What's New
It goes without saying that Heart of the Swarm brings a plethora of new features. To give you a good idea of what you'll be dealing with, we'll go over each of these in turn. We're happy to report enhanced social functions, extra gameplay modes, and a number of nifty improvements that made our user experience smoother and more enjoyable.
If you've ever felt alone perusing the main menu, or complained that there was no one to talk to, then prepare for not just a revised interface but also the ability to join groups, large gatherings of individuals open to everyone, and form clans, much closer associations that are invite only. In addition to these, the game will also automatically create a list of players from your same local network, so that you can easily form groups with people who live in your area or country.
The Custom game section, sadly, is still suffering from the same issues as it always has. Finding games and specific maps is still as clunky as ever, and exposure for map makers and their newest work is incredibly difficult to come by. Although Blizzard has repeatedly stated their intention to catering to this section of the player base, an adequate solution has yet to be delivered.
Unranked play is another new addition, providing ladderless automatic matchmaking that will prove highly convenient to those suffering from ladder anxiety or who simply want to experiment with other races without losing their current standing.
The biggest change lies in the multiplayer component of the game. Several new units and upgrades join the already considerable roster available, reshuffling the strategies available to you. It might not appear like much initially, but in a game as fine tuned as Starcraft 2, even a single unit can completely change the metagame.

Outside of this, the only determination to be made about Starcraft 2’s multiplayer component is that it is above review. The only way to test it is to immerse yourself in it and reach its outermost limits, perhaps an impossible task. While opinions these days more or less agree on past balance issues, providing an accurate judgement on the possibilities of the game at this time is impossible. It took years for Wings of Liberty to exhaust itself, and even longer for Brood War to reach the state it was in during its final seasons. Heart of the Swarm will take some adjusting. A game so new, still so untested, can hardly be said to be the final version. And of course, as it is with all Blizzard games, they are all work in progress.
The Campaign
Heart of the Swarm begins shortly after the events of Wings of Liberty. Kerrigan has been smuggled away from Char by Jim Raynor and Valerian Mengsk, and undergoes a series of trials meant to determine just how much Zerg is left inside her. It doesn’t take long however until they are found and separated by Dominion assassins. Naturally, Kerrigan escapes and makes her way to the Leviathan, the Zerg version of the Hyperion.
From there you can access your mission screen, the Evolution Pit, Kerrigan’s character sheet, and the mission replay menu. The Evolution Pit is where you decide how to upgrade your army. There are two kinds of upgrades: mutations, for the most part simple numerical buffs that can be changed between missions, and evolutions, more drastic changes that alter the way units look and behave. At various points during the game you’ll receive the option of undergoing brief demo missions where you see how each evolution affects the unit in question. After several of these missions I had transformed my slow and clumsy zerglings into cliff-leaping speed demons, enabled Lurker evolutions for my Hydralisks, and endowed Swarm Host locusts with the ability to fly. Terrifying stuff.

On the Leviathan you’ll also find Izsha, a kind of Zerg Adjutant, and Abathur, the Swarm’s genetic manipulator. I’ll note that Abathur is apparently incapable of forming complete sentences. It must never have occurred to him that as the chief science officer of an alien species he might have to give more than a cursory explanation of his experiments. Or maybe he just knows he’s in a videogame. Various others will join you on your travels, but these two will be your mainstays.
Having taken stock of the Leviathan, Kerrigan is off to do her work. Your attention will be split between engaging the Dominion, regaining control of the scattered Zerg, and following up on Zeratul’s leads. During this, you’ll not only gain levels and increase in power, but also gather more crew members for you to interact with. The extra crew mates, however, are not given much use and they never have anything to say to Kerrigan. For most of the game they’ll decorate your main deck, occasionally offering a line or two about the situation. Don’t expect to get much talk out of your crew, though. The main form of interaction occurs during the missions themselves, that is, when you actually get to play Starcraft.

Running through the campaign on Hard difficulty took me about seven hours. I hardly ever had to attempt a mission more than once, though it should be noted I wasn’t pursuing any achievements. Like Wings of Liberty, you can expect a serious increase in difficulty if you decide to accept the extra constraints.

