Midnight Fight Express

Midnight Fight Express is a game where you are a criminal who left the life but now has to come back for one last job to kill every other criminal in the city and thus save the city from crime. It’s a third-person action game whose combat system is basically Arkham but worse, although not so much worse that it isn’t any fun, and in which the combat is the whole game, there’s none of the rest of Arkham gameplay.

There’s a lot of variety in enemy appearances but relatively little in how they fight. The Bozos who serve as standard street criminal fodder at the beginning are basically the same as the Warriors and Earth Smashers who get into a gang war that you have to fight through are basically the same as the Death Bunnies who are knife-wielding crime strippers. There are lighter enemies and heavier enemies and some enemies have guns, which are very annoying to deal with but if you go straight for them to beat them to the death and take their gun before they run it out of ammo, you can unload the gun on their friends, which is good for some free kills. So it’s not like there’s no enemy variety at all. The Bozos at the start of the game have all of this stuff, though, and the only noticeable difference with most later enemy types is that their melee weapons have higher durability and their guns have more ammo and a higher rate of fire. The drops improve, and the number of enemies goes up so the game does get harder (managing large crowds is much harder than fighting enemies in twos and threes), but most enemies are Bozos with a different model. There are some exceptions to this, the rat mutants spit out plague bile that leaves a lasting hazard on the ground and the zombies will pretty much instantly kill you if they get into melee with them so you have to use guns, but these kinds of enemies are the exception rather than the rule.

As that rundown of the enemies suggests, this game gets much more gonzo than it seems very quickly. It was always firmly in pulp territory, opening with a drone saying “literally every criminal in the city is in on a scheme to take over the city and only you can stop them! There’s some now!” And then you segue from there into street fights with violent criminals. It takes about 40 or 50 minutes in before you reach the rat mutants in the subway tunnels, though, and that’s the first sci-fi enemy. By the end it turns out the criminal takeover isn’t something generic like killing all the uncooperative civil servants to install a corrupt cadre in bed with the mafia, but rather killing everyone and uploading their brains into murderbots, because murderbots require brains for some reason, and apparently it’s not a problem if the sourced brains come from civilians you just murdered like six hours ago. Despite how crazy the plot quickly gets, the central character relationship between the protagonist and the hacker piloting the drone who’s guiding you to foil various components of the evil Operation Neo Dawn works pretty well. It’s by-the-numbers, but well-paced and well enough delivered that I felt some actual feelings about the two characters when I reached the end of the game. For a game that’s primarily a vehicle to kill spec ops squads with a katana, that’s more than was necessary.

Perhaps most importantly, it’s only about five or six hours long. I accidentally left the window open overnight so I have no idea how long I spent playing it exactly, but it was short enough that I hadn’t worn out on its gameplay when I got to the end, and that each beat of the plot and character arc came fast enough that I didn’t get sick of that, either. I keep bringing this up because I keep running into games that do it well and games that do it poorly: Five hours of all-thriller no-filler gold star content is better than ten or fifteen hours of mediocre hit-and-miss content.

Borderlands 3 DLC

Borderlands 3 had four DLC campaigns, plus the director’s cut and developer’s cut that had some extra side quests or something? Those last two sounded lame and they’re sold separately so I didn’t bother.

When I was discussing the DLC for Borderlands, Borderlands 2, and the Pre-Sequel, I noted that Borderlands 1 and 2’s DLCs (the Pre-Sequel barely had any) followed the same arc of quality: They started with DLC so heavy on jokes that it was clearly unimportant to the ongoing story to the point of being questionably canon, then slowly grew into being real stories which advanced the character arcs of major characters from the games. This reached its apogee in the last Borderlands 2 DLC, Commander Lilith, which was released five years after the others as a lead-in to Borderlands 3, and which seemed really focused on catching up people who played the shooters but not the adventure games on all the really critical plot developments of the adventure games – chiefly, that Scooter had died and Ellie was replacing him as the vehicle vendor.

Borderlands 3 did not follow this trajectory. The first and second DLC are important beats in the stories of Moxxi, Sir Hammerlock, and Wainwright Jakobs, while the third DLC then goes even further beyond to tell an almost Poe-faced western story. The side quests in the Bounty of Blood DLC are mostly written with the same tone as the rest of the game, but the main story is pretty much completely straight. That might work out if it was about a bunch of characters we’d already been introduced to having a dramatic beat, but it’s all new characters who don’t interact with the side quests at all, which means none of them get any jokes, which means they’re following the beats of a fairly rote and straightforward western story and I don’t care about any of them. Kind of feels like someone had an idea for an entirely different video game but all they could convince Gearbox to fund was a Borderlands 3 DLC.

Also, this is a much smaller issue but it bugged me, the whole story takes place on the planet of Gehenna, which is basically exactly the same as Pandora: A lawless fringe world dominated by deserts but with some other terrain mixed in. The inhabitants have a dash of Japanese culture mixed in with their US western, mostly in the architecture, and the backstory heavily features the Jakobs Corporation rather than Dahl, Atlas, or Hyperion, the three which heavily invested in Pandora, but it wouldn’t have changed anything to replace Jakobs’ involvement with Atlas or Hyperion, nor would it have changed much to have this section of the planet have been a Jakobs outpost back in the day. Hyperion and Atlas both made an effort to be the exclusive power on Pandora, but neither of them were ultimately successful and since Dahl’s reign was before the first game, it’s not clear they even tried. Also, Atlas’ reign over Pandora seems to have been mostly nominal, with nearly the entire population refusing to recognize their authority and Atlas presence being confined to their own forward attack bases rather than controlling any pre-existing population centers. Bottom line, you wouldn’t even have to use a different corporation instead of Jakobs for the backstory if you set Bounty of Blood on Pandora, there’s plenty of times and places where Jakobs might’ve run a research facility without the current dominant power noticing or caring.

Then in the Krieg DLC they snap back from this to the same tone as the first two DLCs and the base game, and also they basically do the Pre-Sequel’s Claptrap DLC again but better. The Claptrap DLC was okay, marred mainly by its terrible final boss, and the Krieg DLC does a good job improving on it, although its final boss is more “at least it’s not Shadow Trap” as opposed to actually being good. Overall, though, it’s a perfectly good excuse to shoot some more guys, and also a pretty good way to explore the character of Krieg. Borderlands has a weird thing where the player characters are a few combat barks away from being complete ciphers in the game where they’re playable but get to have real character arcs and fully fleshed out personalities once some sequels roll around, so the Krieg DLC of Borderlands 3 is when Krieg, playable in Borderlands 2, gets to explore any of the concepts brought up in his announcement trailer.

It’s kind of clumsily handled, but I don’t know how you could do it better given the gameplay premise of Borderlands. Krieg gets reduced to being a side character in his own story, but Borderlands has never had major speaking roles for playable characters (they didn’t have any dialogue besides combat barks in Borderlands 1 or 2) nor would it be a good idea to require playing as Krieg for the Krieg DLC (which would also require porting him into Borderlands 3, but that wouldn’t be a terrible idea). Krieg’s whole premise in his (very well-received) announcement trailer is that somewhere inside of him is a conscious mind desperately trying to scrap back together some semblance of a normal life and human connection, but every time he opens his mouth to speak, vaguely related gibberish laden with metaphors of carnage and rot comes out instead, and he has difficulty holding himself back from acts of random violence. In the DLC, this gets translated into “sane Krieg,” the internal monologue from the trailer, and “psycho Krieg,” the gibbering external dialogue.

The announcement trailer had sane Krieg talking to psycho Krieg, trying to tell him to say and do things, and psycho Krieg would only sometimes and only barely cooperate, but psycho Krieg never talked back. So the implication is that sane Krieg is the conscious mind trying desperately to ram commands through instincts so overpowering that the conscious mind exerts only limited control over his own body. But in order to make that work in a DLC, they had to make sane Krieg and psycho Krieg separate characters who can talk to each other where the playable characters can hear it (brainscanning technology is involved, so these two still share a body), at which point the fight to be understood is immediately over. Still a fun DLC to play through (until the last boss, which was dull but easy, so at least I got through it in one go), but the only way to make this DLC work was to play it from Krieg’s perspective, and Borderlands’ mechanics just don’t support a specific character being the only playable character – even if Krieg were playable in Borderlands 3, I’m playing as Moze for a reason and I don’t want to trade my giant mech suit for whatever Krieg does.

