<!--quoteo(post=1630777:date=Jun 2 2007, 07:01 PM:name=Isamil)--><div class='quotetop'>QUOTE(Isamil @ Jun 2 2007, 07:01 PM) [snapback]1630777[/snapback]</div><div class='quotemain'><!--quotec--> I can't say I would want to play a SC where you can zoom out, it would ruin the involved feeling of battle. [lol] I look at RTS games in two categories now: StarCraft(and you can throw WC3 in there if you want) and everything else. One of them is arcady/hyper-involved with the battle and the other isn't is what it boils down to.[/lol] <!--QuoteEnd--></div><!--QuoteEEnd--> I seriously missed zooming out when buying c&c3 (after playing supcom for a while). It's just <i>so convenient</i> to be able to see the big picture (minimaps don't count >.>).
<!--quoteo(post=1630874:date=Jun 2 2007, 09:53 PM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Jun 2 2007, 09:53 PM) [snapback]1630874[/snapback]</div><div class='quotemain'><!--quotec--> Supcom looks like crap. The units have no detail or character. The buildings are droll. The landscapes are boring.
It does have zoom though, making it a great deal better than anything else out there.
Thanks for the steady trickle of information everyone. Keep it up!
--Scythe-- <!--QuoteEnd--></div><!--QuoteEEnd--> Even spring has zoom. For that matter zoom really isn't that difficult a feature for RTS games these days, it's just a matter of removing the arbitrary stop point and having the units render as a sprite when a certain distance above the battlefield. It was like 5-6 lines of code for spring IIRC...
<b> 1. An interview with the Lead Producer of SC2 [semi old, 22nd May]</b>
<i>Transcript:</i>
<!--QuoteBegin-Chris Sigaty from SC2 Team+--><div class='quotetop'>QUOTE(Chris Sigaty from SC2 Team)</div><div class='quotemain'><!--QuoteEBegin--> My name's Christ Sigaty, I'm Lead Producer of Starcraft 2, prior to that, it was Warcraft 3 and Warcraft 3: The Frozen Throne. Starcraft 2 is a re-imagining and a re-capturing the magic of Starcraft, the original game. There's a couple reasons behind why we made the decision to do Starcraft 2 at the time we did. One thing was the development team that was available. We talked at length with the people on the team, about what they're interested in doing. And that(SC2) came up at the time, and that was actually several years ago. Another thing was actually technology. For us we wanted to re-capture the magic of Starcraft in massive battles, massive armies, large numbers of units on screen at the same time, while still having that sort of visual quality we wanted to hit. And we felt like we were there from a technological standpoint, so from our perspective it was right time, right place, and an interested team that wanted to work on it.
As far as the differences between Starcraft 2 and Warcraft 3, it was actually a concious decision with Warcraft 3 to kind of seperate the things we'd established in the original Starcraft <i>with</i> Warcraft 3. We wanted hero-centric play, stack-centric play(huh?), much more micro-management out on the battlefield, a lot less resource management and that sort of thing back in the towns. And now with Starcraft 2, we're conciously making the decision to diverge both games(WC3 and SC2). We have Starcraft 2 going back to the roots of Starcraft, with massive amounts of units. You know for the most part if a unit dies for you there, it's not the end of the game. And then again on the resource model, we wanted to go back to that.. a lot more important, we're not going to.. you know, 5 peons on a mine is not going to be the answer. You need to manage and make sure you have the right number of gatherer worker units that are bringing in your resources and that sort of thing. So it was a concious decision to sort of seperate the out the two different game types and worlds and universes and make them distinctly different.
When we set out to make Starcraft 2, we actually did set down some guidelines, and they were just roughly guidelines : that we <i>are</i> going to keep some old originals, you know, 'what units could we not live without.' Also even if we decided we could not live without it, what would we do to make it potentially different and make the dynamics different in Starcraft 2. It's an interesting dilemma, and we just play with it all the time, throwing out units and changing things constantly. It's an examination of each unit, we look at it, give it some thought, see how it will work if we were to do it in the classic way. We first started, to be honest, with Starcraft, put it in the game, looked at it, and started playing that way in our new engine. And then we just started upgrading things and playing with things and moving things around.
