1UP and ShackNews have an articles talking
about Starcraft 2's first single player campaign. Interesting points is
that there is no multiplayer co-op and some units that were said to be
taken out of the game are able to be played in the campaign. Here's a
taster:
Remember how in StarCraft's Terran campaign, the one mission everyone
remembers is the "survive for 30 minutes until extraction?" How the
traditional StarCraft gameplay was wrapped around a single high-concept
hook? From what I've played, almost every mission has a similar
mechanic.
The first few missions are pretty standard: find guys and kill them.
The third mission repeats the "survive until you get extracted"
mechanic. And from then on, you can summarize each mission via its
hook. One mission involves mining minerals from an unstable lava
planet: every five minutes, the lava seeps up and submerges the
low-tide -- meaning that when the lava rises, you'll need to place your
Terran structures in hover-mode or have your ground units retreat to
high-tide for the approximately 30-seconds before the lava tide sweeps
back down. Though, I occasionally use this to my own advantage; I'd
sometimes bait the enemy into being trapped in low-tide just as the
lava rises and watch them melt away. Another one focuses on stealing a
Protoss artifact, with the hooks being that the Zerg are also attacking
the Protoss, so you have an informal "timer" being represented by the
Zerg wave at the top of your screen wiping out the Protoss, and the
Protoss' defense of their artifact.
One mission chain involves the evacuation of scientists from a planet;
the first mission in the chain is the simple escort/evac. The player
just has to make sure transports full of civilians make their way from
the base to the starport on the other side of the map. Browder points
out the two main methods that testers have done this mission: either
marshall a large force to escort the transports one at a time and take
enemies as they come, or to build a series of bunkers along the road to
wipe out the bad guys without much supervision/micromanagement. For the
record, I did a bit of both: I'd build a decent force of guys and place
down bunkers in particular "hot zones" to reinforce the escorts.
It's the follow-up mission that I absolutely love; one that fuses
StarCraft, Pitch Black, and 30 Days of Night together. In it, you're on
a planet with an alternating day/night cycle (every five minutes, it
switches): during daylight, you're safe. You can build forces and go
out and destroy structures. At night, the infected Terrans will
relentlessly stream towards your base -- necessitating a strong defense
against the "zombie hoard." As you destroy structures, the rate of
"zombies" increases, to the point where just as you have a handful of
buildings left, they are popping out of the woodwork with no gaps or
breaks in the action.
When it was announced that StarCraft 2 would switch from being a
Terran/Zerg/Protoss game to a Terran-only game at first, it seemed a
bit odd. But now, it doesn't seem so weird. "You played six missions;
if we stuck to the original formula, you'd be almost done with the
Terran story, but now, we have room to explore these crazy new
missions. We now have room for a lava planet, a day/nite zombie attack,
and a train robbery," comments Browder. But man, if this means the
campaign has more stuff like the day/nite zombie invasion, then go
ahead and make this a Terran only campaign (after all, Dawn of War
already did the one-race-per-campaign deal). And most of all, take your
time, Blizzard. Take your time.