Also it bugs me that the experiment that ruined Krieg’s psyche was committed by Hyperion using their robot army. The robot army was Handsome Jack’s thing, we see it get created in the Pre-Sequel, which is after Borderlands 1, which already has psychos! The Borderlands bandits are explicitly a consequence of Dahl importing a bunch of violent criminals for use as prison labor and then turning them loose when they abandoned the planet, so why wouldn’t this unethical experiment to create a common bandit enemy type have been their doing? This is a nitpick, they already had assets for Hyperion units but not for Dahl ones (the Dahl guys in the Pre-Sequel are in the old engine) and that is probably the reason why they used Hyperion, plus, Krieg is playable in Borderlands 2 which features Hyperion as a major antagonist, so giving Krieg a grievance with the Hyperion corporation adds to replays of the game he’s featured in, whereas Dahl has never really been an antagonist (the closest are the Lost Legion in the Pre-Sequel, who are ex-Dahl and who never appear in a game where Krieg is playable). It’s easy to figure out a reason for this, we know almost nothing about Dahl’s reign over Pandora so it’s totally possible that Hyperion had research facilities set up on the planet before they became the dominant power.

Backing up to the Moxxi DLC, this one puts the lie from the Pre-Sequel DLC that you get to play as Handsome Jack in the grave. In Borderlands 2, Handsome Jack had body doubles, and in the Pre-Sequel, you’re on Jack’s side, so one of the DLC characters for TPS was one of Jack’s body doubles. But that’s not how they advertised it. They said you get to play as Jack. I guess they didn’t want to rewrite the game to accommodate Jack’s presence in the party (it’s a plot point that he’s separated from the party early on and would’ve been moderately difficult to rewrite the entry into Concordia around that – but only moderately), but then the entire character is built around being Handsome Jack, with skill trees that revolve around having money and Hyperion connections and stuff. Why would Timothy, the doppelganger, have any greater access to that than any of his other employees, which is the entire party?

The Moxxi DLC for Borderlands 3 makes Timothy his own character, hiding out in Handsome Jack’s space Las Vegas resort, which was abandoned after his death leaving all of the tourists and employees stranded. Moxxi wants it for herself, so you go in to get access to Handsome Jack’s master control panel on her behalf, and along the way meet Timothy, the last Jack body double, who everyone wants to kill because everyone hates Jack and he looks like Jack and hey, that’s good enough. It’s not a terrible DLC, I like the aesthetic of the decadent resort struck by the post-apocalypse, and Timothy is pretty good as his own character. It’s not this DLC’s fault that the Doppelganger DLC for TPS was a lie.

Guns, Love, and Tentacles might be the best Borderlands I’ve ever played. Worth noting here that I haven’t played the Tales adventure games, which I’ve heard do much more interesting things with the setting and characters compared to the main games, so if I’d played those it might plausibly wreck the curve for how good Tentacles is, since most of what punches Tentacles up is that it’s a good story. It’s definitely not a particularly epic story. Sir Hammerlock and Wainwright Jakobs are getting married, because Borderlands decided that 2019 was the best year to pivot their series about fighting evil space corporations to a neoliberal story of defeating an evil corporate nepobaby who runs a weapons manufacturing company to instead install the good corporate nepobaby in charge of the weapons manufacturing company. It feels kind of weird to criticize Borderlands for being out of step with the popular zeitgeist anyway, since their usual problem is being performatively zealous in their support of it, but “arms manufacturers are good actually” doesn’t seem like an intentional statement so much as something they blundered into because they needed some way to knock the Jakobs corporation out of the fight against the Calypso twins and “install good guy nepobaby” is an uncomplicated way to do that.

Anyway, the power struggle for the Jakobs corporation is all in the base game, by the time we get to the Tentacles DLC the only way you can tell Wainwright is a corporate nepobaby is that his last name is Jakobs and that is the name of one of the arms manufacturers on the guns you’re looting. So instead this is the story of how Anarky Gaige, one of the DLC characters from Borderlands 2, is now a heavily armed wedding planner who needs your help with some heavily armed wedding arrangements, and then things get even more complicated because the venue is full of Lovecraftian-looking horrors including a cult that tries to possess one of the grooms.

Emphasis is firmly on Lovecraftian-looking, as the aesthetic is well-represented and all the highlights of Lovecraft’s fiction are referenced in various enemies and side quests, but the themes aren’t really Lovecraftian. It’s not that Lovecraft’s themes of madness in the face of human insignificance or racial purity being an impossible dream in a world of inescapable corruption are rejected, they just aren’t raised at all. The Lovecraft references go beyond Innsmouth and Rl’yeh to include B-tier locations like the Mountain of Madness, but there’s not really any engagement with the deeper themes even when things start getting less comedic and more intense in the climax. This was definitely a good idea (Borderlands doesn’t have the right tone for these themes at all, whether it’s reaffirming or rejecting them), but I can’t tell if it was done because it’s a good idea or because the writers missed the themes of Lovecraft’s work entirely. Wouldn’t be the first time, but also, the themes of Lovecraft are the subject of Discourse so it feels weird that Gearbox wouldn’t have heard about that.

Either way, the quality of the Borderlands 3 DLCs is kind of all over the place, but mostly good. They’re only sold in bundled sets now (and there’s a season two bundle that I’m not getting because it looks bad, so I won’t be commenting on that), which means if you want Tentacles and the Handsome Jackpot you are stuck with Bounty of Blood and Krieg. The latter two aren’t abominable, so if you really want to shoot more doods after doing the rest, they’ll do, but in terms of “is the season 1 pack worth it,” I can only recommend the first two DLC as a thing you should buy with money, at which point you may as well play the others if you aren’t tired of Borderlands by the time you get there.

Team Colors in Brood War

I complained about team colors in the StarCraft campaign, because the Terran campaign set up the expectation that these would be consistent and tell you something about the enemy you were fighting and then the Zerg and Protoss campaigns dropped that and it was annoying. Going into Brood War, there isn’t really any good reason to expect Zerg team colors to actually match up to specific broods or Protoss tribes to mean anything at all, because you already saw them not do that in the core campaign. But just for the sake of wringing an extra blog post out of the game, how well does Brood War treat team colors?

Continue reading “Team Colors in Brood War”

Borderlands 3

I’ve now played Borderlands 3, which means I’ve played every shooter-looter in the Borderlands series. I haven’t played either Tales From the Borderlands game, and it turns out those are actually fairly important to the series, so this isn’t really a complete series retrospective. The shooter-looters do still stand on their own, but characters from the shooters have major character beats in Tales (Scooter died, apparently), and characters from Tales show up with major roles in Borderlands 3. Like, apparently some guy named Rhys took over Atlas Corporation to rebuild it after it somehow got completely deep-sixed on Pandora (a Soviets-in-Afghanistan situation, I guess? Atlas’ headquarters certainly wasn’t on the planet and it didn’t seem like Commandant Steele and General Knoxx was their entire command staff, even if it did seem like some of their most elite forces were being poured into the debacle). Borderlands 3 presents that straightforwardly enough that I didn’t feel lost, but it also definitely seems like this was the plot of Tales From The Borderlands.

Borderlands 3 is, for the most part, a worthy successor to Borderlands 2 – although that statement comes with the qualifier that I wasn’t as impressed with Borderlands 2 as a lot of people. Just like 2, some of 3’s jokes landed, about as many of them missed, and I don’t think it really lives up to being a “comedy game” so much as a lighthearted game, but that was always true and being a lighthearted, mechanically fun shooter is exactly what I wanted from the series anyway. The plot is little more than an excuse to string together gun battles, but the gun battles are fun, so that is sufficient. The villains are really annoying and non-threatening which is jarring to people who were hoping for another Handsome Jack, but the NPC allies are much better at expressing personality and feeling like they’re actually doing something, so I’m calling it a wash.

Don’t get me wrong, the Calypso twins have repetitive dialogue and their constant act of being too cool to care even when they’re being repeatedly handed significant defeats is, yes, in-character with being self-absorbed streamer narcissists, but that still leaves them with garbage dialogue. I can’t even tell if the way they’re aggressively unfazed by the loss of one corporate ally after another is supposed to indicate that they’re detached from reality or if it’s an ineffective attempt to make them seem more threatening by blowing off the significance of their setbacks. But, like, they clearly demonstrate investment in those corporate allies before their respective schemes go tits up, and it’s not like the protagonists or their NPC allies are the ones trying to convince the Calypso twins that these setbacks are a big deal – the Calypsos go out of their way to belabor how totally unaffected they are by the defeat of their latest ally. Given the level of subtlety the average Borderlands writer operates on, I’d expect a friendly NPC to be very explicit about how the Calypsos are bluffing if that’s what was meant, but they absolutely do come across like they’re bluffing.

