Starcraft Mass Recall: Zerg Campaign - Part 1
Вставка
- Опубліковано 28 вер 2024
- I Stream Thurs-Monday starting at 2:00 PM PST: / giantgrantgames
Want to be alerted when I go live? Opt-in for alerts in the GiantGrantGames Discord: / discord
This is my second channel for VoDs and Memes: My main channel can be found here: / giantgrantgames - Ігри
Awaken my child, and embrace the glory that is your birthright! I am the Overmind, the eternal will of the Swarm, and you have been created to serve me.
I love this opening. Sets the tone of the Zerg campaign with you playing the role of the Cerebrate of the newly created Jormundgand Brood.
It is this brood in its infancy that is lured by the call of the Psi Emitter to do Mengsk's dirty work, it is this infant brood that Kerrigan defends, it is this brood that is the caretaker of Kerrigan, the brood that is the vanguard for the attack on Aiur, and it is the first brood Kerrigan bends to her will to serve during the Brood War.
The Jormungandr is the Norse serpent that devours its own tail, and it is with the Jormungand Brood that the Overmind starts the mechanization of its own destruction.
This got me searching, and I found this: the Jormungand Brood is led by Araq, not the Young Cerebrate (player character). They are two distinct characters. Source: The Queen of Blades (book)
You play as yhe Jormungand Brood the whole of the zerg campaign. Maybe it's a different cerebrate in the book, but you literally play the new brood... this is a case of I'm going to go with the game's facts over a side story book I haven't read.
I don’t think that the Jormungandre brood did anything to undermine the Overmind itself though. It could be argued that since Kerrigan was a part of that brood that it eventually devoured the rest of the swarm.
@@Noplayster13 My point is like a series of dominos falling into place, the Overmind creates the Jormungand brood to protect the chrysalis, which leads to the creation of Kerrigan. From there the Overmind feels confident enough to push forth into Aiur, only to get destroyed by Tassadar channeling void energy as taught to him by Zeratul, who only joined with the templar because of the psychic emanations of Kerrigan got his attention in time.
Without the chrysalis, Kerrigan, and the Jormungand brood, the Overmind would not have been in a position to be haughty enough to believe it couldn't fail the invasion of Aiur.
One thing I like about the Zerg campaign, is that in Rebel Yell Mengsk tells you that the Zerg are a Confederate bioweapon that they use to stage false-flag attacks to eliminate their enemies without blaming the Confederacy, and that's never really countered or disproved, as far as i know.
But once you get to the Zerg campaign, I imagine people playing Starcraft 1 with no prior knowledge were thinking "okay, so we're gonna be playing as a small Confederate remnant directing the Zerg to fight the Dominion?", and then in the first briefing a giant fucking eyeball comes out of nowhere and says "GREETINGS, *CEREBRATE*", and the player is introduced to this almost loving family of horrifying alien intelligences controlling the Swarm, inadvertently outing Mengsk as even more of a lying piece of shit than he already was.
I never thought about this way, and now that though its wild and awsome to think of being a thing
That would have been a cool experience, though Mengsk might well have *believed* the conclusions he jumped to.
I read the manual before playing, and that contained the (then) origin story for Zerg & Protoss. Different experience, I guess.
Well it was no lie that the Zerg were... "Forced" onto other planets with Psi emitters which Mengsk hasn't know about until the data disc is retrieved and viewed. However I do think he knew something else or doubted their origin but if he explained it as a sole entity he'd sound crazy. Thus placing the blame on the Confederacy (though they ARE to blame for "false flag attacks" (as you say)) is not only more logical but also more sound.
Logical as in "Everyone might think I'm crazy."
And sound as in "We need to band together otherwise their creation will kill everything."
Once the Confederacy was... Disbanded. You can shift tactics to the other races, especially the Protoss. I think Mengsk might not have even known how far the Zerg actually were but the pieces looked right for the puzzle he was trying to complete and he went with it with considerable force. I think how they introduced the Zerg as this 'if' factor to only have whatever thoughts you had be completely wrong was beautiful done. And as you said, just a giant eyeball really ran that through. I also enjoy how they hyped the Protoss up also, though I think the follow up could have been better imo. Part of it's problem was overshadowed by how incredibly powerful Kerrigan was imho.
mengsk doesn't outright say "the zerg are confederate bioweapons" he says "for all we know they could be breeding the [zerg]" and he says that the confederates have known about the zerg for some time. there is a massive difference between "the government knew about space bug terrorists" and "the government is controlling space bug terrorists"
at that point in the story the zerg were a infestation race, they destroyed but were not thought to have any form of intelligence, in fact it isn't until zeratual kills a cerebrate that anyone knows that the zerg are anything more than space cockroaches.
in the lore the psi-emmiters were actually developed as a method of trapping the zerg, the plan was to use the psi-emmiters to lure the zerg to uninhabited worlds and to exterminate them, like insects or mice, but then mengsk ordered kerrigan to use the prototype to on antiga.
