drauch wrote: ↑Wed May 06, 2026 3:41 pm
Steven wrote: ↑Wed May 06, 2026 1:06 pm
The new HD graphics suck horribly and I hate them. At least widescreen is nice and Duke's head doesn't look really weird anymore, but I'm going to stick with the old graphics and 4:3.
Damn. This is the first time I think I've seen anyone say that. I've always thought of this remaster as the template for how it should be done. Gameplay the same, everything looks the same -- just more detailed. You can actually see a lot of Zerg units heads now, lol. Genuinely confused on what "suck[s] horribly" about them? But if you just prefer the pixel look from before I can at least get that viewpoint.
It's largely the change in art direction combined with a lot of weird character redesigns. Raynor and Mengsk look very different from how they look in SC1, but they also look pretty different in SC2 as well, so it's weird, like there are now 3 separate designs for some characters and none of them match the others, so none of them look like they are supposed to be the same person. Jim Raynor probably got it the worst. The general art direction is very different from the original. It's not necessarily a bad thing, but I do like SC1 to look like SC1; I really liked the dirty, gritty aesthetic that SC1 had. Now it looks super clean and sterile, which means it does not look like SC1. What I definitely do not like is the way the units look like they are superimposed upon a background as if they float above a picture of where they are supposed to be instead of actually being in that location, if that makes sense. This is a problem with a lot of games that use pre-rendered graphics, though.
Comparing it to C&C, I think C&C turned out much nicer, even with the weird-looking AI-upscaled cutscenes in C&C. Best part is that C&C is officially open source, which has nothing to do with how it turned out, but it's cool. Never thought that one of the largest publishers in the world would make their game open source, but they did! I'd like for EA to fix C&C3 so it's not stuck at 30 FPS, but I doubt that will happen. It's more likely than making C&C4 into an actual good game, but...
drauch wrote: ↑Wed May 06, 2026 3:41 pmAnd speaking of aesthetics, one of the reasons I could never get into SCII was the character design. Ever since Warcraft III everything has been super bulky and cartoony. I mean, I hate the giant blob of units gameplay and the awful story as well

.
The art shift in SC2 is very jarring coming from SC1. I remember the first time I saw Raynor and I was like "who the hell is this guy? WTF this is supposed to be Jim Raynor? He looks totally different!" He talks very differently too, despite very obviously having the same voice actor. Not sure why they suddenly decided to give him a completely new accent that he definitely didn't have before, but they did and I've never liked it. Still, I'd rather pretend that no aspect of SC2's story exists.
I'm not really sure about the gameplay, either. There are a lot of excellent changes to general control stuff like showing your control groups, being able to select multiple buildings at once, not being limited to groups of 12, not having borderline useless unit pathfinding, and all of that other stuff, but it also sometimes feels overly simplified while other things simultaneously feel overdesigned. The devs kept adding and removing or changing a bunch of stuff for some reason and it felt like the devs were just making a bunch of arbitrary changes to see what everyone liked because they had no clue what they were doing. SC1 got a bunch of changes too, but entire units were never outright removed from the game at any point like what happened in SC2. I remember when Spawning Pools cost 150 minerals... actually, when I played the first Zerg mission a few hours ago I noticed it's kind of messed up because the tutorial audio telling you to build a Spawning Pool plays once you gather 150 minerals even though they've been 200 for like 23 years now, so you can't actually built it when the game tells you that you can.
Anyway, there is the weird new mechanic in SC2 where certain units are designated as counters to certain specific other units for some reason. How does it
go? Marauders are the counter to Roaches which counter something else or something like that? There are a bunch of weird things like that now. The armour system in SC1 was weird and I think think it's ever explained to the player in any official source, so at least SC2 actually tells you how it works, but it also works in the opposite way; SC1 gives you damage reductions against certain types of units while SC2 gives bonus damage instead. It makes more sense logically for certain weapons to be less effective against some targets than to get bonus damage against some targets, but that's how it is now, and at least it tells you exactly how it works.
Eh... SC2 is a mess. At least it has decent pathfinding most of the time, but yeah, it's got a lot of deathball gameplay going on and I don't think that's too interesting.
Sima Tuna wrote: ↑Wed May 06, 2026 4:06 pm
Bosses are dumb.
lol I told you~♥
Have Milla and Rowen spam Fireball + Splash. Splash is especially effective because of how many hits it does so quickly, so it will keep many bosses locked in place doing their blue ! attack thing that they use to break out of combos. It's stupid, but that's how it is. I no damaged the last boss of act 2 on my first attempt doing this. Or was it just no deaths? Whatever. It was one of those two.
No spoilers, but be ready for the final boss. On Hard difficulty, it's infuriating. It's not hard, it's just annoying as fuck, as if the devs decided to specifically make the most frustrating boss possible. It took me 42 minutes and 52.81 seconds to beat that fight. It's nowhere near as hard as some of the bosses in the 2D games, like the final boss of the Destiny remake that is completely ridiculous, but in many ways I think it's way worse.