But the Borderlands series had exactly one good villain and even Handsome Jack’s writing is overhyped. If you decided from that one guy that Borderlands is a series with cool villains, then I get why the Calypsos were a huge disappointment, but Borderlands is fun because it is fun to shoot a Jason Voorhees cosplayer so hard that guns and money come exploding out of his ribcage, and Borderlands 3 continues to serve up cool characters with cool powers to play as and cool locations with cool enemies in them to fight against.

The monster designs are still good, and going to lots of new planets meant lots of excuses for cool new monsters, especially on Eden-6. “Add dinosaurs” isn’t extraordinarily creative, but it still works. Dinosaurs are super cool, adding them improves the game. The variety of different planets makes it easier for the game to hard-cut between very different moods, from Borderlands-classic on Pandora to knock-down corporate warfare on Meridian to remote, monster-infested wilderness on Eden-6. Borderlands 2 was also good at having much more environmental variety and atmosphere compared to the very same-y original, and this is only enhanced in Borderlands 3.

The character design of the protagonists and the more human enemies is also really good, the characters are all really distinctive, they have a simple but well-expressed personality, and they have distinctive skills some of which are gobs of fun to play with, while others are kind of lame. Every Borderlands game has a character whose unique powers are kind of lame – Maya in 2, Aurelia in the Pre-Sequel, everyone but Lilith in the original – and this time it’s Amara. I guess after Lilith was the only character with fun powers in Borderlands 1, sirens are now banned from having cool powers that do anything. On the other end, Moze demonstrates how to do a straightforward guns-and-grenades character right: By giving them an awesome robot suit to stomp around in (or more broadly, by turning some part of their standard soldier kit up to eleven).

The loot colors were completely detached from the actual quality of the loot, though. Gold drops mean basically nothing in this game because there’s no reason to believe they’ll be particularly better than the blues or purples. You have to compare the stats yourself and ultimately trying the new gun out is the only way to know for sure. This was always true to some extent, the AI/RNG couldn’t reliably tell you which weapon was better than which, so sometimes a gold drop would be crap because it was a whole much less than the sum of its parts. Not usually, though, you could use the color scale to sort your weapons on a first pass and 99% of the time, it would work. Sure, if you auto-sell every white weapon you find then once every 100 guns you will sell one that’s actually good without even looking at it, and over the course of a campaign that might happen 4 or 5 times, but it’s a huge time savings to only look at blues and purples. But in Borderlands 3, you have to at least glance at everything because the colors will lie to you. I wound up using a strategy of selling everything unless one of my weapons was starting to feel weak, and then looking only at weapons of that type to replace it, and that worked out, but the color grading system is supposed to solve this problem, it worked fine in previous games, and in 3 it’s ineffective.

Vehicle gameplay is pretty limited, which is a problem every Borderlands has had. Over the course of the entire series, they’ve got tons of interesting vehicles, but they only ever have three to a game. In gun design, Borderlands is happy to go absolutely gonzo with more guns than you could ever make use of, giving you a constant stream of new weapons to suit any playstyle, but for some reason they’re much more stingy with vehicles. The vehicles can be custom-modded now, but finding vehicle parts is so rare that I found less than half of them by the end of the campaign. None of them make massive changes to the vehicle, anyway. You can get different types of bombs to lob out of your technical, but you can’t get a missile launcher or a tank cannon, so it never feels like heavy armor to me despite fulfilling that role mechanically. The cyclone is really cool, at least, but that came up on the second planet of five and then vehicle gameplay didn’t really evolve past that. No tanks for the corporate warfare on Meridian (like they had in the General Knoxx DLC), no speedboats or hovercraft for the jungles of Eden-6 (like they had in the Hammerlock DLC). Every Borderlands game is like this, but over the course of all the games and DLCs they’ve made more than enough vehicles to solve this problem, they just refuse to put all of them into one game. Is it really had to add vehicles to these games for some reason, to the point where adding in another three or four would be a major investment of resources?

Lilith’s sacrifice at the end was also pretty meh. Felt like it came out of nowhere, Lilith using siren powers she didn’t have up until that moment to solve a problem that only cropped up in the last ten minutes of the game and which apparently cost her life. Her whole character up until that point was about not having her powers and being stuck purely in a command role, and using her powers so hard they kill her as soon as she gets them back doesn’t really pay that off. Like, Lilith doesn’t like being depowered, but then the very first thing she does when she gets her powers back is kill herself with them. To save the world and all, it’s a heroic sacrifice, not a suicide, but it still grates against what her character arc had been up to that point.

Ava’s bit about being an apprentice vault hunter has a few good beats, but never really goes anywhere. Lilith kind of implies she has command of the Sanctuary III (the starship that the Crimson Raiders are flying around in to have space adventures), which, like, Mordecai, Axton, Salvatore, Gaige, Moxxi, Ellie, and any of the player characters would’ve been a better choice for that, along with probably Zer0, although he’s hanging out in Meridian, not the Sanctuary III, so he might not be available. Even Brick might be a better choice, he did lead a bandit clan in Borderlands 2 and while he wasn’t especially effective, he was able to hold things together, which is still plausibly putting him ahead of the kid who went on her first full-fledged vault hunter mission last Tuesday. Ava is almost literally the worst person in the roster to give command to, although she is at least an obvious improvement over Krieg, Claptrap, Tannis, and also Marcus, though in the latter case only because I get the feeling he would turn it down anyway.

Ava hasn’t had any major character beats since the death of her mentor Maya (there’s some side quest stuff that fleshes her character arc out, but doesn’t advance it), so I guess we’re just supposed to assume she grew into a command role offscreen at some point in the three and a half planets’ worth of content we’ve had since then? She just kinda hung out on the ship for pretty much all of that.

But Borderlands’ writing has always been hit-or-miss, and its greatest strength is that comedy comes in threes, so it’s easy to build a side quest around a joke, and Borderlands 3 is still good at that. The jokes average out to decent but not amazing, but building side quests around jokes means that the side quests have a reliable setup-repetition-twist structure that can be stamped down anywhere and as long as you use a different joke for each one, it doesn’t get repetitive.

I think Borderlands 3 wasn’t as well-received as Borderlands 2 pretty much purely because it had been 7 years and the culture had moved on. Borderlands 3 is good at the same things Borderlands 2 was good at, and it was bad at the same things Borderlands 2 was bad at. The saturation of magenta games had just rendered Borderlands 3 a pretty completely unexceptional entry in the genre.

Wings of Liberty Rewrite

I do not like the plot of StarCraft II: Wings of Liberty. I think it completely squanders all the plot developments from Brood War, and not only that, the bulk of it is taken up with four sub-plots that have barely anything to do with what turns out to be its main story. Wings of Liberty is about defeating and deinfesting Sarah Kerrigan, who, last time we saw her, was the queen of the Zerg and the dominant power in the Koprulu Sector where the games take place, if not the entire galaxy, seeing as she just wrekced a fleet sent by the United Earth Directorate. Kerrigan won that battle by the skin of her pointy teeth, but everyone else was left in even worse shape in the aftermath, and while it’s not explicitly stated, the Zerg sure seem like they’d be a lot better at rapidly rebuilding.

Wings of Liberty’s opening is pretty much perfect, no notes. Mechanically, it’s basically a remake of the first three Terran missions from StarCraft, with a movement tutorial, a base-building tutorial, and then a mission where you hold out against the Zerg until evacuation arrives. StarCraft II’s version is much better, though. This is especially noticeable in SC1’s Terran 3 vs. SC2’s Zero Hour, where SC1’s version had the Zerg so inactive that even twelve-year old Chamomile got bored defending and started sending out marine squads to try and crack the Zerg base, in SC2 the Zerg keep up a fair amount of pressure even on Normal difficulty and because Hard difficulty exists, you can play that and be genuinely besieged by the Zerg even as a veteran player (granted, I was also transitioning from SC1 mechanics to SC2 mechanics, and there are some significant differences there, but most of those differences are quality of life improvements).

