In which I play/ramble about Starcraft 2

Intro And Mission One- Liberation Day

khan2012

Very Tired.
Location
North Carolina
Pronouns
He/Him/They/Them
Hello to the people who are reading this (I don't know why you would, there's probably better things you could do with your lives). This will be a Let's Play of Starcraft 2: Wings of Liberty. Before we dig in, a few setup-related things:

1. This is not a blind let's play. I've played Starcraft 2 several times before, and in fact, Starcraft 2 was the first game I ever really played. In fact, I'll probably be reminiscing on my experiences the first time I played the game as I go through.

2. I'm not good at Starcraft. I've never successfully played through the game on hard, and I sometimes struggle at certain points on Normal. Expect a good amount of fails in this.

3. I'll probably talk about how Starcraft leans into several problematic tropes and ideas of toxic masculinity and sexism (which is to be expected, given that this is a setting inspired by 40k), as well as how it improves somewhat over the course of HoTS and LoTV.

4. I hope to go on to do Heart of the Swarm, Legacy of the Void, and the Covert Ops mission packs, but knowing me, I might not even get all the way through Wings of Liberty. Expect updates to be irregular at best.


So, I'll be playing this on normal.

And now, let's begin!



We open with an epic pre-rendered cinematic. Tychus suits up in his suit of armor, although as I watch this, one thing bugs me: Tychus was taken prisoner before first contact with the Protoss and Zerg. That means that he was taken prisoner by the Terran Confederacy. The Terran Dominion is in charge now. So, he couldn't find a way to escape during the presumably massive amount of chaos that comes with a violent coup and a change in government (see the events of Starcraft 1)? I mean, this guy is a huge badass, we see that at several points in the game. Did they literally put him in cryogenic stasis in prison?




The camera focuses on Tychus' crotch for a remarkably long amount of time.



No comment necessary here, it's just awesome.

We then move to a in-game rendered cutscene of Raynor at Joeyray's Bar on Mar Sara. Raynor's listening to a broadcast of Arcturus Mengsk holding a press conference. We get several key pieces of information here. First, Raynor's referred to as a 'has-been' rebel, telling us his rebellion has fallen on hard times since Starcraft 1. However, Mengsk, true to form, is still hyper-obsessed with Raynor. Eventually, Raynor snaps and shoots the screen.


Property damage won't help your cause here, buddy.

Then, he opens a case and activates the hologram of his adjutant. As far as I can tell, adjutants are most similar to Mass Effect VIs- not truly sentient, but pretty damn smart. He asks the Adjutant if his troops are ready. The adjutant replies in the affirmative, and he orders the troops to move out and prepare to liberate Mar Sara.


It's not Skynet I swear.

Side note before we start the actual mission- I love the cutscenes made in the game engine. It's such a great way to save time if you use your engine instead of going to another software and everything, and thanks to the editor, all the models in here are available to modders. Now, let's begin!


Our first mission briefing screen. Another awesome detail that characterizes Blizzard games- the planet on the screen slowly rotates.

Our first mission is a 'commando' or dungeon mission. We don't get a base, and only have a set number of units. I personally dislike these missions, as micro is by far my worst area of expertise. Thankfully, this is the very first mission, so the game babys you through most of it, so you basically can't fail unless you're on brutal or something.


Vikings look cool, a point I will be fanboying about at several points in the tuture.


We begin with Raynor and 5 Marines. Raynor is a hero unit, basically just a marine with black armor and better stats. As you move into the town after a dropship delivers you into the area, the Adjutant pipes up.


Get used to the adjutant saying stuff like this.

I remember being moderately annoyed with this even the very first time I played this game, despite it being my first RTS and having played for all of five minutes up to this point, because I'd literally played the tutorial five seconds before starting this campaign and the tutorial videos added literally nothing that wasn't covered in the tutorial. Not that big a deal, but it bugs me.


Anyways, we begin to move deeper into the town, and we come across the first bit of Blizzard's amazing background detail.


1984 much?

There are a bunch of details like this all over every map, and I just love it. Expect a lot of this fanboying and detail focus throughout this LP. While I'm gawking over the details, my troops run into a pair of Dominion Marines and massacre them, although one of my Marines gets hurt in the process. Then we run into a massive holographic statue of Mengsk spouting propaganda. Unsurprisingly, we blow it up. This is our first bonus objective for the mission. Later bonus objectives will give us special bonuses or even just straight up extra troops.