As far as why, not a 4th race? That was a concious decision we played with that idea, you know there are ideas out there. But for us, <b>we felt like one of the strongest points with the original Starcraft was the diversity of the races and the distinct differences between them. But even though that was there, we felt we could really play up and even increase that diversity and make it something that is really even overly emphasized and that's the sort of thing we want to do in and continue to accentuate those differences between them. So, it <i>was</i> a concious decision to not add a 4th race and instead add that diversity.</b>
Kerrigan, Raynor, and a few others will be returning and we <i>are</i> going to continue the story because we think there's a lot more there to say. But as far as Single-player goes, we have some really ambitious plans and some things that some people would be really excited about but we're not prepared to talk about it at this point.
<b>As far as multiplayer and kind of backing it up and trying to ensure that Starcraft 2 is a game that caters to that... I mean it's kind of at the core philosophy of Blizzard, as far as being very tied into e-Sports; we're very tied into competitive gameplay. So, with StarCraft 2 we're going to try and ensure that <i>all</i> those things are met. We <i>are</i> starting at kind of a higher level I'd say, as far as trying to ensure that we're not worrying too much about catering to the layman at this point, somebody that hasn't played at all, but that will absolutely be something we emphasize later. Things like command and control issues, and things such as how quickly the UI responds, selection, targeting, those sorts of things are really something we spend a lot of time on, and we're putting that time in now.
We're <i>still</i> pre-internal alpha, we're going to go into internal alpha later this year.</b> We're our own harshest critics, we have a very big company at this point [laughs] that we're going to run through, and then we'll eventually run through the public as well. So we know we're going to hit all those issues that deal with multiplayer upfront before it goes out there in stores for people to truly enjoy. Starcraft 2 is going to be released for the PC, when it's ready. <b>In traditional Blizzard style, we've in the past taken 3½, 4 years to do it, and we plan to be a little bit more ambitious this time.</b> As far as a specific date, we'll have to wait and see, we'll get into more of that into the months ahead here.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1631159:date=Jun 5 2007, 01:44 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Jun 5 2007, 01:44 AM) [snapback]1631159[/snapback]</div><div class='quotemain'><!--quotec--> That video just reminded me why I always listen to MP3s and CD's while gaming instead of in-game music. <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1631178:date=Jun 4 2007, 09:58 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Jun 4 2007, 09:58 AM) [snapback]1631178[/snapback]</div><div class='quotemain'><!--quotec--> I have all three Terran songs on my playlist. Some of the best videogame music ever.
That YouTube video's just one of the original songs though, not any SC2 music. Plus it's a yucky recording. <!--QuoteEnd--></div><!--QuoteEEnd-->
Where can I get download the Terran songs?
Also is there a better version of that song from the youtube video?
The YouTube video is actually a mix of two Terran songs (1 and 3 off the top of my had but I might be totally wrong, although since there's only 3 I can't be THAT wrong).
Starcraft musics are great, most likely the best ingame musics I've heard. Good game music is something that is there, but you don't actively have to listen to it (or suffer from it x_x). That video was just awesome <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
A thing about Starcraft and Brood War I keep noticing now that I'm playing the campaigns again, is that the sounds and voice acting are excellent. Especially compared to these new strategy games. DoW: all the marines sound the same, all the orks sound the same, all eldar sound pretty much the same... etc. CoH: everybody sounds the same. SupCom: .... .
<!--quoteo(post=1631240:date=Jun 4 2007, 05:17 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Jun 4 2007, 05:17 PM) [snapback]1631240[/snapback]</div><div class='quotemain'><!--quotec--> The YouTube video is actually a mix of two Terran songs (1 and 3 off the top of my had but I might be totally wrong, although since there's only 3 I can't be THAT wrong). <!--QuoteEnd--></div><!--QuoteEEnd-->I think the last one was a zerg song. Also, I always thought all the songs were synthesized (they sound like it in game), is that just a case of an ensemble playing from a synthesized score, or was the original soundtrack actually performed by a live ensemble?
