Generic creator race, experiment run amok, blah blah you know the drill.​
Zerg 1: Among the Ruins
Overmind: Behold that I shall set you amongst the greatest of my Cerebrates, that you might benefit from their wisdom and experience. Yet your purpose is unique. While they carry forth my will to the innumerable Broods, you have but one charge entrusted to your care.

For I have found a creature that may yet become the greatest of my agents. Even now it resides within a protective Chrysalis, awaiting its rebirth into the Swarm.

You must watch over the Chrysalis, and ensure that no harm comes to the creature within it. Go now and keep safe my prize.
So here's our contextualisation: we are a newly born Cerebrate, created for the specific purpose of watching over a chrysalis in which some awesome new creature is incubating.​
Anyway, here's the zerg briefing screen! It's covered in slime and tentacles and organic goop, because that's just what the zerg are into, I guess. I am not sure what the point of the crystal is, though.​
This also introduces us to the Overmind, and in keeping with my theory that basically everything after the Terran campaign in Starcraft is a riff on some quite blatant religious imagery, I'd like to emphasise that the Overmind is presented almost like a god. The Overmind's voice is ponderous and weighty, and it uses archaic, quasi-biblical figures of speech.​
This mission is basically a tutorial in how to use the zerg, and Daggoth - a friendly older Cerebrate - explains how to use zerg units and buildings. Quite nice of him, really, though he does incorrectly say that only a hatchery can be built on open ground. Extractors can be too!​
After fiddling around with the basic mechanics for a little bit, our objectives are updated and we are told to take out a small Terran base.​
Ah, Zasz: one of the more memorable zerg characters. We'll see more of him. :)
So there's not a whole lot to do here but build up a small swarm and run over the weak Terran defenses.​
They have wraiths, though, so a purely zergling swarm won't do. Sending in a few hydralisks helps solve the problem!​
Victory for the Swarm!​
Every time I see that victory screen, I wonder where the zerg got all those skulls, and for that matter, how they got piled up like that. They're pretty clean. Did the zerg collect a whole bunch of skulls from the people they killed, polish them, and set them up so that they could slither over them menacingly? Seems a bit out of character, doesn't it?​
Next time: zerg... in... SPAAAAACE!
 

Damar

Vnimaniye Vnimaniye
9 out of 13 Terran worlds destroyed? So basically even before the campaign starts, the Zerg have wiped out 70% of the Terran population?

They must have amazing birthrates and construction technologies to recover from that in what, five years?
 

greendoor

Losing in avatar related threads since 2012
9 out of 13 Terran worlds destroyed? So basically even before the campaign starts, the Zerg have wiped out 70% of the Terran population?

They must have amazing birthrates and construction technologies to recover from that in what, five years?
Well considering they forged a civilization with billions of people from a few tens of thousands and a century of population growth, bouncing back isn't that silly.
 

HanEmpire

Delicious
http://us.battle.net//sc2/en/blog/7493439
Apparently the Terrans have little to no qualms about cloning people to fill in population requirements.
Given the fact they've already displayed the capability to expand a ~30,000 population + frozen semen/embryos into a multi-billion population within 250 years (with no infrastructure to begin with at that), replacing the losses of the Great War isn't that hard to swallow.
 

Unhappy Anchovy

1 + 1 + 1 = 1
Moderator
9 out of 13 Terran worlds destroyed? So basically even before the campaign starts, the Zerg have wiped out 70% of the Terran population?
Really recontextualises Mengsk's actions, doesn't it?

I find it questionable, though. Umoja and Moria are both mentioned in the manual, and Mengsk's victory broadcast was noted to be from Korhal, so that's three worlds already, two of which aren't in Mengsk's new empire and one of which is a blasted wasteland.

I suspect that the figure is nonsense. As you say, it leaves the Terran worlds too shattered to do much of anything, even though they're clearly still fighting in Starcraft, and by Starcraft II - merely four years later - the Dominion is once again a military and political heavy-hitter. Further, the map descriptions for Starcraft (and I find it amusing to read all the descriptions: some are quite well done) reference a lot more worlds.
 
The Xel'naga weren't the ones who implanted the "infest the protoss" command! That was the Void, or the Shadow, or whatever. The enemy of all life, the same thing behind the creation of the hybrids (which are a twisted, corrupted version of the natural xel'naga lifecycle)!

The natural process would have been much less violent, with the zerg and protoss naturally complimenting one another and gradually coming together as one. That's not what the zerg wanted, and it's not what the Xel'naga wanted.

You've fundamentally misunderstood the big plot of Starcraft 2.
 
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