The gameplay is nothing groundbreaking, but in true Blizzard fashion it’s solid all around. Where Heart of the Swarm really falls apart is the narrative.
For those who witnessed Wings of Liberty and Diablo 3, Heart of the Swarm will come as no surprise. Its ethos is surmised by a line, seriously spoken some half way through the game, that reads like this: “Welcome... to your demise!” A character actually says that line. I only wish it had been Kerrigan. Starcraft’s transformation into farce would then have been complete.
It’s difficult to convey the totality of the story’s failures. People don’t talk, they exchange exposition, and every word spoken by a character has already been said better by someone else and in better stories at that. It’s an exercise in dead language for the benefit of characters who appear unaware that they have a part to play in the drama of their lives. When for the hundredth time Kerrigan announces that “I am the swarm!” you start to feel the ulcer setting in.
Events do not occur in Heart of the Swarm; they are decided. It was decided, for instance, that Kerrigan be obsessed with Mengsk, and it was decided that the universe still tolerate her existence. In a particular scene it might be decided that Raynor be angry. But like so many decisions that look well on paper, none of these translated well into reality, so we got a game where events, mood and dialog are dictated by obvious cues. That’s what the entire narrative is: a series of cues. Cue sadness, cue alienation, cue anger. It’s like playing Heart of the Swarm: The Outline.
Reckoning with the characters’ distinct inability to produce original thoughts and their marked problem of wrapping those thoughts in language that will properly transmit them will describe to many the experience of playing the campaign. Be prepared for inconsistency after inconsistency, the return of characters who are themselves only in name, and above all, a relentless, tragicomical pursuit of bad dialog. Take heed, future game designers: this is exactly how not to write for videogames. So bad is the writing that it falls into that dark and wretched pit sitting between barely tolerable and so bad it’s good. This is so bad it stays bad -- resolutely, irreconcilably bad.

There is little surprise then to discover that Raynor is eager to put Kerrigan’s past “misdeeds” behind her. “That wasn’t you,” he says in response to her acknowledgement that she is in fact a mass murderer. This is tenuous ground. It’d be generous to say that the Kerrigan/Raynor love story was badly misrepresented in the original Starcraft. Our memories of the two revolved around a pretty cold promise that Raynor made to her around the end of Brood War.

But Heart of the Swarm is about Kerrigan, and fittingly, she’s the biggest problem of them all. Betrayed, abducted by an alien species, transformed into a murderous alien queen then brought back to humanity, she gives barely a hint of dealing with anything approaching the expression “inner turmoil.” It’s this failure that will haunt her all game long, since the decisions she’s driven to depend on her state of mind, and her state of mind doesn’t actually exist. People forget that the uninfested Kerrigan was a minor character who appeared in a couple of missions, and whose only effect was driving Raynor into the confrontation with Mengsk that revealed for the first time the latter’s true intentions (i.e. the broadcast sent during Media Blitz in Wings of Liberty.) For most of Starcraft Kerrigan was the Queen of Blades. Her ruthlessness and sheer villainy not only let her steal the show but allowed her to become one of the most memorable villains in gaming history.

If Kerrigan is missing her memories as the Queen of Blades, doesn’t that make Heart of the Swarm, for her at least, an original descent into Zerghood? This is one of the few ideas that have strength on their own, and like every other it is squandered. A question that is never answered is who is Kerrigan and what does she want, really? We know the theme of Heart of the Swarm is revenge, but that’s an imposition that comes from somewhere else. A trait of ineffective fiction is the hollowness of the characters and the transparence of the story. Like a puppet whose strings you can clearly see, the whole illusion falls apart. There is not an ounce of conviction, of true feeling, for us to latch onto.
I’d like to propose the institution of a metric by which we can judge bad videogame narratives. The higher the magnitude, the more awful the story. Call it, say, the Metzen Scale. I’ll let you guess what rank Heart of the Swarm holds.

Text by: Andrei "procyonlotor" Filote


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