Mengsk's ego is out of control.

Another detail, this time one that makes me laugh- the porta-potties of the year 2504 look identical to those of the year 2018.




We continue advancing into the town, until we run into a large dominion roadblock with too many marines for us to handle.


That may be a problem.


In response, Raynor calls down a bunch of drop-pods filled with marines right into the middle of the Dominion base. A bunch of your reinforcements get slaughtered immediately, but they break the back of the Dominion force. I'd have called them down outside the Dominion perimeter and then moved in as a united force, but the shock value aspect has its worth too.




My reflexes weren't good enough to both take a screenshot of the drop-pods landing and control my troops at the same time, so here's the aftermath.


With that done, we move on and take out a couple more holo-statues of Mengsk.


A somewhat disturbing detail.


Moments later, we finally find the Backwater Station colonists, who have been conspicuously absent for most of the mission. The Dominion is herding them into an Armored Personnel Carrier, taking them to a dig site.


I really like the APC design, feels actually kinda real. Wish we could build them ourselves. I know they wouldn't be useful in any way, but it's a fun design.


One of the civilians turns to run (apparently his brother went to the mine last week and disappeared), and the Dominion marines kill him. In response, we move in and take out the Dominion forces. With the dominion forces killed and a dozen power-armored giant marines backing them up, the oppressed and downtrodden of Backwater Station rally behind their former marshal and start producing thousands of molotov cocktails out of nowhere, somehow.



Insert triumphant music here. Also, the thing that pops up when you hover over the Raynor must survive mission objective makes me laugh.


At this point, the mission is basically won, as you've got seemingly endless numbers of civilians armed with molotov cocktails that somehow do as much damage as military-grade gauss rifles backing you up. It's time to move in on the main Dominion headquarters.



Good luck with that.
 
(Continued b/c image limit)
A couple of vikings fly in and try to land. The civilians can't attack air units but you can, so focus fire on the vikings to kill them while they're landing. Destroy the main building, and that's the mission.





Now, let's see how badly I screwed up.



Huh, I apparently only lost four marines. I thought I lost like a dozen. Also, there's apparently a counter for 'civilians liberated'. I'll have to look into how that works. Anyways, that's a wrap. Next time, I'll do the interlude segments and conversations between this mission and the next and maybe do the next mission! Please let me know what you think about this, I've never done any stuff like this before and I'd really like to know if people enjoy my stuff and what I can do to improve.

EDIT: Many thanks to @skaianDestiny for being a beta-reader (to borrow a fanfiction term).
 
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Interlude 1
Hello and welcome back to the four people who are reading this, judging by the like bar! Honestly, it's more than I expected. With Mission 1 out of the way, we head back to Joeyray's bar for the first of what I'm calling interludes- the stages in-between missions where you select upgrades, talk to people, and interact with the world.



We start with another in-game rendered cutscene. Raynor's sitting in the bar, drinking. Without warning, a Marine enters and says, "For the most wanted man in the sector, you ain't that hard to find."



Unsurprisingly, Raynor reaches for his gun. Before things escalate any further, he recognizes the voice. It's Tychus Findlay- the Marine we saw getting suited up in the opening cinematic, and an old friend of Raynor's before the events of Starcraft 1. He got captured by Confederacy forces, and ended up taking the fall so that Raynor would remain free.



You mean beside being oppressive, dictatorial jackasses?



An old friend coming out of nowhere (after escaping from jail) with intel on the enemy and a business proposition? That's not suspicious at all, but I really need the funds, so…..

Raynor accepts the proposition, after joking around about how they split the profits. So, that's gonna be our next mission. But before we start it, let's click a couple things and spark a couple conversation.

First, let's watch the news!











So, UNN. As this cutscene can tell you, they're basically Fox News IN SPACE, right down to the propaganda and scare-mongering (are your kids using stimpaks?) Kate Lockwell though is amazing at her job and everything a reporter should be. It probably wasn't meant as too explicit political commentary, this came out in 2010 or so after all, but in 2018 and the age of trump, it's no longer funny to look out because Fox News is honestly as bad as, if not worse than this, since there's no Kate Lockwell on Fox trying to get through the propaganda. Couple side notes- that TV that Raynor shot is somehow still working. Somehow. Also, the chyron below the screen says, "SAT1 picks up unusual activity over Char- Fleet put on alert." Keep in mind Char is the Zerg's homeworld.