By the time we get to the end of the Mar Sara arc, we’ve established that Jim Raynor is fighting a resistance movement against Arcturus Mengsk, that he and Kerrigan used to be lovers before Kerrigan was infested, that Kerrigan is on the march once more with the Zerg, we’ve introduced new characters Tychus and Captain Horner, and we’ve introduced the Xel’Naga artifact that will be the subject of one of our sub-plots. That’s all great.

I am going to throw an edit in pretty much immediately afterwards, though. In the cinematic following the Mar Sara missions, Zeratul does not return after four years to tell Jim Raynor of some dumb prophecy that only Kerrigan can save the universe from the Turbo-Overmind. Instead, Zeratul is just on the Hyperion for his sub-plot (discussed below), and when Kerrigan begins her renewed offensive, Zeratul’s reaction is that now is the time to avenge the death of the dark templar matriarch Raszagal. I mean, technically Zeratul killed her, not Kerrigan, but she was being mind controlled by Kerrigan, so Zeratul holds Kerrigan responsible. Zeratul spends decades at a time away from Shakuras defending the interests of the dark templar abroad, so it’s not weird that he’d leave for a while to go hand out on Jim’s ship. The only reason I’m having his presence be a recent thing is because the Brood War epilogue says they went their separate ways and I don’t want to retcon that if I can get the same result without doing so, which, it turns out, I can.

Mengsk hasn’t been downplaying the importance of the Zerg, but using them as the unifying threat for the Terran Dominion. Everyone knew this was coming, and the reason why the Dominion aren’t faring well in the opening volley isn’t because Mengsk is an idiot, it’s because Kerrigan has a considerable material advantage after the events of Brood War.

In the game as it is, this leads to four sub-plots. First, the sub-plot to recover pieces of a Xel’Naga artifact that the Dominion was trying to recover on Mar Sara. Second, the sub-plot to help some colonists who get attacked by the Zerg to resettle on another planet. Third, the sub-plot with Tosh, the spectre, a next-generation psychic spec ops whose program was cancelled because it turns out they’re all criminally insane. Fourth, the sub-plot where you reveal to the public that Emperor Mengsk was responsible for the Zerg attack on the densely populated planet of Tarsonis.

There are two main problems with these. First, the Zerg seem like an incidental threat throughout all of them. Certainly the colonist sub-plot features the Zerg overrunning two planets, but the first planet we evacuate and then the second planet was taken out from within by colonists who’d unknowingly been infested which leads to a zombie plague scenario. At no point do we really blunt the impact of the Zerg attack, and with the Dominion being the primary antagonist of the Tosh and Mengsk sub-plots while the Tal’darim Protoss are the primary antagonist of the artifact sub-plot, the Zerg come across as a pretty unexceptional threat. They’re overshadowed by the Dominion and barely seem more relevant than the Tal’darim. It doesn’t really feel like they’re a big deal at any point between their attack on Mar Sara and the end when we’re attacking them on Char.

And second, the Tosh and Mengsk sub-plots don’t really go anywhere or have anything to do with the climax of the game. Having some side stories would be fine, but this compounds with the first problem where our main villain has pretty insignificant buildup.

There’s also a fifth sub-plot. This sub-plot is a series of flashbacks where you play as Zeratul discovering the dumb prophecy about Kerrigan saving the galaxy from Zerg/Protoss hybrid super-monsters. This sub-plot takes up a bunch of valuable space that could be used on other, more important things, and it doesn’t do anything except setup the Zerg endgame of assimilating Protoss into the swarm to become unstoppable. This plot point does not come up in Wings of Liberty, so we don’t really need to set it up until Legacy of the Void, two full games from now. Plus, it’s already been set up twice in the original game, first in the Zerg campaign when the Overmind is very explicit about assimilating the Protoss into the swarm being its ultimate goal which will make the swarm unstoppable, and second in the secret mission in Brood War where we find a secret science lab trying to do the same thing. We do need to bring that up again at some point for Legacy of the Void, but we don’t need to spend so much time on it here in Wings of Liberty when there’s already another secret mission with basically the same premise as the one from Brood War.

And cutting the four Zeratul missions allows us to instead have a fifth sub-plot for Raynor’s Raiders about fighting off the Zerg, allowing us to draw attention to the Zerg as the main threat the Koprulu Sector faces right now despite how much time we spend dicking around with the Tal’darim and the Dominion.

The Colonist sub-plot is mostly unchanged: Raynor saves colonists from a Zerg attack on Agria, takes them to Meinhoff where refugees from several Zerg attacks are gathering, and discovers that colonists who were unknowingly infested destroyed Meinhoff from the inside out, and now Raynor has to burn the whole place down to prevent it from spreading. Hanson and her colonists then resettle on Haven, a world on the edge of Protoss space. The Protoss show up to purify the colonists because some of them are infested in the incubation stage, but Hanson thinks she can cure the infestation. Raynor can choose whether to fight off the Protoss or help them destroy the infestation. The major difference here is that Hanson and Stedman need to have some dialogue about curing the infestation, where Stedman comes out and says “hey, if this works, it should work on any stage of the infestation, even Kerrigan” and Raynor responds that he’s going to be the one who kills Sarah Kerrigan, after everything she’s done they are way past the point of a deinfestation fairy tale ending. At this point, Hanson takes over to plead with Raynor to help her pursue deinfestation for the sake of the colonists.

The Mengsk sub-plot drops the plotline that broadcasting Mengsk’s crimes will erode his power base somehow. These missions are loosely related missions to undermine Mengsk’s rule – you rob some of Mengsk’s trains because they are Mengsk’s trains, you steal Mengsk’s giant robot because you want it, and you raid Korhal because fuck Korhal. Cutthroat isn’t even a Mengsk mission in this version, we’re shuffling that premise over to Tosh, who we’ll get to in a minute. The unifying theme of these missions is that Mengsk gets on comms to talk shit with Raynor directly. We start on Tarsonis, the site of Mengsk’s betrayal of Kerrigan that led to her being captured by the Zerg, so that’s a good excuse to bring it up, and in the Korhal raid when Raynor and Mengsk spend the most time yelling at each other, it comes out that Raynor and Mengsk are both still having psychic nightmares about Kerrigan calling out to them to come and save her from the Zerg.

It also gives a chance to reintroduce an important (though not necessarily intentional on the writers’ part, but I’ll use it either way) contradiction in how Kerrigan presents herself in the original StarCraft. Soon after hatching from her infestation chrysalis, she confronts Jim, tells him that being Zerg is amazing, and tells him to leave and never oppose the Zerg again. But when she confronts Arcturus Mengsk in Brood War, she calls him “directly responsible for the Hell I’ve been through.” Kerrigan lies pretty freely, but narratively the Brood War mission is supposed to be when she reveals her true intentions. It’s even called “True Colors.”

So for my version of SC2, my assumption is that Kerrigan was only partly honest to Raynor in the Zerg campaign. Being infested really did feel incredible, but the process of infestation was horrifically painful and despite the high of massively boosted psychic power, Kerrigan’s life has been lonely and paranoid, surrounded by cerebrates who despised her for the favored position the Overmind gave her, an Overmind who viewed her as a favored tool valuable only insofar as she was continuously successful, Protoss and Terrans who wanted to kill her on sight, and the closest thing to actual friends were the infested, psionically dominated slaves she made of Duran and Raszagal. The rush of power made her optimistic and stupid early on, but she changed her attitude by Brood War, both more cunning (as she notes to Fenix, she learned from the lesson Tassadar taught her on Char) but also more lonely. Her constant goal throughout Brood War is to remove threats. She doesn’t actually want to achieve anything, like, she isn’t trying to follow up on the Overmind’s plot to assimilate the Protoss into the swarm and achieve unlimited power, she doesn’t have any designs on infesting all life, she doesn’t even bother holding onto Korhal after capturing it and in SC2 we learn that she didn’t hold onto Tarsonis, either.

We don’t need a complete overview of Kerrigan’s history to come out in the Korhal raid, but Jim and Mengsk confronting each other over comms can argue over Kerrigan, prompted by Jim pointing out that Mengsk’s Dominion needs his help just to keep her first wave at bay, and it can come out in the following bickering that Kerrigan gave Mengsk a very different story about what it’s like to be infested compared to what she told Jim.

