Alright, I finished up LotV a little while, and it's been a few days to let my thoughts really settle on it. I'll get this out of the way first: it's fun. Really fun. The missions are consistently challenging (or, well, sometimes not), but never demands anything outrageous from you. Building up the Spear of Adun in a few different ways is cool, and while I never took it to the fullest extent (and so wound up with tons of excess Solarite), since I preferred most of the utility options over the crazy super-ability ones (who wouldn't pick Chrono Boost for the absurdity of maxing out an expansion point in 20 seconds?), it was nice to always have stuff on the table. Picking out your units was cool, but the game I don't think ever really challenges you to make your own different 'builds', since so much of the missions are an unknown quantity before you play them, and there's generally just very limited space to experiment for synergies beyond 'what works'. Like, I wanted to experiment with Corsairs. While I largely appreciate that the mission design largely doesn't bully you into achieving certain things under pressure, the requirements are so soft, you can - on Normal, at least - roll over pretty much every mission in the same way.
At the end of the day, it's a great RTS game with a lot of cool missions and progression mechanics.
But god, the words I have to say about the story. I have to reiterate this: LotV is obsessed with trying to be a lot of things at once, and in doing so, fails at essentially all of them. It is:
- A campaign about the Protoss.
- A story about reclaiming their lost homeworld, a wound that extends as far back as Brood War.
- A story about resolving ancient divisions between people.
- A story about unbinding yourself from the shackles of tradition (which was 100% a good thing until this guy randomly just... stole it)
- A story about uniting together to fight a great evil.
Almost none of these are handled with much grace, although you can certainly agree that LotV is about Protoss. Actually bafflingly so, at times.
I'm actually going to go ahead and disagree with the emerging consensus that the story, taken by itself, is worse than anything that came before it. Heart of the Swarm was an irredeemable mess and what I would call the absolute nadir of SC2's character writing. Artanis at least has the courtesy of not being Kerrigan, who Blizzard has somehow(???) rendered the worst part of the franchise. But again, LotV lacks focus entirely. The first two missions rush you from one premise to the next, with your stated mission objective of 'save Aiur' going from 'get the fuck off Aiur and Save The Galaxy'. Nothing has any real context or weight. But fine, if you let go of the fact that basically nothing in the first few hours matters, and Amon can brainwash Protoss for literally no apparent or explainable reason, just go along for the ride with 'stop Big Evil Guy', then it's not actively offensive or whatever.
It's just really, really, really boring.
LotV is a story about going through the motions until stuff happens and things go well. There's no urgency to anything you achieve in the game, because you never see the bigger picture of 'Amon taking over the galaxy'. There's some incidental dialogue about how the hijacked Protoss fleet is taking over worlds, but you never see any of it. The fluff about the loss of the Golden Armada is effectively meaningless because you never actually see it in action. It's just, like... important, I guess. The fact that they're Proper Pronouns makes it important, but the story makes literally no demonstration of this. You never see anything Amon is doing to take over the world. There's nothing the game demonstrates to you that you are a problem that Amon is actively trying to solve.
All we really establish is that Amon is a huge loser who doesn't appear to be effective at stopping you at all, or apparently lacks the foresight or intelligence to actually deal with you. All of his dudes die when they fight your tiny ship. He does nothing personally to hinder your cause.
You go to planets that Amon took over sometimes, but they just like happened to be there. There is zero urgency to anything that happens, and zero impact you ever appear to be making. It doesn't matter who you kill, what you kill, how much of something you destroy, there's always another massive army of Tal'darim or Mobius Core dudes or whatever else. I hate to keep drawing from this well, but Brood War had a tangible sort of progression in this regard as you steadily backed Mengsk against the wall in the UED campaign, or turned your former, exhausted allies against you in Kerrigan's.
The visible scope of the story is limited to the interior of the Spear of Adun, and a bunch of characters who's story arcs are almost completely inconsequential. At the end of the day, none of them really matter. Fenix in particular is fucking bizarre, because his entire arc is on auto-pilot. It makes this thing about him not knowing he's just a copy, but he just finds out suddenly and gets over it. Artanis never, at any point, rocks the boat, and most of his conversations with Fenix amount to 'you're a cool honourable warrior' while Fenix just like... gets over himself between missions. And he's also useful for recruiting the Purifiers for some reason. They never really show the case he makes for them. Hmm.
