![]() ![]() ![]() For one, you start off with a ton of mineral fields, which makes it incredibly easy to just build up Hatcheries and precede to flood out Zerglings all around the map. The final Zerg mission of Episode II, "Full Circle," is much easier than the previous two missions for several reasons.The second part in particular is spectacular. The latter implies that Kerrigan, who at her core is still just an abnormally strong infested Terran, has powers on-par with the Overmind. She may be an incredibly powerful psionic warrior who can go toe-to-toe with Protoss, but it's still a leap from that to "able to command her own Brood, mind-control Protoss, and eventually can take over the entire Zerg Hive Mind". Kerrigan's power spike can come off as this.Artanis' dialogue throughout Episode 4 comes off as a naive newcomer who was just recently promoted to a high ranking position, yet people are supposed to believe that he's actually been a seasoned Executor this entire time. For some, Blizzard confirming years after Brood War was released that Artanis was actually the player character of Episode 3 this entire time is viewed as this.It was only a mission ago that Aldaris and the Conclave were wishing Tassadar and the Executor the best of luck for the final assault on the Overmind. The Protoss Conclave being confirmed to be dead at the start of Episode 4 can really catch people off-guard due to how sudden the revelation was.This results in them often getting drawn out of position if you don't keep an eye on them. Your units will automatically try to attack a unit who had attacked them personally.Goliaths and Dragoons will run around seemingly aimlessly like startled ants if you get attacked and there isn't a clear path to get in range of the attacker. Frustratingly, the AI controlling the players units is also flawed.Their Queens and Arbiters attack with their paralysing effects for no apparent reason other than to be annoying or for something to do, i.e.They don't appear to spend all of their resources, and they don't attempt to establish bases around available mineral forests and gas mines.They don't seem to replace destroyed turret type weapons.They will often send flying attacks which seem to be drawn to your effective anti-aircraft weapons.This makes it quite easy to build a defence capable of repelling each attack as long as you watch out for certain units such as Reavers and Guardians. It sends small bands against your base at regular intervals rather than a large all-out attack. Artificial Stupidity: The AI in campaign mode is very predictable.Not helping is that your tech tree is reset with a Hand Wave as to why, and two of the missions (and parts of two others) are "installation" types where the player commands a small number of units and doesn't build a base such missions by their nature tend to be long, dull, and of limited replay value. The feeling of being sick of playing Protoss usually starts to hit people part way through Episode IV. Arc Fatigue: For some, playing through Episode IV, The Stand, can get a bit tiresome since it's another Protoss campaign following Episode III, The Fall.One is a biological ground units, fodder for the Queen's Spawn Broodling which kills it instantly, and the other is an air unit rendered helpless against the Defiler's Dark Swarm. Anti-Climax Boss: In mission five of the sixth campaign, you've got two superpowered boss units to fight, each with thousands of HP and powerful attacks.A good bit of possible Foreshadowing that the fans like to point out is that there are a few times when DuGalle and Duran are talking with one another where Duran's "infested voice" will seep through the cracks. This theory is so widespread that some of the fanbase consider it as good as canon. While some fans accept that DuGalle really was just that terrible an admiral, others believe that it makes more sense that Duran was subtly manipulating his mind. On his own DuGalle repeatedly shows himself to be a terrible tactician and a Horrible Judge of Character, culminating when he very quickly presumes Stukov has betrayed the UED and orders Duran to assassinate him. Despite supposedly being one of the best admirals in the UED, their invasion of the Koprulu Sector only got as far as it did on the aid of DuGalle's Hypercompetent Sidekick Stukov. Alternative Character Interpretation: Samir Duran was influencing DuGalle's mind. ![]() For the series as a whole, see YMMV.StarCraft. Subjective tropes applicable specifically to StarCraft I and its expansions only, please. ![]()
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