The Zerg sub-plot we’re using instead of Zeratul’s missions serves two narrative functions. First, it escalates the threat of the Zerg from some probing attacks against Dominion fringe worlds to major assaults at the heart of Dominion space. Second, it introduces the Dominion ghost Nova in such a way that we might remotely trust her by the end of the Tosh sub-plot when she asks us to betray an ally on her accusation. Nova is Raynor’s point of contact within the Dominion to coordinate the defense of various major Dominion worlds and strongholds against the Zerg onslaught. In the first mission she makes contact and asks for Jim Raynor’s help in defending a major urban center from an attack by one of the hive tendrils. This mission can do two things: First, lets us fight Kerrigan’s swarm for control of a major city to make it clear that she is on the offensive, and second, use dialogue to establish that this isn’t even her main attack, so that her threat isn’t completely defused when Raynor and Nova are able to deflect the attack successfully. The Dominion is getting pummeled and there’s more Zerg where that came from, but thanks to Jim, the line was held for now. The next two missions can make it clear that Nova has a powerful benefactor within the Dominion, which can lead to a meeting with Valerian Mengsk that’s way the Hell less stupid then the one where he allows Jim Raynor to board his flagship so they can chat (there were like a billion ways that could’ve gone wrong, starting with Jim Raynor shooting Valerian on sight rather than stopping to chat).

Valerian gets introduced at the end of the third mission in the Nova sub-plot, so that it’s out of the way for the fourth, when Nova says she’s not interested in dating Jim, especially given that it’s not clear if they’ll end up on the same side after the Zerg are pushed back. Jim responds “what? I didn’t…say anything.” Nova, being telepathic, knows that working with a hot psychic commando sniper again has had a very specific effect on Jim, that every time Jim looks at Nova, he sees Sarah. Nova says that she doesn’t blame Jim for his scars, but she wants to be clear: Nothing will ever come of that. She isn’t Sarah, she isn’t interested in pretending, and Jim agrees that the last time he dated a ghost it didn’t end great and he’s not going back to that well.

The Tosh sub-plot is almost completely self-contained in the game as it is, which makes it basically filler. We’re rewriting it so that Cutthroat (the one where you have to mine enough minerals to hire a mercenary before some pirate beats you to it), originally a filler episode in the Mengsk plotline, goes in between the Devil’s Playground (the one where you have to mine minerals in the lava-soaked lowlands) and Welcome to the Jungle (the one where you have to harvest terrazine gas before some Tal’darei Protoss can seal all the vents up).

Devil’s Playground introduces Tosh and could probably be cut but it’s mechanically an interesting mission so what the Hell, we’ll keep it, it gives us a chance to establish that Tosh and Tychus met each other in prison. Cutthroat is mechanically the same, but the setup now is that Orlan was released from prison by Mengsk, but all of his mates are still locked up, with the promise that they’ll be released if Orlan kills Kerrigan. Orlan is trying to hire a mercenary to bolster his numbers to replace all the guys still locked up, you need those mercs for your own reasons, a mission ensues. In Welcome to the Jungle, we learn that Tosh is a spectre and that his mates are locked up by Mengsk. In the final mission, where you choose between helping Tosh break his buddies out or help Dominion ghost Nova do some other thing, I wouldn’t know because a jailbreak sounded way more fun and as much as narrative framing made it clear that Tosh is indeed a criminal psychopath, I didn’t really feel like there was any significant evidence for that, he’s just a scary black man while Nova is a hot blonde woman.

In our version, Tychus, Zeratul, and Stedman are a lot more talkative. Jim Raynor puzzles out that Tychus and Tosh have gotten the same offer Orlan did: Kill Kerrigan, get their mates released. Tosh admits that yeah, that’s why he’s here, but he has no long term loyalty to Mengsk and isn’t even particularly confident that Mengsk will keep his end of the bargain, but, like, the goal is to kill Kerrigan either way, right? May as well take the chance that Mengsk will keep his end of the bargain. Anyway, spectres were designed to kill Kerrigan and Tosh feels the need to put her down just to prove that they can get the job done. Tychus says no, Mengsk just offered him a bunch of money to do it. Stedman points out that this puts Tosh and Tychus at odds with any attempt to deinfest Kerrigan, while Zeratul insists that Kerrigan needs to die for her crimes.

At some point in all this, Nova calls in to ask for Jim Raynor’s help to kill all of Tosh’s spectre buddies on behalf of her benefactor within the Dominion, who does not approve of keeping criminal psychopaths with psychic superpowers around. Tosh counteroffers to help break them out to remove Mengsk’s leverage over him. Siding with Nova earns Tosh’s ire, obviously, but Tychus is also very not okay with this. He doensn’t leave immediately, but it puts Raynor and Tychus on a clear collision course.

The Artifact sub-plot is the only one that’s relevant to deinfesting Kerrigan and it’s not even clear that it does that until near the very end. Kerrigan does actually show up in it a couple of times, but the heavy lifting of making Kerrigan seem like a real threat is being off-loaded to our new Zerg/Nova missions, where, rather than being a rival archaeologist trying to beat you to artifact shards, she is consuming worlds. That means the Artifact sub-plot’s only role left to play is to set up the artifact itself, the Tal’darim, and the Moebius Foundation. We’re still going to have to rewrite that, because the way the Tal’darim are handled is bad.

The Tal’darim are a third faction of Protoss (in addition to the dark templar and the Conclave) who follow the secret turbo-Overmind. The Moebius Foundation is secretly controlled by a disguised agent of the turbo-Overmind. The Artifact sub-plot is about the Moebius Foundation fighting the Tal’darim for control of fragments of the Xel’Naga artifact. These two guys are on the same side, and sure, it’s possible that the left hand doesn’t know what the right hand is doing, but there’s no point in making things this narratively garbled when we could let Zeratul carry the Artifact sub-plot instead.

Zeratul has been researching the Xel’Naga, the ancient precursors who created both the Zerg and Protoss, for ways to fight the Protoss. When Jim Raynor recovers a part of the artifact from the Dominion on Mar Sara, Zeratul examines it with Stetman and discovers that the artifact is an ancient anti-Zerg weapon created by the Xel’Naga as a failsafe in case they ever needed to kill them all. The Tal’darim split the artifact up to keep it from being used to destroy the Zerg because the Zerg are creations of the Xel’Naga and therefore their continued existence is sacred, the necessary adversary and counterbalance to the Protoss, a pure darkness to keep the Protoss committed to pure light. This doesn’t need to actually be true or make sense, it’s just a thing the Tal’darim believe, which motivates them to try and prevent Raynor from retrieving the artifact pieces. There is no Moebius Foundation, and Duran is not secretly an agent of the turbo-Overmind.

The final missions on Char are only slightly different. General Warfield is a decent enough character and makes more sense as the leader of a major assault than Nova, so he can stay. Nova needs a few stray lines of dialogue so that we know she’s here, too, but not more than that. Gates of Hell can be pretty much identical, but Belly of the Beast and Shatter the Sky are cut in favor of going straight to All-In. Naturally, this means that either one version of All-In needs to become the only version, or else both need to be combined in some kind of balanced way.

We also need some mechanical differences and some changes to the opening dialogue to make those differences clear. First, it is not required to keep the artifact alive. Instead, the mission objective is to destroy Kerrigan’s primary hive cluster, and allowing the artifact to charge to maximum does this automatically. So at the beginning, we need a line from Valerian or Warfield about how, without the artifact, the only choice is to destroy the hive cluster through conventional means, and Tychus can chime in that a conventional assault on the hive cluster would be a suicide mission. Tychus is the one to say this because he says the same thing about a straight fight with the Zerg in Smash and Grab and he’s wrong. Even on Brutal difficulty, it is possible to wipe both the Zerg and Tal’darim Protoss in that mission, and on Normal difficulty it isn’t even particularly hard.

Rather than a few generic supervillain taunts whenever she spawns, Kerrigan and Raynor are actually going to resolve their fucking character arc here with dialogues trickled out over the course of the Zerg attack waves.

This is the last time we’re going to have an evil Kerrigan around, so Zeratul also needs to resolve his grievances with her, although there’s a lot less to unpack here. He swears revenge for the death of Raszagal and all of Kerrigan’s treachery. For a moment on Shakuras, Zeratul almost trusted her. That, Kerrigan says, was Zeratul’s first and last mistake. Kerrigan can probably also dig some barbs in about how the fall of Aiur is Zeratul’s fault, something the games otherwise never seem to notice. He gave the location of Aiur away to the Overmind when he killed the Garm Brood, which was getting its ass continuously kicked by Tassadar across Chau Sara and Mar Sara and didn’t seem to be doing particularly well against the Sons of Korhal on Antiga Prime. Trading Garm for the location of Aiur was a massive windfall for the Overmind and Tassadar has to sacrifice himself to reverse that mistake. Plus, Zeratul killed Raszagal for basically no reason? Like, Protoss live for centuries, there was plenty of time to steal her back from Kerrigan, who did not particularly benefit from holding onto her any longer besides the fact that Kerrigan seems to enjoy building a fan club of psionically enslaved minions. The worst thing Kerrigan could do with Raszagal at that point was kill her, and then Zeratul did that anyway.

