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Instead of enjoy these missions near the end, I had a hard time not getting frustrated with the same types of scenarios, just a different way of presenting it. I guess Blizzard was trying to make these missions quick to play, but not necessarily solvable in more than one way. In fact, on a mission where there were waves of zerg coming every 5 minutes, even if you destroy all of the zerg structures on the map, those waves of enemies never cease. Most missions had to do with beating the clock somehow, like getting to point X before so-and-so does, or fending off a wave of blah every 5 minutes until you complete some objective, which rarely ever meant destroying the enemy's base (which is my favorite part in an RTS). The gameplay within the campaign missions started out fun, but I got so sick of countdown timers and escort missions by the end that I doubt I will go back and play many of these to get the extra achievements. These are all nice distractions to break up the pace of the game a little bit. Between each mission, you can purchase units and skills for things, which is fun, and I like how the browsing experience always had an accompanying video to show you what the purchase does for you. The shooter mini-game was a nice touch, but I found it very clumsy to control. You'll get sick of the same jukebox songs in no time. Maybe it's a feature? The campaign had a nice story to it, but despite the Wing Commander-like NPC interaction between missions, there's not a ton going on here. One of the most frustrating things that Blizzard never fixed from the first game was the bug where an SCV will get stuck after building something like a missile turret at the edge of your base. There are still some bugs present here as well.
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It's much more preferable for me to use the mouse wheel to zoom in and out of the map, especially since Starcraft 1 and 2 emphasize base expansion so much. I don't understand why designers still cling to this old gameplay style. Sure, there are lots of new units, and they've added some features like build-queuing and waypoints, but it is really startling how much is exactly the same as the 1998 game when games like Supreme Commander and Sins of a Solar Empire have added insane amounts of innovations to the genre. No new races, no heroes to level up, and almost none of the "standard" RTS mechanics I now take for granted. I like Starcraft and I'm glad they updated the game, but I'm disappointed that they didn't add much to the gameplay. Heck, up until about a month ago I would periodically play the first game for nostalgia's sake.
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When I learned how to pump out zerglings in no time for a rush attack, I was hooked. I couldn't afford it at the time, but a dorm buddy of mine down the hall let me spawn a copy of it so we could play it multiplayer over the LAN. I played a lot of Starcraft when it came out in '98.
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On the plus side, they didn't break anything related to the original gameplay. Don't get me wrong, this game is presented well, and has a good-looking package and streamlined interface, but after being spoiled by many other RTS games over the past 12 years, I'm surprised Blizzard didn't do more with the actual gameplay and game setup.