Rohana is the closest thing to a dynamic character among your crew, but Rohana is fucking stupid. The story makes her out as stupid. And sometimes it doesn't, because it seems very confused about Rohana. She's possessed multiple times by the big dark evil guy, and every time she promises NO BUT IT'S USEFUL THO when it blatantly is not. There's an interesting conflict about removing yourself from a collective that has defined your sense of individuality and belonging that SC2 reduces to 'oops, all Amon!'. Rohana is just stupid, and in multiple instances is possessed so that Amon can gloat about how dark and evil and angry he is. And when Rohana gets a 'look into his mind', she confirms that... yep. Dude sure is angry. The only time that her remaining connection ever proves useful is the time they get No Really, We're Serious about cutting her link. The game doesn't know what to say about Rohana. She's just wrong about everything. In terms of her dynamic with Artanis, she's literally just there to be wrong. About the Dark Templar. About aliens. About literally anyone and everything, so Artanis has someone he can moralize to about unity and shit.
And at the center of this, is this amazingly convincing statue someone molded out of white bread and animated, called Artanis. I'll say nothing of the character who Artanis was in Brood War, because waxing on about that is pointless. Artanis in SC2 is a heroic sort of individual. He's also... uh, really heroic. And kind. And magnanimous. And very naive. And completely and a hundred percent right, a hundred percent of the time. He's the definition of milquetoast questing hero. Nothing about his viewpoint is ever challenged, which is why characters like Alarak are simultaneously better than everyone else, but also representative of how boring Artanis and his impact on the plot is. Alarak calls him out for his optimism and faith, but every single time, it works out. Nothing about his sunny outlook on life is ever wrong. Everything he tells anyone is correct. No one ever proves him otherwise. Artanis is a character without conflict or any self-doubt. He's right. He's always right. Characters who challenge his viewpoint are wrong. There is zero in-between.
I read in an interview leading up to the release of this game that Metzen wanted to make this story about Artanis trying to satisfy a bunch of different forces at once to hold together his coalition, but I don't see any notion of that. No one seriously challenges Artanis throughout LotV. If they question his decision, they're proven wrong, and they'll probably admit how wrong and stupid they were. There is, weirdly enough, more resistance among the characters to accepting a bunch of space ninja people who you've been living with for years (in fact you resolved most of the gap in the last game) to helping out the guys who have spent the past couple hundred years waging a secret war against you.
Alarak is a fun character, but his society of Dark Eldar knock-offs who decide their leaders through a contest of angry psychic mobs and death tug of war, and worship a scary voice literally because they're angry all of the time everywhere are blatantly wrong. His existence and place in the story is as a notion of division and cynicism to Artanis's way of seeing things, but... there's no real argument. The script just flies out and auto-corrects to prove Artanis right. Everyone sort of just forgets about it, because Alarak promises that the Tal'darim will be Dark Eldar knock-offs in their own corner of the galaxy instead.
But I digress. LotV is full of messy plot points and small arcs packed together with thin justifications. When I said going through the motions, I meant it as... well, going through motions. You just do stuff. And then the ending happens. There's no serious lead-up to going back to Aiur. It's just suddenly decided, and this is where the weird inconsistency of what LotV wants to be crops up, because it's the culmination of two separate plots it's been trying to develop at the same time. It's about taking Aiur back. And it's about stopping the big bad, and events have transpired so that it's two birds with one stone. Except no one invited the Terran or the Zerg to the party, so uh, okay then. They'll have to wait until the time is stupider, I guess.
But whatever. Fine. Amon is a huge loser who gets owned before he even hatches. The Protoss handle that shit easy, and banish Amon with this artifact that apparently just does whatever is relevant to stopping him. Everyone unbinds from the Khala, because StarCraft 2, among other things, attempts to introduce an idea of 'forging a new destiny' and unshackling yourself from tradition for a new lease on life, but... uhm, like. The only problem with the Khala is the fact some evil guy uses is as a radio broadcast for his brainwashing signal. There's something so inherently bizarre about Artanis and everyone else moralizing about how the Khala was bad when there is literally no actual stated problem with it. And are like... people just gonna get rid of baby Protoss nerve cords or something? Has the problem passed? Is the Khala good and okay now? This has no sign of anything that was remotely thought out.
Though I've gotta mention right now that it's surprising and incredibly disappointing how little of 'retaking Aiur' you actually do. You just drop off by Amon's place with a tiny force and roll him over once you're good and ready. The last mission is just another take on Wings of Liberty's All In, and I can't help but be bothered with the fact that the story was bent around in a way that even a climax that culminated on a final assault for the fate of the galaxy somehow turned into another 'stop thing from being destroyed' sort of mission. There's a lot of them in LotV, and boy, are some more clever than others.