Terran song #2 almost brought a tear to my eyes due to the nostalgia hammer to the face. That song is amazing. The slap bass in all the Terran songs is ###### sweet.
Also... (taken from the Youtube description which was itself taken from the US PC Gamer preview)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> <i>See post below for updated extract</i><!--QuoteEnd--></div><!--QuoteEEnd-->
Didnt it used to be a "PHOTON canon" <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
I'd like a high definition version to get a proper look... but I really don't dig the 'silver surfer soul hunter.' Concept and name just sound tacky and out of place from Protoss. The whole soul sucking theme (see quote below) belongs to the Undead in Warcraft 3 <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />.
Twilight archon seems to suggest that it requires one high templar and one dark templar to form (thereby replacing both normal and dark archons).
Tempest makes me happy. Carriers were too iconic to leave out.
Phase cannons. Seem pretty powerful, I like the concept and the flexibility they give although phase cannons are already arguably the best defense structure out of all three races already (being able to fire at air and ground.)
Btw, found a fuller version of the protoss units description:
<!--QuoteBegin-'US PC Gamer'+--><div class='quotetop'>QUOTE('US PC Gamer')</div><div class='quotemain'><!--QuoteEBegin--> Zealot: Zealots are the standard infantry unit of the Protoss from starcraft. Still equipped with a pair of glowing psionic blades for melee combat, the zealot will now charge the enemy to close distance with ranged units quicker than before.
Stalker: Stalkers are a new type of dark dragoon. Theyre fast moving and lightly armored with a powerful anti-air and anti-infantry weapon, but their secret weapon is there blink ability that will allow them to teleport anywhere in visual range in an instant.
Immortal: A new type of heavy dragoon, the Immortals will be equipped with a shield that activates only when hit by heavy weapons like Siege Tanks, making them excellent for assaulting heavily defended positions but weak against raiding parties with light weapons.
Observer: The invisible flying eyes of the Protoss are back. We can confirm they'll be in the game, but further details are shrouded in secrecy.
Colossus: True to its name, the Colossus is an enormous four-legged walker that rakes the ground with a heavy beam weapon. They will be extremely effective against small swarming units like Zerglings or Marines -their beams target one unit at a time, and instantly sweep to a new target when the first is destroyed. Using their long legs, they can step up and down ledges with ease.
Phoenix: When its standard fighter weapon won't do the job, the Phoenix will be able to activate its overload ability to damage all enemy air units nearby, which also disables the Phoenix itself for a few moments. If the overload doesnt demolish the enemy you'll be a sitting duck.
Phase Prism: .The new Phase Prism will act as both a troop transport and a mobile power pylon allowing you to restore functionality to a base when your pylons are destroyed by raiders or when you build away from your base. Combined with the warp-in tech,you'll be able to use them to create and army anywhere on the map.
Warp Ray: These flying weapons inflict additional damage the longer they fire on a single target as they bring as they bring more beams online, which will make them extremely powerful against large targets like Battle Cruisers and structures. Their focused fire makes them vulnerable against small anti-air units like Marines.
High Templar: The High Templar is back and he'll bring his powerful psionic storm area attack with him. But hes gotten a handy new power, he'll be able to create a force field to trap enemy units temporarily or create barriers. Blizzard testing has revealed some extremely effective bottlenecks tactics using him. The ability to say you cant go there anymore will be very powerful.
Dark Templar: Just like in the first game the Dark Templar is a stealth unit that wreaks havoc to any force foolish enough to leave home without a detector. Any new special abilities have yet to be revealed.
Twilight Archon: Blizzard hasn't exactly worked out what its doing with the Twilight Archon in terms of his powers. But the team promises that he will be just as powerful as he was in starcraft 1.