And that dialogue can segue nicely into how inept Jim Raynor is without Mengsk, Tassadar, or Kerrigan herself to hold his hand. He lost Mar Sara to the Zerg – luckily Tassadar was there to clean up his mess – and then ran with the Sons of Korhal for a while, and even managed to give Mengsk and Duke a black eye on his way out after breaking with them, but then he failed to rescue Kerrigan from the Zerg, failed to rescue Tassadar or Zeratul from the Zerg (Artanis had to come and bail them out), failed to hold the warp gate rearguard on Aiur after Tassadar died, failed to defeat Kerrigan on Korhal even with Fenix and Duke helping him, and failed to do any meaningful damage to Mengsk in the four years since.

Which can segue us into Jim demanding to know why Kerrigan killed Fenix. Kerrigan tells him it’s because Fenix was in the way, standing between her and Mengsk. When Jim protests that Fenix never would’ve sided with Mengsk over her, Kerrigan asks what makes Jim so sure of that? Fenix hated the Zerg, and considered Kerrigan his greatest enemy despite their alliance of convenience. It was only a matter of time before Fenix betrayed her, Kerrigan just beat him to the punch. Worth noting here that Kerrigan was already planning to betray Fenix before he referred to her as his “greatest enemy” on Moria, so Kerrigan thinks that comment vindicated her existing assessment that Fenix was an ongoing threat who needed to be gotten rid of, it didn’t prompt her betrayal. The actual dialogue here doesn’t need to pick that nit, but since this is an outline not super concerned with line-by-line pacing, I thought I’d stop and note that I am aware that some of the details of the implication being made here are false, it’s just more important to draw attention to Kerrigan’s motivations (mostly undiscussed in Brood War) over the exact order of events.

Kerrigan’s last exchange with Jim before the climax is a promise to correct the mistake she made when she first emerged from her chrysalis in letting him go. Jim asks what the Hell she expected him to do, and her response is “I don’t know, Jim, find some worthless backwater to play cowboy on. You always said that being the marshal of Mar Sara was the only thing that made you happy. But you just can’t leave well enough alone. Fine, then, die here, die on Char where you should’ve died four years ago!”

Once the artifact is nearly charged, a dialogue with Warfield, Tychus, and Stettmann is needed to make two things clear: First, the last Zerg attack wave is Kerrigan throwing everything she’s got at the base. There won’t be any more continuous attacks afterwards. This also gives us a chance to have Kerrigan screaming vitriol at Jim as she’s pushed to the brink and terrified that the betrayal that finally kills her will be the one person she consistently chose not to kill after being infested, kicking herself for thinking Jim wouldn’t betray her the way Mengsk would when, in the end, as she should’ve guessed from the start, he just took a while to get around to it. But second, it gives Tychus and Warfield a chance to make it clear that they are going to activate the artifact the second it finishes charging, and here is where it is important to make it clear that the artifact is only one way to complete the mission: The player can choose to blow it up themselves to prevent it from going off.

If the player does this, Jim says he’s all-in (get it?!) on saving Kerrigan, and now you have to defeat Kerrigan’s hive clusters conventionally. Her endless assault waves are disabled, but she can still convert minerals and vespene gas into units and fling them at you like a regular StarCraft mission, of the sort we haven’t had even one of since the fucking build tutorial back on Mar Sara. One thing I really dislike about taking the plot in this direction is that this is an RTS, so unless Jim is being piloted by an expert player doing a challenge run, he’s going to sacrifice some double- if not triple-digit number of his troops to rescuing Kerrigan, who absolutely does not deserve the second/third chance he’s throwing her.

The jaws I’m caught between here are that Jim Raynor swears to kill Kerrigan at the de facto end of Brood War (the tactical situation continues unfolding for another four missions, but the only meaningful character development is that Zeratul is given a personal reason to absolutely hate Kerrigan), but Wings of Liberty dedicates itself to Kerrigan’s deinfestation and therefore doesn’t really give me any plot developments to work with to make a “Jim Raynor makes good on his promise to kill Kerrigan” story that’s anything other than Jim Raynor methodically working towards that goal with no meaningful character growth along the way. I can imagine the cut scene itself of Jim Raynor killing infested Kerrigan, finally laying to rest the hope that he could have the old Sarah back, but if I wanted to pursue that path, I would basically have to tear down Wings of Liberty completely to rewrite the whole game from scratch. That’s more than I’m willing to do for a free blog post, so, just don’t think about the the dozen-ish viking and banshee pilots who are going to die during the push against Kerrigan’s primary hive cluster because Jimmy blew up the instant-win button so he could get his girlfriend back.

There’s two toggles that determine how this will go. First, did you side with Tosh or Nova back at the end of Tosh’s sub-plot? If you went with Tosh, then he drops a bunch of Dominion nukes on Kerrigan’s hive cluster right after you finish cracking the base. Kerrigan is atomized before she can be captured. If you sided with Nova, then Tosh isn’t integrated with your forces, so even with Warfield and Valerian agreeing to help stab you in the back, Tosh just isn’t in a position to drop the ordinance directly on Kerrigan this way. Instead, he drops the nukes on an expansion base after you clear out the Zerg and Tychus and Warfield float some base buildings from off-screen to set up their own base there, and now you have to fight them and Kerrigan.

Second, did you side with the colonists or the Protoss at the end of the Hanson sub-plot? If you sided with the Protoss, then there’s not anything to do except kill Kerrigan at the end of the siege crawl. If you got here by destroying the artifact yourself, then, uh, that was dumb. If you sided with the colonists, then you can use medics to deinfest Terrans, including Kerrigan.

If you successfully deinfest Kerrigan, you get a third mission where Tychus, Zeratul, and Kerrigan’s former bootlick infested Duran are coming to kill/reinfest Kerrigan, capping off the campaign with a fight against all three factions. Zeratul’s opposition in particular raises the question of whether or not Jim is doing the right thing, here, but the original StarCraft was not about a galactic conflict of good vs. evil the way StarCraft II was. It was an interfactional free-for-all in which alliances formed and dissolved based on the astropolitical situation and the personal motivations of the leaders. Raynor turned on Mengsk not because Mengsk had been possessed by galactic Satan or something, but because Mengsk had sacrificed Kerrigan to his ambitions and Raynor wasn’t okay with that. That didn’t mean Mengsk joined a coalition of Supreme Evil with the Overmind, and instead we see three-way battles between Raynor, Mengsk’s General Duke, and the Overmind on Char, and later a three-way fight between Tassadar, the Conclave, and the Overmind on Aiur. Alliances shift rapidly in Brood War, with Artanis allying with Kerrigan against Dagoth, breaking the alliance when Kerrigan assassinates Aldaris, re-allying with Kerrigan when the UED becomes the dominant power in the sector, and then gets betrayed by Kerrigan after the UED is pushed on the back foot. Jim Raynor going to blows with Zeratul over giving Kerrigan a deeply unearned second chance is completely consistent with the style of storytelling StarCraft set up.

Heart of the Swarm posits Kerrigan pretty much immediately reinfesting herself, and while it takes her a while to go full Queen of Blades, she’s interacting exclusively with other Zerg for 80% of the game. This would suggest that Kerrigan being deinfested is the canon ending to this version of Wings of Liberty, and the others are basically non-standard game overs. Except actually this is a terrible premise for Heart of the Swarm. Heart of the Swarm needs to be something else. Maybe a prequel, de-emphasizing the accumulation of personal power (although the mechanics of leveling up Kerrigan to unlock new powers can stay – it’s not really clear why Jim had to re-unlock goliaths when last we played as him he was wiping Mengsk and Duke from an entire orbital platform with a fleet of battlecruisers, and no one cared about that) to instead be the story of Kerrigan making her move on Mengsk for her final revenge.

