Tuesday, February 19, 2013

Legacy Gaming


I'm sorry in haven't posted in a few weeks, I've been busy with fencing, school, and Zelda. This week, though, I'm going to talk about something that is always on my mind.

What do games like The Legend of Zelda, Mario, Pac Man, and Elder Scrolls have in common that makes them so great? They don't have competitive multiplayer, none are considered "hardcore gaming", some of them don't even have decent graphics. What all of these games do have is legacy.

All of these games have made an impact on the industry, the developers, and the gamers in one or more ways. These include such things as raising industry standards, giving gamers more than they expected and forever raising their expectations, introducing new mechanics that opened an entirely new genre or subgenre of video gaming, or even just giving gamers something they remember fondly in a new, more streamlined way.

Games with legacy are important to us because they give depth to gaming. Many of you reading this have probably had parents telling you to get off the games or that kids are too absorbed in video games these days, all while you play Call of Duty or Skyrim, but which one of them didn't play Super Mario Bros, Pong, or Galaga? Game franchises that have strong legacies work to create bridges of understanding between different generations of gamers.

This works between closer generations too, though. Who among you introduced a sibling to first gen Pokemon games after seeing them play a newer generation game? I'm also willing to bet that Skyward Sword was a first Zelda game for many people who were then introduced to earlier games trough an older sibling or older gamers in a community of gaming.

Legacy games are what tie us together as a culture. We can all play less historical games and get full enjoyment out of them, but more often than not we are relating these games to something with a stronger legacy or playing them while not knowing that they were influenced by these games.

Legacy games do not rise above or fall below other games inherently, that's not what I'm saying. What I'm trying to get across here is that they should not be discounted, looked down on, or forgotten, as they are the reason we have such a strong defined culture as gamers.

Thursday, February 7, 2013

Activating Restrictions: My Thoughts on The Speculated Additions to the Next Xbox

Yesterday, Edge Magazine posted an article that discussed the specs of the next Xbox. According to the article, the next Xbox will require a working internet connection to function and all physical games will ship with activation codes that lock the game to your console and prevent you buying or selling used games.

While I am suspicious of this article since Edge received this information from a source other than Microsoft, I thought it would I would weigh in with my own thoughts about these suspected elements of the next generation Xbox and why I think they are horrible ideas.

First, the whole debacle surrounding Diablo III and the infamous Error 37 shows why having to always been online to play a game is a terrible idea. What happens if I decide I want to play the single player mode of one of the games that I have legitimately purchased, but Microsoft's services are down or receiving maintenance  Well, I guess I will just have to wait a few hours and hope the problem is all fixed the second time I try. When I pay nearly $60 for a game that I should be able to play offline by my self, I want to be able to play that game whenever I want, not when the company thinks I should be able to play it. Also, this element prevents those who might not have a reliable internet connection from even purchasing the console.

Second, the implementation of activation codes that lock games to specific consoles will most likely result in the following consequences. 1) With the elimination of the used games market, the video game market will most likely shrink due to the fact that the majority of people will be unwilling to spend $50 or $60 dollars on something they will not be able to return or re-sell if they aren't happy with it. Because of this, game companies will most likely raise the prices of games to make up for less games being sold and more game companies will be less willing to take chances because for every chance you take, you will lose a handful of customers and revenue. 2) Since all the games that I purchase will be locked to my console, what happens if that console breaks and I have to replace it? Well, I now have pieces of useless plastic that I paid $50 or $60 dollars each for sitting on my shelf collecting dust. Now, I figure Microsoft will see this problem coming and would probably have a way for you to get re-activation codes. However, I bet you those re-activation codes will not be for free, so you will have to pay more money to play the game you have already purchased. That sounds perfectly reasonable to me.

Finally, the use of activation codes takes away the consumer's ownership of the product they just bought. When I pay over $50 for something, I want to be able to do whatever I want to do with that product as long as I am not breaking the law. If I want to take that product to Game Stop and re-sell it so I can get enough money to buy a new game to play, I should be able to do it. We can do this with cars, books, DVDs, and other forms of entertainment and technology, why should video games be any different?