Tempest: The Tempest is a dark carrier with a disc fighter and a strong shield that activates when attacked from the ground. It will have no defense whatsoever against air units.
Soul Hunter: Soul Hunters are anti infantry units that float around on hover boards and suck the souls out of enemies. The more souls they consume the more powerful they get, going from firing one beam at a time to three. Theyll be effective against organic units but practically useless against robotic units like the Protoss own reaver.
Reaver: The armored slug like Reaver artillery is as nasty as ever. While we didnt see any upgrades abilities, we witnessed a new version of the old Reaver drop attack (putting one right in the middle of an enemy resource collectors and watching the fireworks) when combined with the Pase Prism.
Phase Cannon: This stationary base defense is no longer stationary. The Phase Cannon can now convert into energy form and relocate and redeploy as long as you stay in a pylon power range. But if the pylon is destroyed while the cannon is in energy form it'll go poof.
Star Relic: When it comes to casting spells the Star Relic makes the High Templar look like an armature. It'll be able to create a cloak field that will conceal even buildings, and fire a fusion beam that slowly damages a target until it dies -and when it dies itll explode and cause damage to everything around it. Remember the larger the target the bigger the boom.
Mothership: At the top of the tech tree you'll find the Mothership. It comes equipped with a time bomb field that stops incoming projectiles, matrix style, in mid air. When the field shuts off, all missiles will fall harmlessly to the ground. Like any good mothership, it'll be able to fire devastating Planet Cracker beam straight down to annihilate ground units below. Finally it will be able to generate a mini black hole to suck enemy air units into oblivion. Theres nothing quite like watching a fleet of enemies battlecruisers circle the drain!<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know if you guys have spotted it but you can see a new 'Stasis'-like effect being used against the left Terran bunker in the final battle of the video (as well as a Reaver, which looks like it's head has been chopped off <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />)
'Star Relic' is another crap name imo, I'm sure it will get changed though. Seems like it replaces the Arbiter.
As a final note. I believe the list above is an exhaustive list of all the the Protoss units. In the interviews, Blizzard stated that they were sticking to a similar number of units for each race that were in SC1. The current Protoss count for SC2 is 17 whereas it was only 14 in SC1.
-Yeah, the units deployed from the right-hand dropship looked like Firebats.
-Boo on the Soul Hunter. Keep the same mechanics, same hovering, whatever you want, but get his sorry hide off that surfboard and give him a new name. Fortunately, they have the time, and we're probably not the only ones complaining.
-It looks like the Protoss are going to be the new mobile/flexible race unless the Terrans one-up them to reclaim the throne.
-Applause for the music (again). It sounds like just-for-trailer stuff, but if we're lucky, music of its quality will work into cinematics or battle tracks.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> Soul Hunter: Soul Hunters are anti infantry units that float around on hover boards and suck the souls out of enemies. The more souls they consume the more powerful they get, going from firing one beam at a time to three. Theyll be effective against organic units but practically useless against robotic units like the Protoss own reaver.<!--QuoteEnd--></div><!--QuoteEEnd--> Do Zerglings have souls?
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
Well, actually they only have half a soul, since two of them spawn from a single larvae.
Or even more correct, yes they have none, simply because there is no such thing as a soul. Everyone who has read about split-brain patients should be convinced of that.
<!--quoteo(post=1633737:date=Jun 15 2007, 06:25 PM:name=Kassinger)--><div class='quotetop'>QUOTE(Kassinger @ Jun 15 2007, 06:25 PM) [snapback]1633737[/snapback]</div><div class='quotemain'><!--quotec--> Well, actually they only have half a soul, since two of them spawn from a single larvae.
Or even more correct, yes they have none, simply because there is no such thing as a soul. Everyone who has read about split-brain patients should be convinced of that. <!--QuoteEnd--></div><!--QuoteEEnd-->
No, they both have seperate souls. It's like identical twins both starting from the same fertilized egg but growing up as two different people.