@@NoESanity Mengsk literally says in the pre-mission briefing that 'The zerg are a secret weapon developed by the Confederacy' word for word. The Confederacy was also not just using the psi-emitters to corral the zerg and exterminate them, they were using them to lure zerg to planets known to be populated by people opposed to them, let the zerg run their course, and then come in and kill them to look like the heroes and shut up their detractors.
Grant, It is a pity that your version of SCMR does not work properly, but I just want you to know that it is not the same for all of us. My version at least works perfectly fine as far as I am concerned.
Developers made a huge effort throught the years creating this campaign and the result is really good despite having some issues in certain setups.
yeah I'd sa, he should probably reinstall the mod
it might be an issue because recent patch bringing issues.
@@eadbert1935 sure bit I have the latest version (as far as I know at least) and I dont have problems and I see a lot of other people here not javing any problems aswell. Do a new clea install might just be the thing to solve his problems
@@leererKanal I think Grant may have mucked about in the files a bit too much.
Y'know, i never realized that Terran had only 13 worlds, and they lost 9 of them to the zerg. I always thought they were more prolific but they actually got dumpstered huh.
p.s. I *unironically* enjoy the zerg response screeching, idk
p.p.s. What is 'authorise the use of psi-emitters' in evo chamber options? o.o
The psi emiters option unlocks "endgame" difficulty, beyond hard.
It adds zerg waves in extra to literally every mission. Not small ones, either. I think in the prologue missions it ends up slamming your base with like 4 ultras, 12 hydras, 6 mutas and 3 guardians on the third wave.
@@thetheory6159 WHAT THE-
Imma go play that, Imma redownload SC2 now, cya.
The number of human worlds started in the text seems a little low given what we see elsewhere in the storyline. So either the lore was drastically revised later or it means that there were 13 major human planets and an unknown number of satellite colonies which weren't meaningful in a military/economic/political sense.
@@insignificantgnat9334 I think most of the "Terran Worlds" we see in SC2 are either outposts, colonies, or research stations. Think Agria and Redstone. Also, I'm sure Arcturus expanded a lot, both in terms of technology and Dominion borders.
Come to think of it, Mar Sara is a fringe world, so it might not have necessarily counted among the 13. IDK, I don't really know the SC lore.
Oooooh cool
The drone had to enter a leviatan and then It did the warp Jump thing
That fills so many holes tbh
I like the contrast.
Mengsk in terran outtro: "We,will win, no mater the cost!"
Zerg: 1:25
I really like how the overmind is set up here and so quickly. His first line shows how direct he is and gives you your singular purpose to serve him. But he is a benevolent god. He then explains about a covenant (or a two way promise) which he has no need to be entering due to his all power, but he offers that we will always be made renewed should our flesh fail us. I like the idea that just because his goals may be evil (destruction of so much life) that doesn't mean he needs to be evil to his kind.
I think it also shows how alien the zerg are. To them, I don't think killing all the terran would seem that bad. The broods are controlled by the cerebrates, evolved from almost all lower intelligence creatures. They send wave after wave, but no individual is lost in the swarm. They probably see terran marines and whatnot to be the same, They are just killing the underlings and taking control through force, but they've yet to kill even one of the big, intelligent creatures that control these packs of humans.
Grant, please enable extra hero abilities. They make your life easier while also making heroic units almost useful.
he has been playing with it before. Think it is his settings messing up.
@@nonnect i know, i mentioned this earlier. It happened before right before New Gettysburg
You were right about which one Zasz and Dagoth were in the second mission breifing.
The only major visual difference between the two is that Zasz has a blue-tinted "face" and Dagoth has a red-tinted "face" - however, red-blue colourblindness, while rarer than red-green (the most common), is still a fairly common type of colourblindness, and if you have it the two really are almost identical in appearance - if you look closely you can also spot that Zasz doesn't quite reach the right side of its window and Dagoth does, at least in this scene, but that requires more attention than most people will have for them when they pop up during missions.
The Overmind is a really cool entity, for a few reasons. For one thing, it's not new by now to hear the other characters talking to you, the player, as a silent protagonist in the story. But to have The Overmind start off talking directly to you, one on one, with no humanoid mediator or supporting character in the way, it's uncomfortably intimate and disconcerting. You're made to feel conflicting emotions; on one hand, you are a servant; your only purpose is to obey the Overmind absolutely, and yet the Overmind is also encouraging, even kind, to it's loyal servants; it takes a vested interest in your development, congratulates on a job well done, and promises to look after you no matter what. You're made to feel as though you are not just conceptually part of the swarm, but _literally_ PART of the Swarm; like an arm is a part of your body. On one hand, I don't really "care" about my right hand the way I do a person; I don't recognize it as having feelings, or a will of it's own, but at the same time, I care about what happens to it, and I have a vested interest in taking care of it. Serving The Overmind and the Swarm feels very much like a cult, and I think that's a fantastic contrast to the politics and personal drama of the Terran campaign.
