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I've watched a lot of different people react to SC2 cinematics and many of the compilations they watch leave out a very important dialogue/trigger when it comes to Heart of the Swarm because it takes place during gameplay. Before the final mission, Reckoning, when Valerian asks Kerrigan to avoid civilian sectors he and Matt turn to Raynor to gage his reaction. It zooms in on Raynor as if he is in thought or contemplating whether he was too quick to dismiss Kerrigan (back when she busted him out) After a set amount of time in mission Kerrigan notes a familiar presence. It cuts to Raynor bringing the Hyperion down and setting up a forward base to fight along side Kerrigan. In this moment we know that Raynor hasn't given up. (cut to the breakout scene "You were the only one that believed in me. Do you still believe in me?") Your win/lose conditions change to add that the Hyperion must survive. It may seem like another protection based objective but Raynor actively builds up a force and sends them to attack. He gives you cues which allows the player to decide "Do I push with Raynor and hammer down on this one spot or let him distract while I attack from another angle?" The final cinematic where he just appears and crushes Mengsk's remote makes more sense too. The player knows that Raynor's been in this fight the entire time. I know I'm a year late but it just goes to show that a lot of the story is told in the gameplay because that is the bulk of how the player interacts with the story. Starcraft 1 did this beautifully because of the way it chose do its narrative. To give the character a role in the universe and have characters speak directly to them opposed to SC2 where you follow a character and just make decisions for them.
it a shame somone who do this not add all talks from game, like in hub after all missions you can talk to other leaders zerg and abatur he is the bezt one but alos all his interaction is on talk like that.
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I've watched a lot of different people react to SC2 cinematics and many of the compilations they watch leave out a very important dialogue/trigger when it comes to Heart of the Swarm because it takes place during gameplay. Before the final mission, Reckoning, when Valerian asks Kerrigan to avoid civilian sectors he and Matt turn to Raynor to gage his reaction. It zooms in on Raynor as if he is in thought or contemplating whether he was too quick to dismiss Kerrigan (back when she busted him out)
After a set amount of time in mission Kerrigan notes a familiar presence. It cuts to Raynor bringing the Hyperion down and setting up a forward base to fight along side Kerrigan. In this moment we know that Raynor hasn't given up. (cut to the breakout scene "You were the only one that believed in me. Do you still believe in me?") Your win/lose conditions change to add that the Hyperion must survive. It may seem like another protection based objective but Raynor actively builds up a force and sends them to attack. He gives you cues which allows the player to decide "Do I push with Raynor and hammer down on this one spot or let him distract while I attack from another angle?"
The final cinematic where he just appears and crushes Mengsk's remote makes more sense too. The player knows that Raynor's been in this fight the entire time.
I know I'm a year late but it just goes to show that a lot of the story is told in the gameplay because that is the bulk of how the player interacts with the story. Starcraft 1 did this beautifully because of the way it chose do its narrative. To give the character a role in the universe and have characters speak directly to them opposed to SC2 where you follow a character and just make decisions for them.
it a shame somone who do this not add all talks from game, like in hub after all missions you can talk to other leaders zerg and abatur he is the bezt one but alos all his interaction is on talk like that.
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