Holy smokes, a new Terran unit in <a href="http://www.starcraft2.com/features/" target="_blank">Starcraft2.com</a>! <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> . Also a bunch of units (and sounds!) for the Protoss have been added since I last checked!
"Entaro Tassadar!" I love that units voices change as the story unfolds.
"The immense height of a colossus means it is vulnerable to attack from both anti-ground and anti-air units and structures" Oh ######, those things are gonna get bombarded as hell.
Looks sweet so far, I really hope it turns out good.
Comments
I can't say I would want to play a SC where you can zoom out, it would ruin the involved feeling of battle.
[lol] I look at RTS games in two categories now: StarCraft(and you can throw WC3 in there if you want) and everything else. One of them is arcady/hyper-involved with the battle and the other isn't is what it boils down to.[/lol]
<!--QuoteEnd--></div><!--QuoteEEnd-->
I seriously missed zooming out when buying c&c3 (after playing supcom for a while). It's just <i>so convenient</i> to be able to see the big picture (minimaps don't count >.>).
It does have zoom though, making it a great deal better than anything else out there.
Thanks for the steady trickle of information everyone. Keep it up!
--Scythe--
Supcom looks like crap. The units have no detail or character. The buildings are droll. The landscapes are boring.
It does have zoom though, making it a great deal better than anything else out there.
Thanks for the steady trickle of information everyone. Keep it up!
--Scythe--
<!--QuoteEnd--></div><!--QuoteEEnd-->
Even spring has zoom. For that matter zoom really isn't that difficult a feature for RTS games these days, it's just a matter of removing the arbitrary stop point and having the units render as a sprite when a certain distance above the battlefield. It was like 5-6 lines of code for spring IIRC...
<i>Transcript:</i>
<!--QuoteBegin-Chris Sigaty from SC2 Team+--><div class='quotetop'>QUOTE(Chris Sigaty from SC2 Team)</div><div class='quotemain'><!--QuoteEBegin-->
My name's Christ Sigaty, I'm Lead Producer of Starcraft 2, prior to that, it was Warcraft 3 and Warcraft 3: The Frozen Throne. Starcraft 2 is a re-imagining and a re-capturing the magic of Starcraft, the original game. There's a couple reasons behind why we made the decision to do Starcraft 2 at the time we did. One thing was the development team that was available. We talked at length with the people on the team, about what they're interested in doing. And that(SC2) came up at the time, and that was actually several years ago. Another thing was actually technology. For us we wanted to re-capture the magic of Starcraft in massive battles, massive armies, large numbers of units on screen at the same time, while still having that sort of visual quality we wanted to hit. And we felt like we were there from a technological standpoint, so from our perspective it was right time, right place, and an interested team that wanted to work on it.
As far as the differences between Starcraft 2 and Warcraft 3, it was actually a concious decision with Warcraft 3 to kind of seperate the things we'd established in the original Starcraft <i>with</i> Warcraft 3. We wanted hero-centric play, stack-centric play(huh?), much more micro-management out on the battlefield, a lot less resource management and that sort of thing back in the towns. And now with Starcraft 2, we're conciously making the decision to diverge both games(WC3 and SC2). We have Starcraft 2 going back to the roots of Starcraft, with massive amounts of units. You know for the most part if a unit dies for you there, it's not the end of the game. And then again on the resource model, we wanted to go back to that.. a lot more important, we're not going to.. you know, 5 peons on a mine is not going to be the answer. You need to manage and make sure you have the right number of gatherer worker units that are bringing in your resources and that sort of thing. So it was a concious decision to sort of seperate the out the two different game types and worlds and universes and make them distinctly different.