The epilogue is its' own brand of shit and might actually qualify as some of the worst things I've ever seen with my eyeballs and processed with my brain.
The problem just suddenly presents itself, because the story remembers that Kerrigan and Raynor are unfortunately characters that exist, and need to be relevant somehow. So the story creates a new problem that no one ever discusses or brings up before this point, which is that Amon is still out there and we need to follow him into The Negative Zone and kill him for good.
The story loses any sense of any fucking coherency from here. People start spouting shit about 'essence' and 'void energy' and a bunch of unexplained dumb terminology that now make up, somehow, the fabric of the story that StarCraft is now. I won't spend too much time on how dumb the concept of 'essence' is in general and how transfusing it makes you powerful, so, I'll stop using 'void energy' and just call it what it actually is: magic. Xel'naga are magic squids growing out of big tablets who used magic to make new species which reproduced via magic to make a new species of magic squids, because the magic between two specific species combine together.
And somehow Kerrigan is relevant and important to all this, and indeed, fated to receive their magic for reasons... uh, because of magic. They wrote it like a hundred thousand years ago on their walls. And clearly, the path everyone saw coming when she came out of a cocoon on Char.
We'll stop here for a second because all this garbage about fate and prophecies that SC2 introduces renders literally everything about the previous games fucking pointless. Nothing mattered. No one did anything relevant. Everything was going to arrive here. They saw everything coming from, like, closer to literally than not, a million years away. I'm sure Fenix rests easy, knowing he died for no reason for a reason.
But yeah, Kerrigan absorbs the Xel'naga magic and becomes that weird energy kaiju that Korra becomes at the end of Book 2 of Legend of Korra, and it's somehow more of a bewildering development. All in all, it's the furthest the story has ever taken its' absurd fantasy elements, its' horrific treatment of Kerrigan as a character, and its' insulting and incredibly baffling love story between Raynor and Kerrigan that it's force-fed you for the past three games. They mind meld for a couple seconds to swap spit, and the last embers of who these characters actually were before this point just peter out. It's the perfect little bow on Raynor's selective amnesia over all of the pain and betrayal Kerrigan ever inflicted on him and his friends, of his sudden obsession with her in Wings of Liberty, of what I can say with little exaggeration as one of the worst and least chemically sound romances I've ever witnessed in anything.
The story doesn't even have the decency to just let Kerrigan suddenly be a good guy without ambiguity, because it has to entertain the notion of whether or not she deserves 'redemption' as this is going on. Because if there's anything a Blizzard story ever lacks for, it's a redemption plot. Just ask the Overmind. It's a bizarre question for the game to ask, because it already has the answer. It's been feeding it to you for the entire story. Yeah, she does. She is literally destined to be the good guy. She regrets every moment she's ever spent being a bad guy and doing bad things and it was all Amon's fault anyways. Amon's last minute equivalencies are dumb and stupid, because Amon is wrong about everything and evil.
What a deep villain.
The climax to this seventeen year old franchise is a fart in the wind. Once you've destroyed enough arbitrary magic crystals, because Amon is apparently fucking helpless in its' own realm surrounded by evil miasma, he just goes down like a punk to Kerrigan's weirdly flaccid Beam Of Game Ending. Fade to white. In a feat that I almost find impressive, SC2's ending manages to be utterly unsatisfying yet somehow completely devoid of any actual angle to take the story from this point forward. Raynor sits in a bar, still fucked up over the death of his waifu, is visited by her who has become, like, Godoka or something, and as the story tells you suddenly and abruptly:
NO ONE EVER HEARS FROM JIM RAYNOR AGAIN.
amazing
stupendous
wonderful
(and flowers start sprouting on dead planets how magical :0)
At least we have a bunch of speed paintings that tell us nothing except that no conflict ever exists in the Koprulu Sector because every bad guy is gone and the Terrans now live in an egalatarian and equitible society at peace with its' neighbours, the Zerg are led by Kerrigan's protege, and the Protoss are, uh... huh. They never really talk about what happened to the Protoss. In their own campaign. Except that they're like... unified and stuff. Which we kind of already gathered.
At least we know Alarak decided he didn't want to be part of this story anymore. Go him.
Ugh.
I've written way too much about this.