Now, I do understand why Microsoft would want to do all of this. When someone purchases a used game, the original company that made it doesn't see a single cent from that transaction. As a creative person, I would hate to see someone else profiting from my hard work while I and left out to dry.

However, I feel like these decisions would end up hurting the video game industry as a whole. Maybe instead of implementing activation codes, companies like Game Stop would have to pay a certain percentage of their profits on a game to the original creators of the game. That way I can still own the product I purchased and the original company can still receive profit for it. While it's not a perfect fix to the situation and comes with its own set of problems, at least its an idea that doesn't infringe on my rights as a customer and hurt the industry the purposed ideas do.


Wednesday, January 23, 2013

Heart of the Swarm Cinematic

I promise this will be my last StarCraft post until Heart of the Swarm comes out!


As you may have guessed, I'm quite a Blizzard fan, most recently involved with Starcraft. The second part of StarCraft II, Heart of the Swarm, will be released on March 12 this year. Fortunately, Blizzard has given us one or two trailers and an easily obtainable open beta (see links below) to hold us over for the next month. The latest of these Blizzard teasers (above) is the opening cinematic for Starcraft II: Heart of the Swarm. Enjoy!

To gain access to the StarCraft II: Heart of the Swarm open beta, pre-purchase the game at any GameStop near you or pre-purchase the downloadable copy by clicking here.

To pre-purchase the collectors edition, click here here.

The Collector's edition contains the following:

  • StarCraft II: Heart of the Swarm game for PC/Mac
  • Ultralisk skin for StarCraft II including 3 unique portraits and decals, one for each race
  • World of Warcraft baneling pet
  • Diablo III Queen of Blades wings and banner sigil
  • Heart of the Swarm art book
  • StarCraft II Zerg rush mousepad
  • Behind the scenes Blu-ray/DVD set
  • Collector's edition soundtrack



Tuesday, January 22, 2013

DmC: Devil May Cry, A Review

Capcom's Devil May Cry series has always been one of my favorite beat'em up series. There has always been something so satisfying about beating the crap out of demons while the main character Dante spouts off one-liners and acts like the total bad-ass that he is.

So, when I heard that Capcom was rebooting the franchise and saw the revamped look of Dante, I will admit I was a little hesitant. While this new game could be great and fit right in with the rest of the series, it could also be a piece of crap and replace Devil May Cry 2 as my least favorite game in the series. So, is DmC: Devil May Cry a horrible mess of a game or is it a game that will make the shit-talking fans take back their words?

The gameplay in DmC: Devil May Cry is extremely fluid and fun. Finding different ways to chain combo after combo is incredibly fun and entertaining.The camera is also great and almost never gets in the way. My only major complaints with gameplay is the lack of a lock-on trigger that was present in the old games and the weakness of Dante's guns Ebony and Ivory. Whenever a flying demon appeared, I wished I could just lock on it and take it out with my pair of guns so I could get back to beating the crap out of the other demons with my sword and scythe.

Like in all of the other games, there are a number of different difficulty modes that make the game more challenging for the player. There are three "default" modes (Human, Devil Hunter, and Nephilim) and four modes that you can unlock (Son of Sparda, Dante Must Die, Heaven Or Hell, and Hell And Hell). The number of modes add some replayability to the game, which I managed to beat in about 8 to 9 hours.

DmC is also does great in the sound department. The voice actors do a good job of delivery some rather corny lines and not making them groan worthy. Tim Phillips, the voice actor of Dante, delivers a good performance and felt true to this new characterization of the main character. The music is also fantastic. The beats really get you pumped to kick some demon but and it never really go repetitive (which is a bonus for me).

The graphics in the game are absolutely amazing. When you're running around in Limbo, the colors are so vibrant and the level design is laid out very well and is just a sight to behold. The character models are also well done, even the much maligned re-design of Dante. While I wasn't happy with it at first, it quickly grew on me and I'm now rather fond of it.