As a character, The Overmind stands out, because although he has absolute confidence in his ultimate goal and eventual conquest, he's realistic about his limitations. He knows there are certain things he has to do, and certain things he should avoid, to get what he wants. He's willing and able to adapt to his situations, and come up with new plans when old plans become obsolete. Ironically, in a lot of ways, he's much more open-minded than the Conclave which he opposes. He's not just an evil entity out to just ravage the universe, he's a fully realized villain with a clear motive and a plan to get there.
Yeah, I remember destroying everything with maxed zerglings in Mass Recall :D
Also, I didn't encounter nearly as many bugs as you did in my playthrough. Could it be related to newer SC version? You know, one that features spaceballs
Space Default Spheres?
i think you're right, since i too recently played mass recall not encoutering much bugs. Might be due to some shenanigans with certain files in SC2 made read-only or something like this, which was introduced in the latest patch
from what i've heard, mass recall seems to cause bugs if you have older versions of mass recall. even if you delete the files sc2 saves some metadata that just doesn't play well, and you have to do a full clean install of sc2.... but i've also never seen many of the bugs grant keeps getting.
I remember the 24h stream, but DAMN if it isn't crazy seeing SC model zerglings tearing everything up.
As a zerg main, it fills me with joy and tears.
as zerg I kinda enjoyed having gas placed far away, cause it encourages you to get a macro hatchery, but as the other races it's really annoying
I always hated how the Zerg felt like they devolved from the brood wars to SC2
How so?
@@manolgeorgiev9664 well, the zerg force in BW was essentially just masses of lings/hydras/mutas with some other specialist units thrown in. Then 4 years later they somehow reduce the efficiency of the hydra to create roaches? and when their primary threats to the zerg forces used to be the protoss fleets and the terran's more mechanized units they created banelings? overlords somehow lost their detection abilities, and then of course they lost their scourges and their corruptors are just worse than devourers.
@@Hrolfgord In Heart of the Swarm, Abathur mentions a lot of "lost" or "almost lost" zerg strains. So it's maybe fair to assume that the loss of the overmind and the cerebrates,and then the splintering of the swarm led to the loss of a significant amount of zerg genetic data, forcing them to evolve again in a different direction
You didn't even mention the loss of SC1 queen.
The trick to telling cerebrates apart is the weird tint on the side of the portrait. In the original game, Zasz had a green-ish colour and Daggoth had a blue-ish color. It's really visible on the side of their portrait. In this game, Daggoth has a red-ish colour, while Zasz has a blue tint.
One of the main reasons stuff like Siege Tanks, Zerglings, Hydras and Dragoons are so much better in Mass Recall and the reason they feel overpowered is the improved pathing and the different unit collision boxes.
In the SC2 engine you can have 50 lings move together and start attacking almost simultaneously. In the original SC they would spread out over several screens and derp around for a couple seconds before reaching melee range.
Siege tanks thus become so much better because their target units clump much more than in the original SC.
Hey Grant! I had the same problem with campaign not saving my progress. Apparently its because I was using reload from replay. Mass recall lets you continue campaign, but will not save your progress from that point on if you do it.
Not sure if it will help, but thats something I have found for myself =b love the series! Keep it up!
One of the reasons I wanted the Overmind as a commander in SC2 and have his voice pack back into the game.
In the original game it's much easier to tell Zasz (red) from Daggoth (blue) because the coloring is obvious and consistent. Here they kind of made a mess of the portraits and don't have the natural player color to fall back on.
SC1 Zerglings with good pathfinding cannot be stopped. A weapon to surpass metal gear.
I think it would be more interesting if gas geysers were actually treated as a more rare resource. If your main has only one gas geyser (that might even be further away), there would be far more importance to getting a base that has two or three.
"Every time you click on their building they're very loud"
>laughs in Warcraft2 gold mine
My go to for Zerg was sunken colonies. Most maps were a matter of figuring out how to put one in the enemy base. I really never made zerglings, as they were basically guaranteed to run up your lost unit count.
One way to micro Flappy bois without loosing your eardrums is to add an overlord into the mix and have him selected as the "leading" unit. This way at least you're getting ovi grunts instead of flappy screeches.
grant, one thing that you might want to try if you're not already, is making a save state in mass recall with all your settings and stuff enabled. that way when you go to open mass recall again you can load the save state. if you're settings and options change at that point it means you have something on the sc2 files messing with your scripting data.
Hey Grant, so I've been playing mass recall essentially alongside you. I've noticed that reavers are actually bugged right now. The scarabs do not seem to do full damage to units, amd in fact if you move a unit that a scarab is following and keep it moving til the scarab explodes, the explosion will deal no damage. I also encountered scarabs dealing no damage to my buildings.
I just want to go sleep and watch some SC1 Zerg gameplay by GGG but i've already watched this video, what can a man do in such troubling times.
Part of the design in the first mission might have been to make your gas geyser far away as a way of encouraging the player to "not make mistakes" - i.e., not overcommit to gas too early. Sometimes it can be a little weird though.
