Just a glitch in the Matrix
Mission 3 kept me busy and entertained for 35 minutes. It offered plenty of opportunities for dirty ZvZ tactics, like setting up offensive structures on the enemy's creep. This mission actually felt easier than the first two, but I played very efficiently, so my impression could be wrong. The story finally gains some momentum, and now I can say that the various characters' personalities have been recreated quite faithfully.
Mission 4 suffers a bit from an excessively cramped design, especially in some areas of the Terran bases, but aside from that it's another cool, well-balanced map. There is a minor but annoying bug at the beginning: after the first dialogue, the in-game sounds remain mute for 5 minutes or so, then another dialogue is displayed and the sounds go back to normal. This map took me more than I expected to complete it, and it's much harder than it looks, despite the fact that it only features one enemy AI. Again, good and detailed map design, with skillful use of doodads and elevation.
Mission 5 was quite fast to complete, not surprising given its size. I managed to win with 8 minutes remaining on the timer, but again, I played at my best during most of this campaign, so the difficulty should be suitable for the average player. In my opinion, this map would work better if the player had control over Duran, since he is supposed to infiltrate the facility anyway - this would also prevent the player from winning in a cheap way by rushing air units toward the beacon. I suggest you to slow down a bit your dialogues: some of them scroll too fast, and it's difficult to follow them in the heat of the battle (this happens during the whole campaign, not just in this particular map). Briefings are a bit too fast as well.
Mission 6 sports some interesting layout concepts, like the solar panels used to hinder the player's ability to build structures: that's a nice idea, but I think you should have given more room for the starting base. Good alternate use of plating and dark platform, as well as rusty pits used to simulate a derelict orbital platform. The briefing felt misleading: by Kerrigan's words, the player is led to believe that he, as a Cerebrate, will be in full charge of operations (like in Omega), but then the map starts and both Kerrigan and Duran show up, just like they decided to take part in the attack at the very last moment (Duran's presence brought up another question for me: shouldn't he be infested by this point of the story? It's been a long time since I last played the Zerg BW campaign, so I'm not entirely sure). Both the difficulty and the resources are adequate for a final mission, but I still think that the first map is slightly harder than this one. I opted to go for the Zerg objective and I won in roughly one hour on my first attempt with an assortment of Lurkers, Hydralisks and Guardians.
I could not get access to the "secret" mission, so I won't be reviewing it, sorry (I will probably play it in the future, in which case I'll update my feedback). I must say I'm not a big fan of secret/bonus missions when it comes to StarCraft, simply because its primitive campaign manager does nothing to actually hide them (with modding it could be possible, I suppose). However I've looked at the map in the editor and it seems a big ass, fully fledged RTS mission, something unusual for bonus maps which are usually micromanagement ones. What should I exactly do in order to legally activate this mission?
In conclusion, this is another worthy installment in your campaign series. In my opinion Vanguard of Aiur was slightly inferior to Unlikely Allies, but Underdogs is better than both of them in terms of gameplay and map design. Maybe Unlikely Allies has the best story, since the one featured in Underdogs feels somewhat simplistic, albeit decently written. Most importantly, the characters feel and behave like their original counterparts, and this is a critical goal to achieve. Finally, I think you deserve extra credit for having completed a trilogy of race-themed campaigns, something few designers can brag about.
Post has been edited 1 time(s), last time on Feb 4 2023, 8:58 pm by Andrea Rosa.
Level Design Workshop ''Go to hell'' is basic. ''I hope your favorite StarCraft character gets voiced by Pr0nogo'' is smart. It's possible. It's terrifying.