This also gives us an entire campaign to set up Kerrigan’s otherwise mostly-unstated motivations in Brood War for the sake of this Wings of Liberty rewrite, which can be used pretty much completely unaltered. Line-by-line dialogue will have to be edited to reflect the fact that the Dominion is firmly on the back foot, but we’re already trying to de-emphasize their narrative role as compared to that of Kerrigan’s swarm, since she is the ultimate villain. Rather than teaming up with the Dominion for an attack on Char that makes it seem like Kerrigan is at-best fighting a peer conflict and at-worst has bitten off way more than she can chew with the Dominion, capturing a few lightly guarded border worlds in exchange for an attack on her primary hive cluster that immediately does severe damage, this is instead the Dominion pulling its last remaining ships and troops together for a desperate gamble on Char after firmly losing the conventional war in Heart of the Swarm.

Maybe instead it’s about deinfested Kerrigan grappling with the fact that everyone except Jim Raynor hates her and expects her to betray them at any minute, and that this is a perfectly reasonable thing for them to feel and believe which makes it very hard for Kerrigan to defend herself. This premise means it’s a Terran/Zerg campaign where you have Terran workers at a Terran base making Terran units, but also you can take control of Zerg units and have hero powers that summon Zerg reinforcements (and get them much earlier than Heart of the Swarm as it is, which reserves them for Kerrigan’s final power), thus emphasizing that Kerrigan retains some control over the Zerg but is not herself a Zerg. At the absolute minimum, Kerrigan would be interacting with Terrans a lot, and those Terrans wouldn’t immediately accept that she’s on their side, to the point where early missions might involve controlling the Zerg exclusively because no Terran will help her (especially true if we retain the plot point that Jim Raynor has been captured by the Dominion, which I think is a good idea, since it leaves Kerrigan alone with people who would very much like to literally kill her and only aren’t because of how much they like and respect Raynor – this significantly increases the drama of Kerrigan using the Zerg compared to if she had Raynor around to literally hold her hand through the whole process). It would make sense for that to lead her to reinfesting herself completely, but that’s still narratively bad because it erases what we just did in Wings of Liberty.

Of course, this means the campaign is narratively dissonant with doing awesome Zerg shit like sneaking a single brood mother onto a Protoss ship and destroying it from within, or besieging Korhal with wave upon wave of organic orbital drop pods to overrun the defenses with whatever gets through alive. Heart of the Swarm is really good at making missions which are individually very good and feel very Zerg-y, they’re just completely out of place with being a sequel to a campaign where the whole point is deinfesting Kerrigan. This is why I lead with the idea that Heart of the Swarm should come chronologically first, since it lets you retain all the cool Zerg missions without immediately doubling back on the narrative of Wings of Liberty.

The basic structure of the campaign also works surprisingly well as a retelling of Kerrigan’s story starting immediately after being abandoned on Tarsonis, with early movement tutorials focusing on evading the Zerg on the surface only to be caught in the end, subconsciously controlling the Zerg as a chrysalis for the early building tutorials, and then going off to Char to fight Edmund Duke and get shittalked by other Zerg who don’t believe in the Overmind’s new pet, only for the Overmind to then die, leading to Zerus missions, which may or may not take place on Zerus but are certainly a literal war against other broods, the Kaldir missions, where you play out an abbreivated version of the Artanis plotline from Brood War from Kerrigan’s perspective, and then the Dominion Space and Skygeirr Station missions replace the UED with some foreshadowing of Amon (ditch Kerrigan being the prophecy girl, though, Amon is the villain of the Protoss campaign, he should be the Protoss’ problem), and have the emotional climax be the invasion of Korhal to kill General Duke followed by Kerrigan’s betrayal of her allies to kill Fenix.

People really liked Brood War and aren’t going to appreciate that this version isn’t just a retelling, but retcons the UED to be either completely absent or else completely the Terrans’ and Protoss’ problem with Kerrigan completely ignoring them. It is nice to put Kerrigan’s story, especially in Brood War, in a form playable by casual players that StarCraft II wants to accommodate, and you can make it clear that this retelling is not intended to retcon the other one, it’s just a compressed retelling for the sake of people who aren’t good enough to beat Brood War (which gets punishingly difficult pretty quickly).

That still means the entire campaign is going to be literally retreading ground from Kerrigan’s existing story, and while being upfront about that means it doesn’t make the ongoing StarCraft II narrative feel inconsequential, that anything which gets done might be immediately undone for the sake of a cool mission, it does have the problem that the plot doesn’t really advance at all for an entire campaign. Returning players who did beat Brood War might feel kind of cheated, so this is probably the worst idea of the three, but it’s something I noticed while playing Heart of the Swarm.

And while I’m tying things off, Legacy of the Void also doesn’t need a major rewrite except in that Kerrigan needs to be excised from it. The Protoss are the protagonists of LotV, they can defeat Amon by themselves, we don’t need her tagging along on Ulnar to set up an epilogue where she turns into psychic space Jesus. Admittedly, the last mission of the epilogue is pretty fucking sweet mechanically and you’d probably want to salvage that somehow, but it would be very easy to rewrite it into a Daelaam/Nerazim/Tal’darim team-up instead of a Zerg/Terran/Protoss team-up.

Binary Doesn’t Work That Way

This is a really tiny nitpick, but I wanted to do something for 1024 (2^10) and this is the first thing that popped into my head. There’s an episode of Star Trek TNG about the binars, aliens who have merged with computers to the point where their primary language is binary. They hijack the Enterprise to upload their consciousness into its databanks and then download it somewhere else safe. When asked why they didn’t just ask for help from the Federation, they say that there was a chance they would say no and their mission was too important to accept no for an answer. Riker says, with enough confidence that the show pretty clearly intends this to be taken as fact, that this is a result of their binary computer thinking, they can’t deal with probabilities.

So, I guess they dedicated exactly one bit of memory to storing the probability of success for asking the Federation for help, and rounded down. Rather than, for example, setting aside ten bits so they can store 1,024 different points on a spectrum of probabilty.

Tasha Yar’s Death Was Dumb

Tasha Yar’s death near the end of the first season of TNG was the first step of the show growing the beard. Tasha Yar was an okay character and Worf makes much more sense as Chief of Security than as helmsman or whatever he was doing in the first season. So I’m sympathetic to the plight the writers had landed themselves in at the end of that first season: Tasha Yar had to go to make room for Worf’s character to grow, and that had to be some kind of plot point. Having her die was a good idea to make it clear that being on an away team wasn’t necessarily safe, particularly since, at her rank, it wouldn’t make much sense to transfer away from the Enterprise unless she had some kind of strong personal reason to prefer a different mission, which slams us into the problem that Tasha Yar’s backstory is dumb and offensive. It was close to being cool – a refugee from a wartorn failed state who joined Starfleet after they evacuated her.

Unfortunately they decided that the defining feature of the failed state was going to be “rape gangs.” Which are gangs assembled for an indefinite period of time primarily for the purpose of rape? Or is this the only planet in the galaxy whose gangs commit rape at all? Both are dumb and just the words “rape gang” are so overly edgy that I feel second-hand embarrassment on behalf of the writers just repeating them. Like, rape gangs exist in places with extreme violent crime problems, but they’re not a career path the way gangs that focus on smuggling and extortion are. They’re more like a fucked up hobby club.

Refocusing away from “rape gangs” and onto general violent chaos could’ve salvaged her character the same way Riker got salvaged further down the road. That would take time, though, time during which Worf is left on helm, so given we need to get rid of Tasha in one episode and the less said about her backstory the better, easiest thing to do is to kill her.

The problem is the monster of the week selected for the killing is a pile of black goo who’s having a real rough time in tenth grade. Plus they lean a lot on Tasha’s pre-recorded funeral speech at the end to see the character off. Data’s moment with Picard where he asks if he missed the point of the funeral because it seemed to be more about the living than the dead was pretty good, but Tasha’s recorded speech itself was mediocre. General pattern of the first season, really, Data, Geordi, Picard, and Dr. Crusher are already firing more-or-less on all cylinders, but Riker, Worf, Tasha, Troi, and Wesley are all dragging things down. Some of these characters would be salvaged, others would be cut. Cutting Tasha was the first step along that path (bafflingly, this was soon followed by cutting Dr. Crusher, who was a perfectly good character even in season one – I’m guessing this was something to do with the actor’s career, but I like to imagine Crusher got hit by splash damage when they nuked Wesley who, narrative cockroach that the character is, survived the explosion). Shame about the execution, though, because she was one of the more salvageable of the dud characters. Presumably that’s why they killed her again in an alternate timeline episode. Tasha practically turned to camera and declared she was determined to have a cooler death than the one she got in the Alpha Timeline.