One last conversation, this time with Tychus. We ask him about how the hell he got out of prison, and he BSes us.



Raynor trusts him because of their friendship, and he lets it slide. And with that, we prepare to engage the Dominion Mining Operation. Next time- Mission 2 "The Outlaws."
 
That means that he was taken prisoner by the Terran Confederacy. The Terran Dominion is in charge now. So, he couldn't find a way to escape during the presumably massive amount of chaos that comes with a violent coup and a change in government (see the events of Starcraft 1)? I mean, this guy is a huge badass, we see that at several points in the game. Did they literally put him in cryogenic stasis in prison?

Yes. I don't even know Starcraft 2 and I can tell you that's a yes; back in Starcraft the lore on the Barracks is it's a prison loaded full of convicts, in stasis. That's your Marines. Building Marines is loading them into armor after destasising them.
 
Yes. I don't even know Starcraft 2 and I can tell you that's a yes; back in Starcraft the lore on the Barracks is it's a prison loaded full of convicts, in stasis. That's your Marines. Building Marines is loading them into armor after destasising them.
Huh, the more you know. So the opening cinematic is basically what normally happens when you hit the train marine button? I bet Raynor's Raiders don't do that in their barracks, given they probably don't have access to convicts and Raynor doesn't seem like the kind of person to do that. Maybe they take local volunteers and suit them up?
 
Huh, the more you know. So the opening cinematic is basically what normally happens when you hit the train marine button? I bet Raynor's Raiders don't do that in their barracks, given they probably don't have access to convicts and Raynor doesn't seem like the kind of person to do that. Maybe they take local volunteers and suit them up?
Essentially. I don't know if the fluff in StarCraft 2 explicitly addresses it or not. Never played it or read the manual or whatever. The original StarCraft sort of sweeps it under the table and fails to actually acknowledge that, yes, the manual makes it clear standard Terran infantry are basically a slave population, and this applies even to Team Raynor to all appearances. (UED forces excepted)

Firebats as I recall are also convicts, but even more hardcore ones, and Ghosts are of course kidnapped, conditioned, and so on.
 
Huh, the more you know. So the opening cinematic is basically what normally happens when you hit the train marine button? I bet Raynor's Raiders don't do that in their barracks, given they probably don't have access to convicts and Raynor doesn't seem like the kind of person to do that. Maybe they take local volunteers and suit them up?
Yeah pretty much

 
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I personally dislike these missions, as micro is by far my worst area of expertise.
Eh, I always kind of liked them in their own way. Yes micro is something I'm absolutely terrible at, but the little things that go on in these kinds of missions were always fun to find and see play out, like having to find a side room to activate a trap to kill a large amount of enemies that would likely destroy you normally, or finding a yourself watching two enemy forces duke it out or even reinforcements doing the same, possibly not even from the same race/faction as the one you're playing as.
Mengsk's ego is out of control.
I'm about 99% certain it never really was, even before he became Emperor.
that TV that Raynor shot is somehow still working.
Considering I've seen a phone that was about as cracked as that thing is and still work fine, not the most surprising thing in the world. Though the fact the bullet may or may not still be in there raises a number of questions.
It's not that ALL marines are like that, there are certainly a decent number of them that went into all this willingly. It's just that yes, the majority of the infantry we're familiar with up until 2 were put into service through rather questionable means. The fact that part of the in-game description of the Marauder points out that only 47% of them have been to jail and only 23% have been accused of murder says more than it needs to about recruiting practices. And then there's the Reapers who were actually resistant to the processes the Marines and Firebats go through.......
 
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Yep, this thread is going on my watchlist. I'm no lore expert and I don't consider myself a good player either (I did complete the game on Brutal, for what it's worth, but I never played any multiplayer in my life because I don't like competitive gaming), but I do like the game and LPs of it.
 
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Mission Two- The Outlaws
Hello again! Now, we begin our first base-building mission.



So now we get into my first real commentary about the feminist issues with SC2, or at least my college-freshman understandings of them. I like the Medic's armor design, it's not very sexualized or even different from the Marine armor. It's pretty obviously a Marine's armor modified with extra gear for healing troops, and that makes sense. It's also not obviously designed to look sexy or anything, and it looks eminently practical. The voice acting for the medic is largely 'sexy nurse' tropes, though, which is rather cringey.







