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Heart of the Swarm

19 Apr

Damn! I haven’t written anything here for over a month!

Well, nothing really special going on, except for a lot of work, and when I’m not working at my DayJob™, I’m plodding along on Grey, or playing games…

So, anyway, topic for today is a game I’ve finished some weeks ago…

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I’ve been waiting a lot for this one… The first part of Starcraft II, Wings of Liberty was an awesome RTS which I enjoyed immensely playing (although I was never a big fan of the Starcraft franchise), so I was eager that this one could live up to it… and boy, did it!

This one starts (obviously enough) where the other one finishes and follows Kerrigan and the Swarm… the fun thing about it is that they did the story in a way that from playing with the Terrans on the first one to playing with the Swarm on this one makes total sense and provides a different yet familiar experience…

Nothing that I can really say about it, except that it is a Blizzard game: fine-tuned to the maximum, polished as hell and entertaining to newcomers and hardcore players alike… I definitely recommend this one to everyone… Can’t wait for “Legacy of the Void” to come out!

One interesting thing in the “Making of” DVD (for those that purchased the special edition) is that they have some video guides for the custom map creator/editor. I was never one to play around with map editors and take much part in the mod community (although I love the concept and I hope one day to be able to build a community around a game I make, but I love programming my own stuff better), so I just saw the videos about map editing out of curiosity… And I was surprised that, although we’re talking about Blizzard and they have a huge following based on their mod-capabilities, their editor isn’t that impressive! Some stuff is even done better on my own SurgeEd, which is nice to see (for motivation purposes!)…

We at Spellcaster Studios are considering to release the SurgeEd and SurgePlayer tools to the community when we launch Grey (or around that time), and watching that video only reinforced my idea that it would be cool to see what a dedicated community could do with a tool like the SurgePlayer, although that will require us to write documentation and give at least some support… But it would be glorious to see a game not done by me using the tools we’ve worked on for years!

 
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