I'm really enjoying your discussions about gam design choices.
That's only because he made Kerrigan and Daggoth make music, isn't it? That's why you like the Overmind. RADIOFREEZERG!
As to Creep, it has a use. Nobody but Zerg can build on it. So if you can push the creep out, they can't rebuild.
I have withdrawal symptoms for more mass recall. I need MOAR!!!
I love the sound design of Starcraft 1. Every Zerg unit sounds so different and grungy and horrifying.
Mandatory comment saying I love this playthrough and thank you so much for all the content you provide.
This really shows why the zerg are such a massive problem considering even their weaker units are devastatingly powerful.
27:25 My name isn't Steve, but I've never felt more called out in my damn life.
Should not be a move speed buff in SC2.
It should be a debuff for all non-zerg.
Claws work better than feet on slimy floors.
man the overmind was so fucking cool. He had such a weight to him, a lot of gravitas.
My favorite unit composition in SC2 were hydras+guardians. They just wipe everything without any troubles. Sadly Guardians got only invented in the Broodwar.
Zergling in early game, crackling in late game :)
I do agree with you that these lings and hydras seem really strong, but personally for Mass Recall I just mass muta.
I find it hilarious that the Koprulu sector's confederacy has the same flag as the Confederacy from the US's Civil War.
24:10 in original SC1 (not BW) the scouts are 300 minerals, not 275. If you ask me they should be 150 minerals 100 gas or sth like that. No idea why they are almost the cost of a carrier.
Funny thing... I've set up Mass Recall about 2-3 weeks ago, completed (almost) all 6 base campaigns + half of the Stukov custom campaign and haven't seen a single crash, freeze or any major problem with this mode (ok, also almost: in some missions I was not able to save). Are you sure you have the latest version of Mass Recall installed?
But constant screeching of the brood is best sound in the world
When I was a kid I skipped the Zerg campaign cause the Overmind eyeball grossed me the fuck out. Glad I went back and played it later in life.
We need a massive muta ball now
Hi!
It is "Steve" from the future. ( 27:44 )
We are cool!
17:30 at least you won't have to see the amount of downvotes lol. I think the cerebrates look so similar because for the Overmind it knows them psionically, and also maybe engine limits? IDK
This zerg campaign series is pretty OK so far, but it would be so much better if i could hear the wonderful overlord selection sound
Mining should be less based on movement distance => Longer mining time and more resources per trip, maybe resources accumulate the longer a worker mines upt to a maximum and then they return to drop of
also makes workers with resources on them more valuabe and possibly contribute to the building (especially with zerg)
I mean my name isn't Steve but it was still a pretty interesting outro
Hey, +GGG, you have something wrong in your config; But IF YOU WANT, in Evolution Chamber Options in Mass Recall Main Menu, you can use the option of Authorize the Use of Psi Emitters to go into Max Difficulty. (Beware, i wouldnt do Deathless in that difficulty if i was you).
That's funny, it actually felt horrible using the zerglings in SC1, but I guess that's just my terrible micro showing
It's been a year, 3 months and 7 days and I wish I didn't have to go through that menu portion. I had to un-fullscreen, click through on my second monitor, and then find the next one in the.... thing.
3/3 cracklings are the best
I think that the irregular placement of gas and minerals is positive for 2 main reasons:
A: It often makes maps look at lot more varied, natural, and just nicer in scenarios.
B: It creates a strategic decision where you often need to pick whether to be closer to gas or minerals, and in some cases whether to claim a mineral or gas base... I think having this decision adds to the game, whereas the starcraft 2 resource placement is just boring, repetitive, predictable, and too meta. You never have to think, or decide, or consider... You just do.
I think the issue with zerglings is that they are so small. In SC1 they take up at least as much space as a marine. Never in SC1 can you have 20 zerglings attacking a single structure at the same time.
- likes the terran ending cinematic
- cant tell zerg apart, and doesnt like how they sound
- slanders tassadar
Conclusion: racist dominion spy
heh
the cracklings
The campaigns are here. They have been here for some time now... Hiding.
Doesn't creep give increase hp regeneration?
Man, I really wish we didn't have to watch this part 27:30 I mean, I had to go out of fullscreen just to write this, what a bother smh my head
While creep actually doing something is neat I wish it'd still be more like SC1 where it was only around your base structures, as a more defensive kind of thing. I don't like creep tumors.
I enjoy the pre-mission briefings so much, the VA for most of them is really good. The Overmind sounds like an imposing villain right from the start.
The reason he’s so intimidating is that he’s essentially portrayed to be God. He speaks in very Old Testament language, his demeanor and philosophy was intentionally meant to look that way, and his relationship with and love for the cerebrates and Zerg mimics God.
Then you remember that he’s an unkillable, world devouring eldritch abomination and he becomes very intimidating.
@@Noplayster13 huh never saw that when playing the original, hearing him again really shows the old testament style in its dialogue
@@Noplayster13 "Then you remember that he’s an unkillable, world devouring eldritch abomination and he becomes very intimidating."