Like the other games in the series, the boss battles are incredibly fun and looks just as amazing. Each boss battle is different from the other and it feels great when you finally beat them. However, some of the bosses do telegraph their attacks a little too much, but that's only a minor complaint.

Finally, there's the story. In this game, the demons have secretly taken over the world and control almost every aspect of human life. An organization know as "the Order", which is lead by Dante's brother, are trying to take down the demons, but are labelled as terrorists by the media. After being attacked by a Hunter Demon while nursing a hangover, Dante joins the fight against the forces of hell. While there are a great number of predictable parts to the plot, I still enjoyed the story and felt like it really fit the style of the game.

While some die-hard fans of the series might decry the game for changing Dante's appearance, DmC is still a good game that easily lives up to the other entries in the series. If you like a good action/beat'em up game with gorgeous graphics and great music, I suggest giving DmC: Devil May Cry a chance.

Recommendations
Purchase: Buy DmC if you love hack & slash games with good graphics and great sound. 

Rent: Rent it if you like hack & slash games, but aren't a big fan of the Devil May Cry series and you aren't going to try the different difficulty modes. 

Skip: Skip it you really aren't a fan of hack & slash games or you are a die-hard fan who won't be able to get over the changes Ninja Theory has made to the series. 

Friday, January 18, 2013

Return of Cyberpunk: Trailer for Cyberpunk 2077


For those of you who are big fans of table-top roleplaying games, you have probably heard of a game from the 90's called Cyberpunk 2020. While the game had its flaws, it was still an interesting cyberpunk game that was fun to play. 

So, when I heard that CD Projekt Red (the same people who developed The Witcher 2) was working on a game set in the Cyberpunk 2020 world called Cyberpunk 2077, I almost leaped out of my chair in excitement. 

This trailer just fanned those joyous flames even more. While I wish we could see some actual game footage, the trailer does a fantastic job at capturing the feel of Cyberpunk and just made want the game even more. Also, since this is by the same people who gave me one of my favorite RPG's in recent history, I'm willing to forgive a lack of game footage because I trust they will make a fantastic game. 

So, who else is excited for Cyberpunk 2077

Thursday, January 17, 2013

Which Zelda and Why



Hi, Corbin again, and this week I’m going to discuss my all time favorite video game and story, The Legend of Zelda. This will probably be the first of several articles I write regarding Zelda. This week I want to talk about a counterargument to the popular question, “which Zelda game is the best of them all?”

I believe that each Zelda game is the best in its own right, whether it be playability, thick plot, the objective of the designers in making the game, the objective of the players in playing the game (besides winning, of course), and a few different reasons for liking each game more than the others. Each game has a specialization in terms of game-play, and I will explore these specializations in the following order:
·         The Legend of Zelda
·         Ocarina of Time and Master Quest
·         Wind Waker
·         Skyward Sword
·         Twilight Princess
·         Majora’s Mask
·         Phantom Hour Glass and Spirit Tracks


The Legend of Zelda

The first game in the Legend of Zelda series, The Legend of Zelda is pure adventure. There are limited off-quest options and a very straightforward plot. What makes The Legend of Zelda unique among following Zelda games? It’s mostly nostalgia, but it’s also because of that rarely interrupted adventure and the oversimplified dungeons. It’s specialization is originality and an easily conquered open world adventure.





Ocarina of Time and Master Quest

Ocarina of Time is often referred to as the best Zelda game ever. While for the intents and purposes of this article I disagree, it certainly is the most iconic and well known Zelda game ever released. Ocarina of Time was the first Zelda game to establish most of the themes that are now commonplace in the Zelda timeline. Such themes include significantly altering the world by playing music with a magic instrument, acquiring the legendary Master Sword from the Pedestal of time, awakening or otherwise consulting any number of six total sages, masters of their element, and of course the ever present companion that guides you through your quest (Navi, King of Red Lions, Fi, Midna, Tatl, and Ezlo to name most of the later companions). Ocarina of Time is unique because of how many options the players were given for the first time in any Zelda game. It’s one of the most plot thick Zelda games with an overwhelming number of options and a staggering requirement for 100% completion, as you can do many different things in different locations both seven years in the past and seven years in the future.