When we set out to make Starcraft 2, we actually did set down some guidelines, and they were just roughly guidelines : that we <i>are</i> going to keep some old originals, you know, 'what units could we not live without.' Also even if we decided we could not live without it, what would we do to make it potentially different and make the dynamics different in Starcraft 2. It's an interesting dilemma, and we just play with it all the time, throwing out units and changing things constantly. It's an examination of each unit, we look at it, give it some thought, see how it will work if we were to do it in the classic way. We first started, to be honest, with Starcraft, put it in the game, looked at it, and started playing that way in our new engine. And then we just started upgrading things and playing with things and moving things around.
As far as why, not a 4th race? That was a concious decision we played with that idea, you know there are ideas out there. But for us, <b>we felt like one of the strongest points with the original Starcraft was the diversity of the races and the distinct differences between them. But even though that was there, we felt we could really play up and even increase that diversity and make it something that is really even overly emphasized and that's the sort of thing we want to do in and continue to accentuate those differences between them. So, it <i>was</i> a concious decision to not add a 4th race and instead add that diversity.</b>
Kerrigan, Raynor, and a few others will be returning and we <i>are</i> going to continue the story because we think there's a lot more there to say. But as far as Single-player goes, we have some really ambitious plans and some things that some people would be really excited about but we're not prepared to talk about it at this point.
<b>As far as multiplayer and kind of backing it up and trying to ensure that Starcraft 2 is a game that caters to that... I mean it's kind of at the core philosophy of Blizzard, as far as being very tied into e-Sports; we're very tied into competitive gameplay. So, with StarCraft 2 we're going to try and ensure that <i>all</i> those things are met. We <i>are</i> starting at kind of a higher level I'd say, as far as trying to ensure that we're not worrying too much about catering to the layman at this point, somebody that hasn't played at all, but that will absolutely be something we emphasize later. Things like command and control issues, and things such as how quickly the UI responds, selection, targeting, those sorts of things are really something we spend a lot of time on, and we're putting that time in now.
We're <i>still</i> pre-internal alpha, we're going to go into internal alpha later this year.</b> We're our own harshest critics, we have a very big company at this point [laughs] that we're going to run through, and then we'll eventually run through the public as well. So we know we're going to hit all those issues that deal with multiplayer upfront before it goes out there in stores for people to truly enjoy. Starcraft 2 is going to be released for the PC, when it's ready. <b>In traditional Blizzard style, we've in the past taken 3½, 4 years to do it, and we plan to be a little bit more ambitious this time.</b> As far as a specific date, we'll have to wait and see, we'll get into more of that into the months ahead here.<!--QuoteEnd--></div><!--QuoteEEnd-->
<i>Low quality video: <a href="http://uk.gamespot.com/pc/strategy/starcraft2/download_ini.html?sid=6171265&id=6171265&mode=recent" target="_blank">http://uk.gamespot.com/pc/strategy/starcra...amp;mode=recent</a></i>
<i>Credits for transcript to "Raist" from teamliquid.net</i>
<b> 2. Of far greater significance...</b>
[youtube]hVT28O0ryHs[/youtube]
<img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<b><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->DO WANT<!--sizec--></span><!--/sizec--></b>
That video just reminded me why I always listen to MP3s and CD's while gaming instead of in-game music.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You.
Must.
Die.
Now.
--Scythe--
P.S. Pls.
That YouTube video's just one of the original songs though, not any SC2 music. Plus it's a yucky recording.
I have all three Terran songs on my playlist. Some of the best videogame music ever.
That YouTube video's just one of the original songs though, not any SC2 music. Plus it's a yucky recording.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Where can I get download the Terran songs?
Also is there a better version of that song from the youtube video?
Starcraft music.
A thing about Starcraft and Brood War I keep noticing now that I'm playing the campaigns again, is that the sounds and voice acting are excellent. Especially compared to these new strategy games. DoW: all the marines sound the same, all the orks sound the same, all eldar sound pretty much the same... etc. CoH: everybody sounds the same. SupCom: .... .
The YouTube video is actually a mix of two Terran songs (1 and 3 off the top of my had but I might be totally wrong, although since there's only 3 I can't be THAT wrong).
