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Update 2: The remainder of the information to surface from the July 20 Blizzard event can be found here.

Update: The following video is the full HD version of the Kerrigan reveal cinematic from BlizzCon. The Kerrigan voice actress shown in this video is rumored to be Karen Strassman.

Click here for standard quality.

wings of liberty single player


Welcome to StarCraft: Legacy's coverage of the July 20, 2009 Blizzard press event. Today we have new screenshots, videos, and impressions of the StarCraft II: Wings of Liberty single player mode.

First, of course, is the obligatory new HD video. The following is a demo of the StarCraft II: Wings of Liberty single player mode:


Click here for standard quality.


In addition, the following video offers a closer look at the portraits shown in the preceding video:


wings of liberty single player

Zero, our local Irvine correspondent, has compiled an extensive summary of the StarCraft II: Wings of Liberty single player. The following article includes new in-game and story mode screenshots, and discusses the Wings of Liberty single player missions in great detail:


Mission: Liberation Day (Mar Sara)
New Tech: Marines
Mission Objective: Save the colony from the Dominion.
Reward: $50,000

Go ahead HQ

Hercules-class Dropship - "In case of a water landing, you may be used as a flotation device."

This mission begins with seven Marines dropped from a Dropship, which flies off-screen after unloading your Marines. For this mission and others, once in a while the game will pause itself in order to provide the player with a small tutorial, with Raynor speaking through a pop-up window in-game. The objective of this mission is to liberate a colony from the Dominion forces that are oppressing them. As you send your Marines down the pathway, there are a lot of dynamic doodads that carry on their business despite your presence. In this mission taking place near a mining colony, there are numerous cranes collecting rock from large piles, rotating, and then dropping them into nearby trucks. After dispatching some resistance from Dominion Marines, your small group reaches a small settlement, with a Holo Board placed right on the side of the road, displaying the emperor's morale-boosting announcement.


Read the rest here.


wings of liberty single player

Chris Metzen, Blizzard's vice president of creative development, sat down with SC:L and our friends from the ORG network to discuss StarCraft II's lore:

Can you tell us a little bit about the process you go through when you're working on developing the lore behind a planet? How do you decide if it's in shambles or if the inhabitants have a sudden change and where that history comes from?

Metzen - It's a lot of things. It's not always just story up front, it could be from tilesets we're building, what's cool with them, the permutations of tilesets. It could be designers having an instinct for a mission i.e. "we really want to do this kind of mission" and we're like "oh well that kinda fits in here". There's a number of conditions that go into these maps. For Hanson 01 where we show Agria where the Zerg increasingly show up and rough it up. We want to show that in its most idyllic form up front and then it sort of goes to hell. Sometimes the story demands that. Other times it's kinda whimsy, or cool art or chasing clever hooks - any number of things. The story usually before the level design process is pretty broad and we'll know generally "we want to finish up Hanson's storyline in ... 4.5 maps" whatever that means. So let's look at the kind of missions that are appropriate for that arc and then let's look at what each of those missions... there's a lot of layers that go into it and no over-arching solution. Story is just yet another of the dials on the board where everything is relative to everything else. If you pull one thing up over here it goes way down over here - it's a balancing act in terms of how it all comes across at the end of the day between art, sound and design.


Read the rest here.


wings of liberty single player

Chris Sigaty, lead producer of StarCraft II, and Dustin Browder, lead designer of StarCraft II, sat down with us for a short interview, though their time was quite limited:

Q: I noticed you moved the Protoss Immortal to the Robotics Facility. How is that working out?

A: We're not sure if it's going to stick. We haven't been testing this that much internally. The game is too easy going down the Twilight Council, Dark Templar, High Templar path with the Immortal sitting right there. It's a walk in the park to get them. People go that way in the tech tree anyways, so if a Terran player went Siege Tanks the Protoss player would already have Immortal tech. With Warp-In it was too easy to spam and too easy a decision to make. The whole branch was too simple. The Robotics Facility is a little out of the way, the player can't warp them in and has to build multiple Robotics Facilities.


Read the rest here.

July 20, 2009 Wings of Liberty Single Player Info
July 20, 2009 Metzen Interview
July 20, 2009 Sigaty & Browder Interview

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