Master Quest, Ocarina of Time’s more challenging counterpart, carries the Ocarina of Time plot and dungeon order. The difference is the amount of damage you take and the more difficult puzzles in each dungeon. Truly, it is a game for Zelda masters, as it is unique because it is the most difficult Zelda game without question. Therein lies its uniqueness, it is the most challenging game and played by the most challenge hungry players of Zelda.

Majora’s Mask

Majora’s Mask, the sequel to Ocarina of Time and Master Quest, is widely known as the darkest Zelda game on the market. It explores deep philosophical concepts like the concept of situational right and wrong, the extension of a life beyond death through possession (which can be seen as necromancy if the racial masks are considered), and the concept of that dangerous childish insanity we all find so terrifyingly creepy. Majora’s Mask is unique because of these concepts. As the player explores the game, so does the game explore the player, provided that the player is open to allowing a game to have such an effect on them.

Wind Waker

Wind Waker, my personal favorite, is unique because of how playable it is. At its release, it got criticism from the gaming community for being too cartoonish and silly for a Zelda game. However, this was Nintendo’s intention. After the previous games being so straightforward or slightly dark (very dark in the case of Majora’s Mask), Nintendo created a genuinely fun game. Now, by fun I don’t mean that Wind Waker is the only Zelda game that’s worth playing. Nothing could be further from the truth. Instead, I believe that it is the first Zelda game that was meant to be fully explored with many various games. There are forty-nine islands in Wind Waker, and each island has something new to do. In many cases, it’s not even plot relevant. You have things like shooting barrels or playing battleship with squids, exploring a cave full of Chus, fighting Big Octos for treasure or fairy rewards, and even solving puzzles with seagulls. The game is unique because it invokes a childish amusement when it is played. The animation style and the simple amusements throughout the game speak for themselves. Wind Waker has no other purpose than to carry on the plot and make sure the player has as many truly fun options as possible.

Skyward Sword

Skyward Sword is unique because of its meaning to the overall Zelda plot. It is filled with throwbacks to previously released games. Since it was released at the Legend of Zelda’s twenty fifth anniversary mark, it was made to honor all of those previous games. You get to see the beginnings of the first Hyrule, the origins of the Temple of time, you get to see the slow and glorious creation of the iconic Master Sword, and even learn the answer to that age old question, why the hell won’t Ganondorf just die already? Besides being a tribute to the franchises success, it’s also a game that I find to be one of the first Zelda games with truly unique items. In previously released games, you generally use all of the same items with a few exceptions or a few tweaks to said items between games. Skyward Sword was the first Zelda game to introduce as many original items as it did in one game. It is the first game on the Zelda timeline and has many wonderful attributes.

Twilight Princess

Though some may disagree, I find that Twilight Princess is the most heavily artistic game in the Legend of Zelda series. In an age of ever growing definition in game graphics and art, Twilight Princess is the first of the Zelda games to “conform” to HD realism, and boy what a job it does. Its’ design makes a totally new open world Hyrule and the art style is so beautiful that you can’t look at any of the major locations for the first time without feeling struck with awe. For me, it made me feel like I was just now coming to appreciate the architecture and land formation in the Zelda series. The massive Death Mountain, the majestic Hyrule Castle, the sobering and nostalgic Temple of Time, the list goes on. Twilight Princess is without a doubt the most aesthetically beautiful of the Zelda games.