<!--QuoteEnd--></div><!--QuoteEEnd-->I think the last one was a zerg song. Also, I always thought all the songs were synthesized (they sound like it in game), is that just a case of an ensemble playing from a synthesized score, or was the original soundtrack actually performed by a live ensemble?
[youtube]30MBljXxg3M[/youtube]
Enjoy!!
Also... (taken from the Youtube description which was itself taken from the US PC Gamer preview)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
<i>See post below for updated extract</i><!--QuoteEnd--></div><!--QuoteEEnd-->
Twilight Archon = plain Archon?
Phase Cannon = Mobile Photon Cannon
Phase Cannon = Mobile Proton Cannon
<!--QuoteEnd--></div><!--QuoteEEnd-->
Didnt it used to be a "PHOTON canon" <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Photon like in big flashlight.
Edit: Photon canon wins <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<a href="http://www.googlefight.com/index.php?lang=en_GB&word1=starcraft+proton+canon&word2=starcraft+photon+canon" target="_blank">http://www.googlefight.com/index.php?lang=...ft+photon+canon</a>
Twilight archon seems to suggest that it requires one high templar and one dark templar to form (thereby replacing both normal and dark archons).
Tempest makes me happy. Carriers were too iconic to leave out.
Phase cannons. Seem pretty powerful, I like the concept and the flexibility they give although phase cannons are already arguably the best defense structure out of all three races already (being able to fire at air and ground.)
Btw, found a fuller version of the protoss units description:
<!--QuoteBegin-'US PC Gamer'+--><div class='quotetop'>QUOTE('US PC Gamer')</div><div class='quotemain'><!--QuoteEBegin-->
Zealot: Zealots are the standard infantry unit of the Protoss from starcraft. Still equipped with a pair of glowing psionic blades for melee combat, the zealot will now charge the enemy to close distance with ranged units quicker than before.
Stalker: Stalkers are a new type of dark dragoon. Theyre fast moving and lightly armored with a powerful anti-air and anti-infantry weapon, but their secret weapon is there blink ability that will allow them to teleport anywhere in visual range in an instant.
Immortal: A new type of heavy dragoon, the Immortals will be equipped with a shield that activates only when hit by heavy weapons like Siege Tanks, making them excellent for assaulting heavily defended positions but weak against raiding parties with light weapons.
Observer: The invisible flying eyes of the Protoss are back. We can confirm they'll be in the game, but further details are shrouded in secrecy.
Colossus: True to its name, the Colossus is an enormous four-legged walker that rakes the ground with a heavy beam weapon. They will be extremely effective against small swarming units like Zerglings or Marines -their beams target one unit at a time, and instantly sweep to a new target when the first is destroyed. Using their long legs, they can step up and down ledges with ease.
Phoenix: When its standard fighter weapon won't do the job, the Phoenix will be able to activate its overload ability to damage all enemy air units nearby, which also disables the Phoenix itself for a few moments. If the overload doesnt demolish the enemy you'll be a sitting duck.
Phase Prism: .The new Phase Prism will act as both a troop transport and a mobile power pylon allowing you to restore functionality to a base when your pylons are destroyed by raiders or when you build away from your base. Combined with the warp-in tech,you'll be able to use them to create and army anywhere on the map.
Warp Ray: These flying weapons inflict additional damage the longer they fire on a single target as they bring as they bring more beams online, which will make them extremely powerful against large targets like Battle Cruisers and structures. Their focused fire makes them vulnerable against small anti-air units like Marines.
High Templar: The High Templar is back and he'll bring his powerful psionic storm area attack with him. But hes gotten a handy new power, he'll be able to create a force field to trap enemy units temporarily or create barriers. Blizzard testing has revealed some extremely effective bottlenecks tactics using him. The ability to say you cant go there anymore will be very powerful.
Dark Templar: Just like in the first game the Dark Templar is a stealth unit that wreaks havoc to any force foolish enough to leave home without a detector. Any new special abilities have yet to be revealed.