With the setup over, the mission begins. Well, it has to load first.



The tip bar is designed for new players, and given that I was very much a new player in regards to Starcraft and even video games in general when I started playing, it was pretty helpful for me. Yes I was so new to video games when I first played this that I didn't know what save points were. Feel free to laugh.



The game loads, and we get into the real meat of Starcraft- the base building. The three buildings here are the command center, the barracks, and the supply depot. Command centers build SCVs (the worker units who gather resources and build structures) and are the dropoff point for gathered resources, the barracks builds infantry units, and supply depots increase your food cap and allow you to build more units.



I immediately set my command center to rally its SCVs to a mineral patch, making any SCVs I build automatically start gathering resources. Raynor starts yelling at me to build marines, which I completely ignore because I need to get more SCVs to get my economy running.



Pretty quickly, I get supply blocked like an idiot, so I belatedly send out an SCV to build a supply depot.



Another nice detail blizzard put in- the random animals that wander around the map. Look, it's a space!coyote!


Looking back through my screenshots folder, I realize I forgot to take a screenshot of the Refinery going down. Refineries allow me to harvest vespene gas, an advanced resource that's necessary to build anything that's not marines or SCVs.

As my base gets set up, I throw down another barracks, so I can build stuff faster. I also start building medics, which required me to build the tech lab add-on to my barracks. Medics heal my biological infantry, keeping them alive.





Suddenly, the bonus objective triggers. I think it triggers when I hit a certain supply level, although it could be time-based. Anyways, it looks like my actions in the last mission has inspired some Mar Saran troops to rebel against the Dominion. They've got a pretty good formation of 4 marines and 3 medics, so they can survive for a good bit, but I always try to move out and rescue them as soon as possible because then I get those marines and medics as well as a barracks closer to the frontline.



I love the little mission tooltips here. Another nice lore detail.

You'll note I've got one barracks building medics and the other building Marines. I don't really know if there's a proper ratio of marines to medics for optimal effectiveness and survivability, so if someone who knows could help me out there that'd be appreciated.



I decide to move out pretty soon after the bonus objective triggers, and I immediately notice some mineral and gas pickups. It's a pretty simple concept- move a unit to them, you get minerals or gas. After picking up all the pickups in the area, I move to engage the Dominion.



Dakkadakkadakka

The Dominion troops go down pretty easily against fifteen marines and five medics, there's only two of them after all.



Next I rescue the rebels and get their troops added to my forces. Look at how high my mineral stockpile is getting- I really suck at this game.



Yet another nice detail is the Mohican ATV- its design is pretty obviously a civilian version of the Dominion Hellions we're about to run into. Also love the advertising in the tooltip.



Speaking of Hellions…..
 
(con't)
Now, Hellions are utterly terrifying against infantry- if there's enough of them and they're properly microed. The Hellions I'm about to face meet neither of these requirements.



They go down so easily I didn't even have time to take a screenshot of them apparently. Next we smash a Dominion bunker with overwhelming firepower and then we're in among the base.



At this point it's basically all over but the screaming. Buildings are tough though, so there's a lot of screaming.



Apparently I lost a total of four units. I think I lost a couple to the bunker, but I can't remember where I lost the other two. Anyways, next time we move onto the interlude between this and the third mission!
 
And make for decent barricades when you don't want the enemy just rushing into your base.

Never noticed those before, then again I never figured there a reason to mouse over them. Learn something new every day.
Yeah I think I found out about the mission tooltips completely by accident.
 
Whatever people might say about Blizzard's games, you cannot by any means say they don't pay attention to detail. There's a reason they don't push out yearly sequels like certain other studios: because the end result will be exactly what you'd expect from the time taken and they will make it worth your time.
 
Whatever people might say about Blizzard's games, you cannot by any means say they don't pay attention to detail. There's a reason they don't push out yearly sequels like certain other studios: because the end result will be exactly what you'd expect from the time taken and they will make it worth your time.
And it only gets better once you get to Heart of the Swarm and Legacy of the Void. I remember spending at least 10 extra minutes on one HOTS mission just looking at all the turrets mounted on the side of the space platform firing away.
 
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