Humble Choice December 2023

It is, as I write this, the first Tuesday of December. What’s in the box?

Expeditions: Rome is a turn-based tactics RPG with a historical setting. According to Bret Devereaux, official guy-who-would-know, its historical setting is pretty garbage once you get past the superficial elements. Bret’s standards for this kind of thing are very high, so failing to meet them isn’t really disqualifying, but it does mean that the game can’t justify its 50-hour time investment on those grounds. Its historical accuracy is good enough not to be marked against it, fine, but it’s not really a point in its favor, either – I already have plenty of games that get ancient Rome kinda right.

That key selling point stripped away, what’s left is a game constrained by its veneer of historical accuracy from having any rad wizards or dinosaurs in it, and while I love XCOM, much of what I love about it is that its turn-based tactical framework is linked together by strategic gameplay. Expeditions: Rome is also somewhere in the 40-50 hour length. For a time commitment like that, it needs a pretty strong selling point, and so far it seems to manage “eh, good enough” at best.

Midnight Fight Express is a third-person (pretty zoomed out camera, too, I want to call it isometric but I’m not sure that’s quite right) brawler game where you are a criminal and need to beat up like a million other criminals in order to save the city from crime. It takes itself more seriously than that, but the plot is still plainly a vehicle for the combat, which looks really good. By which I mean, it looks like it’s really fun to play. Actual graphics are kind of mediocre, but not so bad that they get in the way of the gameplay. How Long To Beat says it’s only six hours long, so this is an easy get.

Elex II is a post-apocalyptic science fantasy RPG, the sequel to a game that’s been on my wishlist for yonks. It got recommended to my by Steam and I wishlisted it so I wouldn’t lose track of it, but the state of my backlog being what it is, I never got around to buying and trying it. It was always a low priority, but not one that I want to totally give up on. I may as well pick up the sequel now, seeing as I’ve already paid for the Humble Choice. There’s decent odds that when I get around to this series, I won’t like it well enough to reach game two (and I don’t see any reason to believe I should skip the first game for this one), but there’s decent odds that I will.

Nobody Saves The World is an action RPG about a character named Nobody who saves the world by transforming into stuff. I’m really not feeling the gameplay hook, so I’m giving this one a pass.

The Gunk is a game about exploring a planet overtaken by the titular gunk. The only trace of gameplay I can find in the game’s Humble Choice pitch is that it involves using a power glove somehow. It’s less than 5 hours long, though, so I’ll grab it on the grounds that exploration is fun and that is real short, so I can take the chance.

The Pale Beyond is a game about a polar expedition that has to manage meager resources and political division to survive the harsh conditions of the South Pole. So apparently someone got so restless waiting for Frostpunk II that they decided they’d make it themselves. There’s no citybuilder gameplay or anything, but it’s got the same resource management core. This game doesn’t look bad, but I didn’t like Frostpunk so badly that I want to try out also-rans like the Pale Beyond.

Last Call BBS is, I guess, a nostalgia vehicle for 1995? I missed the BBS scene. The gameplay here is a collection of eight minigames, none of which look super compelling on their own.

From Space is a Boxhead game that’s put on a higher-graphics neon aesthetic in the hopes that no one will notice it’s a refugee from 2005. That’s probably unfair, the topdown horde shooter genre probably isn’t all knock-offs of a flash game I happened to play in eighth grade and which had already aged poorly by the time I was in tenth, and the Boxhead comparison is made pretty much purely because From Space is clearly in that genre, but that’s the only thing I can think of when seeing the game. The pink aliens don’t seem functionally different from the Boxhead zombies.

The bundle also comes with a 1-month trial of DC Universe Infinite, which looks to be one of those dealies where you pay a subscription fee for .pdf access to all of the comic books on record for a specific publisher. Maybe there are some specific exceptions, but broadly the idea is that the ravages of time have made catching up on comic book backlogs infeasible for anyone short of millionaire collectors, and sometimes not even then, so DC and Marvel now so digital access to a complete archive the same way companies sell streaming subscriptions. I’m not big into super hero comics, though. If something is going to be in comic book form, it should be visually stunning, and while super hero comics do sometimes have the kinds of characters and locations that are worth paying money to see, the vast majority of comic panels could be replaced with writing “Batman stood alone in the gloom of the Batcave” as prose and I would picture something basically identical to what the artist would’ve drawn. Certainly it is possible to draw something so evocatively that, even if it’s just a werewolf or something else where I have no trouble picturing it, the picture itself looks better than what I would’ve imagined just from the prose, but comic books are made on a tight schedule and the artists rarely have time to wring such work out of their canvas before they need to ship.

That’s three pickups, bringing my total up to 159. StarCraft games are long and so is Borderlands 3, and also I spent a lot of time in November watching Star Trek: The Next Generation. Two of the games are short, though, and I’m through the Borderlands 3 main campaign and into the DLC, so I can probably get this back to 156 before the end of December easy.

StarCraft Can’t Keep Team Colors Straight For Protoss Or Zerg

In the Terran campaign of StarCraft 1, we start out as Jim Raynor’s blue Mar Sara militia of Terrans (characters occasionally talk to the player character as though they’re a real person, but you also usually have one protagonist character whose perspective you follow for the entire campaign, and for the Terrans it’s Jim) fending off the orange Garm Brood of Zerg. This campaign is spent almost entirely fighting other Terran factions and the plot keeps good track of who is where. After joining the Sons of Korhal to escape the Garm Brood, our units turn red, we recruit the purple Antiga militia to the cause and fight the white Alpha Squadron before recruiting them, too.

We convince Alpha Squadron to defect by saving them from the Garm Brood and the new blue Surtur Brood, but having no insight into how different Zerg broods even work, that’s no surprise, we can assume there is a second Zerg brood around for any number of reasons. In the next few missions we fight the orange Delta Squadron and brown Omega Squadron, still loyal to the Confederacy, before the ninth mission where we use the Confederates’ own tech against their capital world to summon the purple Zerg Jormungand brood to attack them, then have to protect Jormungand from the blue Protoss Sargas Tribe.

The Korhal officer in charge of the mission, Lieutenant Sarah Kerrigan, is abandoned after the Sargas Tribe are defeated and the Jormungand Brood begins an overwhelming attack, which convinces Jim Raynor to defect, turning back to blue Mar Sara militia and fighting against both the red Sons of Korhal and the white Alpha Squadron on the way out.

If any of that seems confusing, I promise it’s because I recapped ten missions in three paragraphs with an emphasis on proper nouns because they’ll be important later. It’s all very straightforward in play.

But then the Zerg campaign starts, and now we’re playing as the Jormungand Brood from the moment of its creation. The premise of the first mission briefing is that you are a freshly spawned cerebrate just now coming to exist and command the Jormungand Brood. You’re on Tarsonis, the Confederate capital that was getting wrecked in Terran mission 9, so you might think this mission takes place between Terran 8, when the Zerg are summoned, and Terran 9, when the Jormungand Brood has a fully developed base that Kerrigan is tasked with defending from the Sargas Tribe. But, no, you’ve already got the chrysalis that will eventually hatch into infested Kerrigan – you and your brood were created specifically to protect her while she’s being infested. Maybe the old purple Zerg got destroyed in the assault and now you’re being created to replace them? But destroying a cerebrate requires a dark templar, that’s a whole plot point later on. So are the dark templar on Tarsonis? That would actually make a certain amount of sense, since the Sargas Tribe met them at some point between now and Zerg 8, but in Zerg 7, everyone is super freaked out that a cerebrate has been killed. If it had happened on Tarsonis, you’d think they’d bring it up.

And the only reason any of this gets brought up is because Terran 9, a mission with 3 teams, used purple for the Zerg brood. There are 8 team colors in StarCraft, so even with the player locked into red and the Protoss being locked into blue, there were six options for what to do with the Zerg. The orange Garm Brood seems to be the main ones in charge of wrecking Terran space, since they show up on both Mar Sara and Antiga Prime. The brown Grendel Brood, white Baelrog Brood, and yellow Leviathan Brood are totally unaccounted for. The timing of the Baelrog Brood’s appearance as an enemy does suggest they were created specifically for the attack on Aiur much later, but even that is speculative, they might’ve just been doing something else before the swarm was assembled for the attack. The purple Jormungand Brood is the only Zerg brood that we know can’t be here.

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