And although I didn't manage to get hands-on time with the Invasion mode, I'm really looking forward to checking it out when the game hits the streets.I always peered at StarCraft: Ghost with curiosity, wondering both when Blizzard would announce the stealth-action console game for PC (surely? probably? possibly) and what the heck was going on with it. This war of attrition smacks of tactical decision making along with twitch reactions. These points could then be spent on valuable unit upgrades, making your team more powerful and harder to take down. So the quicker your team gets those nodes under control, the faster you'll be able to work the other base into the ground.Ī cool twist came in the form of points awarded for enemy kills and nodes captured. Once each node had been claimed, the opposing force's base camp becomes vulnerable to attack and destruction. Called Invasion, the aim of the game there was to work with teammates to gain access and control of five crystal resource nodes. The second game type was a little different. Blood was shed, foul language was uttered, and a rousing good time was had by all. Needless to say, there was plenty of close-quarters circle-strafing and rapid firing as both teams vied to board the mobile factory.
Equipment and abilities consisted of two projectile weapons ranging from flamethrowers, shotguns, assault cannons, rocket launchers and pistols, to grenades and basic melee attacks. Each class has its pros and cons, but they all came across as being pretty well balanced. I checked out all four character classes and found the ghost to provide the most versatility - I personally like to be able to cloak and vanish, while picking off the opposition at long range with a sniper rifle. Each side got to choose from one of four Terran units: standard light infantry, heavy-set marine, flame-wielding Firebat, or the sneaky ghost assassin. The one I managed to steal a little time with was the Mobile Conflict mode, where eight Terrans went head-to-head with eight enemy Terrans in a bid to take over control of a massive moving mobile factory which needed to be piloted back to either team's base for a win point. The game's that were set included two different types of 16-player scenarios. There had to be a least 150+ TVs and Xboxes all decked out with headphones and mics, just waiting for the show attendees to start plugging away at each other. Approaching the SG area in the main hall, I couldn't believe the number of 16-player Xbox LAN stations that were all up and running. The really big news today was that the ever-slithering Zerg are now a fully playable race in the game, which is news that will no doubt send hardcore StarCraft fans into a state of total and utter frenzied joy. Aside from the main World of Warcraft theme that smacks you in the face upon entering the main hall, Blizzard decided it would be prudent for StarCraft: Ghost to make an appearance, given that the last time it was playable was back at E3 earlier in the year.
#Star craft ghost full#
Having just braved the masses of Blizzard fans on the very first day of Blizzcon 2005 - held at the Anaheim Convention Center in Southern California - I'm please to report that StarCraft: Ghost was there and in full effect.
#Star craft ghost ps2#
It's a little unknown how this will pan out on the GameCube in terms of 16-player LAN sessions, but we're betting it's more likely that PS2 and Xbox will be the platforms of choice. Note that this preview is based on a multiplayer previewable build of the Xbox version of StarCraft: Ghost.