Twilight Archon: Blizzard hasn't exactly worked out what its doing with the Twilight Archon in terms of his powers. But the team promises that he will be just as powerful as he was in starcraft 1.
Tempest: The Tempest is a dark carrier with a disc fighter and a strong shield that activates when attacked from the ground. It will have no defense whatsoever against air units.
Soul Hunter: Soul Hunters are anti infantry units that float around on hover boards and suck the souls out of enemies. The more souls they consume the more powerful they get, going from firing one beam at a time to three. Theyll be effective against organic units but practically useless against robotic units like the Protoss own reaver.
Reaver: The armored slug like Reaver artillery is as nasty as ever. While we didnt see any upgrades abilities, we witnessed a new version of the old Reaver drop attack (putting one right in the middle of an enemy resource collectors and watching the fireworks) when combined with the Pase Prism.
Phase Cannon: This stationary base defense is no longer stationary. The Phase Cannon can now convert into energy form and relocate and redeploy as long as you stay in a pylon power range. But if the pylon is destroyed while the cannon is in energy form it'll go poof.
Star Relic: When it comes to casting spells the Star Relic makes the High Templar look like an armature. It'll be able to create a cloak field that will conceal even buildings, and fire a fusion beam that slowly damages a target until it dies -and when it dies itll explode and cause damage to everything around it. Remember the larger the target the bigger the boom.
Mothership: At the top of the tech tree you'll find the Mothership. It comes equipped with a time bomb field that stops incoming projectiles, matrix style, in mid air. When the field shuts off, all missiles will fall harmlessly to the ground. Like any good mothership, it'll be able to fire devastating Planet Cracker beam straight down to annihilate ground units below. Finally it will be able to generate a mini black hole to suck enemy air units into oblivion. Theres nothing quite like watching a fleet of enemies battlecruisers circle the drain!<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know if you guys have spotted it but you can see a new 'Stasis'-like effect being used against the left Terran bunker in the final battle of the video (as well as a Reaver, which looks like it's head has been chopped off <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />)
'Star Relic' is another crap name imo, I'm sure it will get changed though. Seems like it replaces the Arbiter.
As a final note. I believe the list above is an exhaustive list of all the the Protoss units. In the interviews, Blizzard stated that they were sticking to a similar number of units for each race that were in SC1. The current Protoss count for SC2 is 17 whereas it was only 14 in SC1.
NNNNOOOOO!!!!! x_x
By the heavens, Reaver is the clear winner of the "Most Annoying Unit. evar. " competition.
That video is hawt secks, though :T
-Boo on the Soul Hunter. Keep the same mechanics, same hovering, whatever you want, but get his sorry hide off that surfboard and give him a new name. Fortunately, they have the time, and we're probably not the only ones complaining.
-It looks like the Protoss are going to be the new mobile/flexible race unless the Terrans one-up them to reclaim the throne.
-Applause for the music (again). It sounds like just-for-trailer stuff, but if we're lucky, music of its quality will work into cinematics or battle tracks.
Soul Hunter: Soul Hunters are anti infantry units that float around on hover boards and suck the souls out of enemies. The more souls they consume the more powerful they get, going from firing one beam at a time to three. Theyll be effective against organic units but practically useless against robotic units like the Protoss own reaver.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do Zerglings have souls?
Or even more correct, yes they have none, simply because there is no such thing as a soul. Everyone who has read about split-brain patients should be convinced of that.
Well, actually they only have half a soul, since two of them spawn from a single larvae.
Or even more correct, yes they have none, simply because there is no such thing as a soul. Everyone who has read about split-brain patients should be convinced of that.
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No, they both have seperate souls. It's like identical twins both starting from the same fertilized egg but growing up as two different people.
And yeah there's no such thing as a "soul."
"Infinity burns around us!"
"The immense height of a colossus means it is vulnerable to attack from both anti-ground and anti-air units and structures"
Oh ######, those things are gonna get bombarded as hell.
Looks sweet so far, I really hope it turns out good.