Phantom Hour Glass and Spirit Tracks

The wonderful Nintendo DS, though I have only borrowed one for the purposes of playing these games and do not actually own one, has introduced many new features in gaming simply by adding the second screen with touch capabilities. These games were unique for introducing brand new game mechanics that were specific to the DS. Such mechanics include swiping the screen to attack, being able to draw on your map and make notes, or my personal favorite- blowing into the microphone to play your instrument. These games not only carried the plot left off by Wind Waker all the way to Spirit Tracks, but also did so with these intriguing new mechanics and with the same diverse fun that was exhibited by Wind Waker.













So there you have it, hopefully you can agree that no Zelda game can really be the “best,” but one is certainly entitled to having a personal favorite. The entire Legend of Zelda franchise is possibly the greatest heritage in gaming history, and none of its games should be placed above or below the rest. Except for Adventure of link… Side-scrolling snore fest…

Friday, January 11, 2013

Broken Protoss



Hey, this is Corbin, and I’m excited to have the first article on this website! Today I’m going to discuss how the Protoss race in Star Craft II is broken when compared to the other two races. I would like anyone reading this to comment their ideas for solutions, just a way to get some conversation going.

So I've been a huge Blizzard fan since I can remember. I’ve been playing War Craft since my brother first showed me War Craft I: Humans and Orcs, I've been playing Diablo ever since I can remember, and I've been playing Star Craft longer than I've been playing Diablo. I have never, however, taken any time to play as Protoss, besides the campaign option in the first game. I recently played Protoss competitively for the first time on battle.net and kicked some crazy butt, and I have to say that this race is heavily broken.

There may be those that disagree with me, and that's what I'm counting on. I want to know a legitimate, well thought out argument as to why the Protoss race isn't broken. The following are my major points as to why the race needs to be nerfed, and I mean effectively (Blizzard has given them one or two weak limitations that don’t do anything to balance the race at all).

1.   Protoss Shields

A Protoss Colossus being attacked by two Vikings and
five Marines
Every Protoss unit and structure is protected by shields. Protoss shields effectively double their health, if not substantially increasing it, which is usually higher than their counterparts in other races anyways. Take, for example, each race’s basic combat unit. Zerg has a duo of Zerglings (I say duo instead of one because they are individually weak and actually hatch in pairs), Terrans have the Marine, and Protoss has the Zealot. Disregarding attack power, which is substantially higher in a Zealot anyways, a pair of zerglings has 35 hp each and each unit has 0 (+1) defense and no shields. A Marine has 45 hp (an upgrade can be bought to boost it to 55), 0 (+1) defense, and no shields. A Protoss Zealot starts with 100 hp, 1 (+1) defense, and 50 points of shields. This is without any upgrades, though just as many upgrades can be bought for Protoss units as can be bought for units of other races. This pattern is consistent with all comparisons between Protoss units and counterpart units of other races.

As if the fact that the Protoss have shields isn’t overpowered enough, the shields regenerate at a very generous rate. True, this can only happen after the unit has been out of combat for a few seconds, but Protoss speed makes it exceedingly easy to escape combat in enough time to regenerate shields or even make it back to base.
  

2.   The Warp Gate

A Gateway that has been transformed
into a Warp Gate
The Protoss’ basic unit production structure, called the Gateway, is the building that produces every single protoss unit, besides air units and the two heavy units (the immortal and the colossus). Like Terran structures and some Zerg structures, it queues up to five commands at once and completes them in the order in which they are given by the player. Training takes about as much time as units for other races and costs just a little bit extra (once again using basic combat units, Zealots cost 100 minerals and a pair of Zerglings or a single Marine costs 50 minerals. It’s twice as much but remember that Marines can attack from a range and a pair of Zerglings can double team).

All in all, the Gateway isn’t a particularly broken structure. The breaking comes in when the player inevitably decides to transform it into a Warp Gate. Before I explain what a Warp Gate does, let me explain how to go about getting one. You pay 150 minerals for a Gateway, research Warp Gate for 50 minerals and 50 gas, then wait for two minutes and click the Warp Gate button in the gateway menu. Warp Gate research is as cheap as a worker unit in terms of minerals, the cheapest item whether it be unit, structure, or research, in terms of gas, and takes average time to complete, considering how beneficial the research is. From the second you finish the initial research, you can turn a Gateway into a Warp Gate without any cost at all besides the ten second wait. Even at this point, a Warp Gate can be turned back into a Gateway immediately with, again, absolutely no cost and a ten second wait. It’s already a teensy tiny bit broken in its own right and I haven’t even explained what it does.