Yeah man, he was essentially the Zerg Swarm itself. It really goes into how genuinely terrifying they actually are. (I think a lot of people whom are fans of other sci-fi verses namely Halo and Warhammer 40k really downplay them in comparison to their own similar races.)
Oh... And then Kerrigan in HOTS tries to victimize them to Lasarra's face when she brought up the fact that Kerrigan was killing the Protoss colonists... She victimizes the fucking Zerg (you know, the galaxy eating horrors of unholy origin) and says to a fucking Protoss (the race she helped almost destroy) that they've killed billions of Zerg and they should feel bad... Bruh 🤣
@Noplayster13 "Truly, no Zerg can stray from my will." "For the hour of judgment is come!"
They definitely did make the Overmind sound Biblical with those lines.
As much as the Gas Geyser placement was a major pain in the Original SC1, I noticed this was particularly common in the Zerg campaign. I think it may have been a deliberate choice in order to get the player used to having multiple hatcheries in one base, as it strongly contrasts both Terran and Protoss (because you only have ONE main structure per base). I noticed that a lot of these missions were infinitely easier if you made 4 hatch setups, two in the long mineral lines and one near the geyser and an extra just so that I could spawn 12 hydras at once. And while I got off to a slow start it is fairly easy to defend the base with zerglings and sunken/spore colonies.
The lack of optimal mineral and gas placements is a pain for sure, but it DOES make some maps feel more organic, and again I think the gas thing may have been done on purpose to force the hand of the player to make more production buildings or take expos. (Bc in protoss it's not uncommon to have bases with no minerals and just a gas geyser, or only minerals)
But it's also a bit weird since tier 1 units are so strong. It balances out having a limited number of larva compared to terran and protoss making production structures, but they fully acknowledge that you'll have multiple hatcheries to match that.
I think that's a really cool observation on the encouraging multi Hatch. Makes a lot of sense
I loved reading the manuals and all about the different zerg broods and what they excelled at and how they operated. Blizzard used to have such crazy lore about things you'd never even see in the game, and now it feels there's less to be said about major characters in newer games than there was to be read about the Alliance nations and Orc clans in the WarCraft 2 manual.
literally the Tyranid Hivefleets
@@coaiemandushman1079 and I think is something many have missed for so long with Blizzard. They never were too original, just good at mainstreaming and polishing concepts and things better than others .
@@coaiemandushman1079 I heard somewhere that StarCraft was originally meant to be 40k. Space Marines, Tyranids, and Eldar. I don't remember where I heard it, or how accurate it is as it was a while ago. But you can definitely see the clear similarities between the races from both franchises
@@caelvanir8557 Warhammer 40k, not Warhammer fantasy. The fantasy is close to warcraft, yeah, but 40k and StarCraft are basically copying someone's homework and changing a couple things to make it less obvious. Like Terran Marines and Astartes
@@Salted_Fysh we don't talk about the mobile game...
Zasz’s voice is more hiss-ish, and Daggoth has more of a deep rumble, similar to the Overmind. Honestly, Zasz having a much higher-pitched voice than either of the two Zerg “personalities” you’ve already met at the time is probably what led to his voice being the main thing I remember about the character.
I know them via color, in the original SC I knew them via the background color of their portraits.
But I guess the voice is also a good reminder.
The way I always head-canoned it was that Daggoth had the closest voice to the Overmind as he was the first cerebrate created. Zasz was the youngest cerebrate before the player cerebrate was created. I feel this makes sense, as you have the eldest and most experienced cerebrate and the youngest, and therefore most familiar with your challenges cerebrate.
the "annoyance of zerg yelling" is one of my favorite parts of SC1.
same. i love how noisy the zerg are
The Nydus/Leviathan feels like a huge downgrade from the wormwhole that the overmind could spawn in SC1. It made him seem like the ultimate psionic force in the universe. It also explains why the Zerg didn't need capital ships in the origional game.
In regards to finding and securing gas geysers, I like the idea as someone who cut their RTS teeth on Age of Mythology/Empires the tactical elements of finding and securing resources beyond a bunch of copy-pasted mineral gas pads, and having irregular resource spawns feels a little more organic map design. However, the actual resource system used in Starcraft makes that kind of design super cumbersome
Its a fundamentally different balance
I do like it more but for a game like startcraft with only 2 resources outside the campaign not so much. Tough the more organic resource spread is prob why i like AOM or EE more then SC.
There's nothing wrong with mineral patches and geysers not being optimally placed out if the maps are designed for that level of income. Hell, if anything it's better this way; frees up some space for map design.
Yeah AoE/M has a totally different system of economy compared to SC, that when SC takes a page from AoE in its map design regarding resources it comes off way clunkier and less intuitive. The biggest thing is simply that starting gathering AT ALL is a huge investment because you need an expensive town center building to drop off resources. Jankier resource layouts would be a lot less cumbersome if you could drop down a 2x2 building that takes 75 minerals and 15 seconds to build, like what you're expected to do in Age of games, but I don't know how feasible it would be even then just because environment design is so different in general.
