

The first is hiring mercenaries, who are special versions of normal units that are stronger, more expensive, build instantly, and can only be called down a limited number of times. These credits can be used for two things. Much of what they say is relatively insignificant, but there are some interesting lore items buried in crew member conversations and news broadcasts.Īs you play through the game, you’ll earn credits for most of the missions you complete. After completing missions, you can wander around your ship and talk to an assortment of characters, all who have something to say based on the mission you just completed. The game has introduced a hub in between missions, either Mar Sara or your ship depending on how far into the game you are, and most of the new campaign changes are related to this new area. The addition of branching mission paths, achievements, a secret hidden mission, and (even the ability to play as the Protoss for a few levels) kept me doing “just one more mission” long after I should have gone to bed.Īside from what I just mentioned above, StarCraft II introduces a number of significant changes to the structure of the single-player campaign.

While there are still one or two standard “Build up your base, kill the bad guys” type of missions, most offer totally unique challenges and some really inventive level design. No two missions are alike, and in fact almost all have very, very different objectives. With 29 missions in all, the StarCraft II single-player feels robust, and the missions are varied enough that the game never feels stale.