The Warp Gate allows you to build new units at any point on the map that is powered by a Warp Prism or a Pylon. Training a unit from a Warp Gate clear across the map has absolutely no penalty, resource cost, or drawback of any kind. After the first unit, the upgrade has entirely paid for itself. The unit in question is completed almost in only five seconds and only one unit per Warp Gate can be queued at any given time before the structure has to cool down. This works for any unit available from the Gateway (pretty much every Protoss ground unit besides Immortals and Colossi, this includes the indefinitely cloaked Dark Templar with an unrealistically high damage rate for such a convenient unit) and none of the units cost any more than they would from the Gateway. Neither does the act of actually building them on the site. Essentially, you have a ground unit production structure that can build almost universally strong and useful units on any point of the map, provided that spot has a power supply, which isn’t difficult by any means, considering the fact that the pylon is the cheapest structure and quickest build for that entire race.

3.   Probes

A Protoss Probe
The Protoss worker units, known as Probes, cost 50 minerals, 0 gas, and only take 17 seconds to train. That is not a criticism, as these statistics apply to every single worker unit in the game. What breaks Probes for the Protoss is how they build. A Zerg Drone, more often than not, must sacrifice itself to become a structure. This makes that structure effectively cost 50 minerals more than its listed price. A Terran SCV has to stay on a structure and can take no other action until the structure is completed or canceled. The Protoss Probe can set up a build site instantaneously and then go about other things while the structure builds itself. Given enough resources, a probe could start building every available structure within a second and let them take care of themselves. The brokenness is self explanatory. Other races either have to temporarily or permanently give up a worker unit to build any given structure.

4.   Void Rays

The Protoss air unit known as the Void Ray is already powerful just because it's an air unit, never mind that it's an air unit that can attack air and ground units (a feat only shared by the Zerg Mutalisk and the Terran Battlecruiser. I don't count vikings because they have to transform into an air unit to attack air and transform into a ground unit to attack ground, which takes time and uses a different type of weapon for each form). These facts alone do not make it a broken unit. What breaks the unit is the fact that the longer one void ray attacks a unit, the stronger its damage rate becomes, of course meaning that if you mass up a bunch of void rays (who already have decent damage rate to begin with), your opponent might as well not even play. Great for a lazy player who wants to climb the ladder, but not so great for any player looking to play a challenge or a challenging race.

5.   Photon Cannons

An active Protoss Photon Cannon
Whereas the Zerg have two different defensive structures, one that can only attack ground units and one that can only attack air units and is a detector, and Terrans have an air defense structure and a ground/air defense structure that must first be loaded up with individual combat units before it can do anything but sit tight and soak up fire, the Protoss have only one defensive structure: the Photon Cannon. The Photon Cannon can attack both air and ground units, unlike Zerg defensive structures, and it can do so without having to build additional units to power it, unlike the Terran Bunker. The easiest way to get a Photon Cannon off your back is to destroy any Pylons that could be powering it, though there could be many and Photon Cannons can easily cut an army down to size before the army destroys all of the necessary Pylons.