Also Hydralisks in SC1 are medium, which means that they take less damage from both explosive and concussive attacks. Kind of a hidden bonus to their durability that's really neat
Hey! I'm one of the people responsible for this. Shame about the issues. I'm noticing there's no option for cinematics in the menu - it should be in the gameplay tab and should only appear when the game detects the cinematics pack. An easy way to make sure if the cinema pack is actually installed is to check the file size of the "SCMRcinematics" file in the Mods folder. If it's a couple kilobytes, it includes no cinematics and is in fact a placeholder file since the game needs to find one for the mod to run (dependencies etc.) If this is the case, you could simply overwrite the file with the actual cinema addon and then enable cinematics via MR options. If that's not the case, then clearly something has gone terribly wrong.
As for the issues with other options and campaign progress, couldn't tell you. I doubt the game's throwing random options at you, what's probably happening is they get reset or not loaded from the bank file for whatever reason. People have mentioned reloading from replay and a recent SC2 update for possible causes. Both are very possible. Sadly, less attention has been given to playing without the cinema addon so the mod might also be more prone to problems under those circumstances. Hard to say based on this. The campaign unlock thing has obviously gone haywire at some point, at least.
In case we ever end up updating the mod again, we'll take another look at some of the things talked about here.
Can you update the mod so it actually functions?
Tried installing twice and it just doesn’t work.
Tried all the fixes.
Would love to play it, but in its present state, there is little chance.
Hello there! Got a question for you, fine sir. (At least I’m assuming sir, I apologize if that’s not the case.)
Would you folks be interested in also doing campaigns like Insurrection, Retribution, Loomings, and Enslavers I and II? Or are those all outside the scope of your team?
Awaken, my child, and embrace the glory that is your birthright. Know that I am the Overmind, the eternal will of the Swarm, and that you have been created to serve me.
Overmind and zerg
I love that the first mission of the Zerg campaign treats you like you already have an idea of how to play.
If you're doing them in the order that's intended, you've had an entire campaign to learn the basics of the game and all they need to do is teach you how Zerg buildings/tech work.
I think of the SC races Zerg gets the biggest buff from not having a unit cap.
Mass ling gets absolutely insane later in the campaign, simply because they were balanced around the limit of selecting 12 at a time.
Is there really no unit cap for Zerg? That’s so freaking broken.
@@Noplayster13 He meant the cap of maximum units you could select. In SC1 it was 12, so controlling huge zergling armies was rather bothersome. Plus the AI of your own units was much worse as well, they kept colliding with one another and the obstacles on the map. Overall the zerglings in SC1 were much less effective despite have the same stats.
@@poiuyt975 Ah, yes. I should have realized that’s what he meant.
@@poiuyt975 Yeah, lings were ridiculously strong units for their cost and supply, but it was balanced by the fact that controlling more than 6 supply of them was tough. In a way the fact that you got two per larva was almost a nerf because of that
I knew Hydras were good, but last time I played SC1 was when I was a wee lad, and I never realized that Mutalisks were available already. That's actually a lot of military strength the game lets you throw around already.
I DO remember the Hunter Killers, and man, I thought that they *were* my Hydras and I was wondering when I could upgrade my Hydras into them. The lessons of 20 years later.
ANOTHER video with ZERO dislikes?? He can't keep getting away with it!
Think you'll try playing the deleted levels Grant couldn't?
not after that cerebrate comment!
Pfffft
I love the bomb of this briefing. You've played an entire campaign of the zerg being these mindless killer bug things, then you switch to playing as them and get hit with deepest voice imaginable speaking more poetically and eloquently than any human you've heard so far. It's so, SO good.
And yeah, zerglings are busted in this. SC1 units were not at all balanced for 2's pathing and unit selection.
17:00 Zsas and Daggoth use different color shemes, even in the briefings and mission discussion.
Also their voices and mannerisms are very different.
Daggoth is like the 2nd in Command. He is the one that picks up the slack when the Overmind is out of action.
Zsas is more like the previous "New Kid".
I think that Brood War is the only time Kerrigan works as the head of the Swarm, mainly because she had to really fight for it. Whether it be combating rogue Hive Clusters, competing with the surviving Cerebrates, or trying to survive under external threats from the Terrans and the Protoss, Kerrigan was constantly under pressure to perform strategic maneuvers and exercise her intelligence. As a total maverick who refused to play by anyone else's rules, even those of her creator's, her level of independence, unpredictability, cunning, and manipulation were the best part of SC1's writing, with the characterization of Mengsk being a close second. You really get the sense that she earned her place as the undisputed Queen of the Koprulu sector by the end of Brood War; not by being the most special, most important, most awesome, godly-powerful being who ever lived, but by outplaying and outmaneuvering her opponents.
8:50 SC2 feels like it was designed with pro matches in mind more than ever, more than probably any other RTS game I believe. If not so things like Spawn Larva would've been auto-castable. It's like the ability that suits auto-cast the best in the game.
An ability like that is a great example of the difference between "decision making" and "decision prolonging", as in, nobody would ever choose to *not* spawn more larva if they could, there's no counter-choice, it's an obvious must-have... which is what auto-cast should be for, yeah. When a decision is automatic.
Friend and I think this is why they changed their mind about Thor's building with SCVs.
@@salmelo16 I think they changed their mind about that when the beta testers started finding Thors proxied in their main bases.
@@WrathOfMega that's funny as fuck 🤣
@@RoyalFusilier I used to think the same until I started playing Zerg a bunch myself. But there is still a meaningful decision to be made. The decision is just not "do I want to inject or not", but "do I want to inject at the cost of losing sight/control of my army for a few seconds". With larva/creep/economy/map control and so on, you simply don't have enough time to pay attention to everything at once. So you need to make more big "meta-decisions" about what to prioritize at any point in time. Your game time becomes another resource that you need to manage and spend efficiently. Which at least in my opinion is more interesting than just being able to focus on the most important thing all the time and having everything else automated for you.
I'm going to agree with what several people have said already. It seems like your version of Mass Recall is broken, and a fresh download is in order. While it may be annoying to have to go through all the missions you've done again, I think it would be much better than continuing to deal with all the bugs you currently have.
what youre not seeing is that the nydus worm is just millions of miles long and filled with speed pads. the drones playing wipout in there.
I just downloaded mass recall after quite some time and haven't had a single bug so perhaps you just need to reinstall it
so about cinematics, what might have happened is if you download all the files the mod page gives you, one of the optional ones has cinematics for the extra stuff, but the file name is the same as the one for the regular campaigns, so if you overwrite that, well...
edit, the only way to tell the cerebrates apart is what color they got. zasz is green in sc remastered (guess hes red now) and daggoth is blue. daggoth is also the first cerebrate that talks to you
Its incredible what proper movement and infinite size control groups can do for BW zerg.
I personally think having vespene (meant to be the 'rarer' of the two resources you can access) being something you have to go out and secure is a much more interesting and immersive mechanic, and, in a vacuum, is how I would prefer any RTS to be.
With that said, the game needs to be balanced around that concept in order actually work, and the implementation of vespene is so integral to Starcraft that it isn't rewarding in its execution.
In order to work effectively, having a rare resource that you have to seek out requires the ability for each playable tribe to operate completely *without* that resource in the early game, a feature that I think Starcraft lacks.
im pretty sure minerals are actually rarer in lore. minerals are deposited on planets by asteroid impact but vespene is just a fossil fuel/natural gas analog and is actually said to be near infinite, planets can be over mined, but will continue to produce more vespene over time, which is why in sc1 gysers would deplete and still give resources.
in lore minerals effectively replaced metal for the terrans and protoss and are what make the bones, carapaces, and claws of the zerg so strong. where vespene is basically super methane on crack.
but if you look at warcraft you get a very similar concept. a few buildings, workers, and usually the main unit could be built without wood, but pretty much every structure or unit after that in the tech tree would require wood. wc2 had oil, which i think is what you're looking for, an optional special resource that can be used for special units, in the case of oil it was boats, but SC could in lore do something like terazene for psionics, but i don't know if a 4th resoruce would do anything for gameplay. like maybe having zerg hunt down essence to unlock strains or protoss unlock a hotbar or something with solarite, but at that point you're not playing starcraft anymore.
@@NoESanity I had no idea; I'm not really into SC lore.
I assumed vespene was supposed to be rarer since bases always have minerals but whether there are and quantity of vespene geysers can vary from map to map and base to base.
Zergling in 1: created specifically to be an efficient killing machine.
Zerling in 2: Lil baby.
They were a bit too effective at their job and Blizzard had to hit them with the nerf hammer.
blizzard didn't nerf them because they were too good. blizzard nerfed them by shifting the focus of SC2's balance to gas units over mineral units. this effectively pushed the Tier 1 units out of the picture.
Their portrait in SC1 (before the remaster/redesign) is so cute though. Must protect.
Its funny how good the Zergling is. Even in SC1 it is one the best units (and best starter unit), and that is with them stumbling on themselves while only being able to select 12 units.
I really love the SC1 Zerg, there's a social hierarchy and characters have more personality than "I will serve you my queen"
Actually, now that I think about you never see the kerrigans "crew" talk amongst each other... at all
Maybe very rarely in niche scenarios or on a technicality but they feel so.. quiet, like the only person they have a relationship with is Kerrigan.
They don't argue or discuss like cerebrates
Zerg feel more like a cool race when the Overmind and cerebrates leading them, with a clear goal and purpose.
After Overmind's death, the zerg is portraited as mere tool to be used by other (Kerrigan, Amon...)
Kerrigan should be the unpredictable factor and should not be the leader/representative of the zerg.