6.   Protoss Cloaking

Two cloaked Protoss Dark Templars
My final grievance with the Protoss race's brokenness is their cloaking abilities. Zerg and Terran have to research methods for hiding their units. Zerg, fortunately for them, can just research burrow once and then any Zerg unit with the ability can do so indefinitely. Terrans have to research cloaking for Banshees, though not for ghosts, but remaining cloaked will drain energy from either unit. The cloaked unit will eventually become revealed. This is a fairly good balancing mechanism for Terran cloaking units. Protoss units with the ability to cloak, however, are warped in cloaked, stay cloaked indefinitely, and do not lose energy for being cloaked. They don’t even have the option to not be cloaked. Additionally, the unit called a Mothership can cloak any units nearby just by being there, even if the units can't normally cloak.  The ability is passive, meaning it doesn’t have to be activated, the ability doesn’t use up any energy at all, doesn’t need to be researched, doesn’t have a limit to how many units can be cloaked, and can cloak air units and ground units, as well as any friendly structure. The units being cloaked don’t even have to have a cloaking ability to begin with.

These are the reasons why I was disappointed with the Protoss race even when I was doing so well with them. I decided that the race was extensively broken. Blizzard does, however, put into effect three apparent balancing mechanisms to try and nerf the race a bit. None of them work and it would seem that some of these are Blizzard’s efforts to actually nerf the nerfs instead of nerfing the breaks in the race.


1.   Limiting Protoss Regenerative Properties

Protoss units and structures cannot replenish hp in any way, shape, or form. Probes can’t repair structures or mechanical units, units can’t regenerate health naturally, and the Protoss have no healing class units. This is a measure taken to nerf the Protoss to make up for their shields, but due to the fact that the shields are substantial, regenerate generously, and can’t be disabled, the measure was taken in vain by Blizzard.

2.   Power Limitations

Protoss structures can only be built where power is supplied by a Warp Prism or a Pylon. A Pylon also serves as the player’s supply source, so the player is likely to build many of them all over their base anyways, and a Warp Prism is essentially an airborne Pylon that can move around and has a smaller radius for powering structures or warping in units. Though a structure that is powered by either of these will immediately deactivate once power is cut off, many structures are powered by three or four Pylons just because of the number the player is required to build to have enough supply for an army. This, and the fact that Pylons are cheap and quick to build, as well as having shields, makes this an ineffective limitation on the Protoss.

3.   Warp Gate Limitations

I know what you’re thinking- “Ah, so the Warpt Gate does have limitations, making it not so broken after all.” Think again. The Warp Gate has three limitations
·         Fog of War
·         Power Supply
·         Cooldown

Let us start with the most pointless limitation on the Warp Gate, fog of war. The fog of war is a useful and clever mechanic used in almost every Real Time Strategy game to limit a players’ sight. It works by showing only basic terrain and terrain previously seen by a given players units when that area is not within the visual radius of a friendly structure or unit. This forces a player to scout out areas they want to explore, to have to look for an enemy base instead of immediately knowing where their opponent is, and to have to spy on an enemy to know what kinds of structures and units that player is building. It is a key factor in developing strategies, and Blizzard actually states one of the Warp Gate’s limitations as being that it cannot warp any unit into an area covered by the fog of War. This limitation is rendered useless by the fact that the only places a Warp Gate can warp to are areas covered by a Pylon or Warp Prism’s power grid, an area that is without exception within a unit or structure’s visual radius and in no way covered by fog of war.

That brings us to the second limitation of the Warp Gate, the limitation shared by all Protoss structures- power supply. A Warp Gate cannot function if it doesn’t have a power supply but, as I mentioned earlier, it is more than likely powered by several well defended power sources that are easy to rebuild and, again, have a generous shield regeneration rate.

The third and most limiting mechanic on the Warp Gate is its cooldown. After warping in a unit from an individual Warp Gate, that individual Warp Gate has a cooldown period that varies from unit to unit but is always substantially shorter than the time it takes to train that unit at a Gateway. The longest possible cooldown period is 30 seconds and that period is for the High Templar, which takes 55 seconds to train at a Gateway. The cooldown does nothing to balance a Warp Gate against a Gateway or any other unit producing structure.

So there you have it, the Protoss race is clearly broken all over the place, which is a shame since it is actually an entertaining race to play and is used frequently in every league on Battle.net. All credit for pictures used in the article should go to Liquipedia at www.teamliquid.com, The best source for Blizzard game information on the internet.