@@ThanhLe-ti8nx They feel like more than just another race. They feel like almost supernatural beings. Something that cannot be stopped. It might have something to do with the Overmind talking like he’s Jehovah.
I love a lot of the SC1 Zerg sound voice clips, especially the Hydra. Sounds so menacing. And yeah, even though Hydras were "buffed" in SC2, the higher cost, higher supply, and later tech made them less cool. Hydras were just such a reliable unit in SC1, you could use them early, and they would stay good for the rest of the game. By the time you can use them in SC2, the enemy already has access to so many counters, they're kinda useless unless they are crazy-spammed, or supporting something else.
I actually really like Kerrigan as leader of the Swarm in Brood War. I'd say I prefer her to the Overmind as a villain, simply because she had much more plot connection to the protagonists. That, and her dialogue is actually really witty and fun. That being said, Overmind is a chad villain and is exactly what Amon *should* have been. Hearing him talk sounds like someone reading apocalyptic predictions from the book of revelations
In my opinion, Kerrigan only became worse than the Overmind when they decided to try and make her into the Overmind. When they decided to make her a cheap knockoff of the Overmind, and then later into a "morally grey," "sympathetic," monster they really did her character dirty.
Grant, I may be talking completely out of my ass on this since I have no idea if it's right or not, so take it with a grain of salt. But when I read through installing Mass Recall for when I decided to play it, the page mentioned that, if you would like to apply the cinematic pack after you've installed the mod via its cmd installer, you would have to overwrite the cinematic pack that is already there - implying that the installer may place a dummy/default cinematic pack when it is used. Perhaps this could be the issue?
I much prefer the haphazard, awkward placement of resources in SC1. For one, it gives the maps a much more organic and realistic feel. It's weird to always see the same exact resource pattern in several locations on every map, and feels shit when they have to adjust or design maps around that pattern just to make it work.
Haphazard placement also means you have to think about structure placement, and in all likelihood build multiple structures for resource collection: For the zerg, especially, this is an important lesson. Multiple hatcheries is an absolute necessity. For the terran and toss, it serves as a way to limit their ability to harvest resources and helps to justify the fact that they can build as much production as they like whereas the zerg are limited to a fixed rate based on hatcheries.
But mostly, it's the atmospheric effect of the placement. I cannot take any of the SC2 campaigns or their stories seriously, because the "worlds" they play on are so heavily structured that it totally shatters any vision of such worlds existing. They become nothing more than bland setpieces.
I adore the short descriptions of every unit you can make. It gives a nice idea of where the units come from and how they work. Also the mohawks on the workers are cool.
I could generally tell the Cerebrates apart given that, while it's the same model, the lighting and orientation of the model are different, the left one was Zaaz and the right one was Daggoth. and along with some of the comments, they do sound different, they're similar, but different enough to be identifiable.
When I played Heart of the Swarm for the first time I was expecting it to play similarly to SC1's Zerg campaign. I was wrong, very wrong. The first three missions are bad(imo) just bad. if Mission 3 of HOTS was mission 1 it would be much better.
I always found the pre-Brood War "power structure" of the Zerg to be much more interesting somehow.
The Overmind and the Cerebrates was just so much cooler than Kerrigan and her Broodmothers.
I pretty much agree that Kerrigan was better as an "agent" of the Swarm, rather than its leader. Somehow just felt more fitting to me, and that's despite the fact that I loved the SC2 storylines - odd as they might be at times.
Always found it nice that they did make some references to the fact that cerebrates were a thing at one point in HotS' story, particularly (think it might be the only one to be fair) the Lurker evolution mission where Daggoth is mentioned by name.
Yeah, the brood mothers were really boring and seemed to lack any personality other than “I must serve you my queen!” Or “I must take over the swarm!” Niadra showed a little promise if you click on her a bunch of times, but then she disappeared and became a generic bad guy in later stories.
I think it’s telling that SC1 told a compelling Zerg story with a floating eyeball, 2 slimes, and an ugly bug woman. Whereas SC2 needed 3 infested terrans (one from Earth), a brood mother, Abathur, a feral Zerg, and several terrans to tell a story that almost everyone was bored by. Good writing is a disappearing art.
The Devs fix the issue in replacing the Ghost Academy with SC2 version of Terran Academy esspecially with the SC2 version of the CC 👍, but they didn't fix it in the terran campaign 😑.
The game changes into a completely random set of options every time You load it... well You ARE playing a randomizer in parallel so i suppose it's in the spirit of things :D
I haven’t been having problems with mass recall on my computer, so I think something is scuffed on your end.
"I like to watch the fights in my rts game" ME TOO. this is why I was always more into supreme commander (and to a lesser extent WC3) than starcraft 2. you could do all your macro through hotkeys (or in the case of supcom completely automate it) without ever having to leave a fight to do it.
also brood war zerglings are so strong with sc2 mobility and fluid pathfinding lmfaooo
This is why I play zagara, backwater sheriff Raynor, and Kerrigan, where using queens and mules is either discouraged or impossible