Hammeroj said:
Imma go out on a limb here and completely agree with you.
Wall of text warning if you didn't already figure it out.
The campaign's gameplay was just bad for the most part. There are some maps where you just need to build the unit they give you and nothing else. Likewise, half the missions have a timer or a mechanic timer that forces you to complete the mission within a set limit. I don't know about anyone else, but the fun of the original's campaign was turtling hardcore until you got a maxed out army or finding a way to beat what should be hour long missions in 186 seconds. [http://www.youtube.com/watch?v=ACCYvuQb17A]
Compound this with the fact that they had 12 years to not screw it up. It didn't matter that they had other projects at the time. The problems are largely a matter of concept as opposed to execution.
Who remembers the "leaked HotS" trailer? The one where Kerrigan kills Mengsk and "frees" the zerg? It eventually got dismissed as the alpha version of Starcraft 2's ending. That's disturbing to me. Who would even imagine that as a viable ending to such a dark tale? It's not even good to say that they cancelled it. The fact that it exists is a sign that something is very wrong in the minds of the creative developers.
I'd also like to raise the hiring of a guy from the Command and Conquer series as the senior designer. C&C is known for nonsensical plots, cheesy LA cutscenes and tanks. The original Starcraft was great on its own. They did not need to hire a man who, accounted himself that, "he brought no knowledge from his previous job at EA, since he wasn't working on games designed for esports there" as quoted from the SC wiki.
Seriously? What was the point if he didn't even bring experience to the outfit?
I claim no expertise in the multiplayer arena, but by my observation, there's both errors in practice and concept.
In practice, units like the viking are clear reactionary units that were designed not with "this would be both cool and useful" but "this unit is too effective against this race. There needs to be a counter."
Take a look at the lore justification.
"Wraith combat fighters and valkyrie missile frigates proved to be an unwieldy combination against agile zerg airborne organisms. In addition, ground-based anti-air support from goliath assault walkers was too limited in its mobility: all too often airborne attackers would simply move out of the goliath's range."
Granted, wraiths sucked against mutalisks, but to level such injustice against my beloved valkyrie is pure bullshit. That thing beat the bejesus out of mutalisks. And I've rarely seen terran get vikings to counter mutalisks. It just doesn't happen. But do you know what's even more retarded logic? They made the "counter" to the fast and agile mutalisks a slow ground unit that, with proper micro, is rendered useless against mutalisks. Magic box ftl.
Likewise, the only units the viking can beat one on one are actually mutalisks (again, never employed in play) and the nerfed/buffed void ray. It used to be that a ray could outrun a viking and negate micro since the ray can fire on the move, but the VR's speed is now 2.25 to the viking's 2.75.
Also, the goliath with Charon Boosters matched the range of both the guardian and the carrier. So yeah, Blizzard covering their asses with a handkerchief.
You can look at the patch lists to see how many unit tweaks have been made in the last year. It's roughly the same amount that occurred in the entire history of Brood War. Does that not speak volumes about how much the game still needed fixing?
And on a personal note, I was goddamn pissed off that Tricia Helfer won the Spike VGA for Kerrigan. She had like 2 minutes of very flat, unenthused dialogue while Yvonne Strahovski got shafted. Hell, they wanted to get rid of Robert Clotworthy as the voice of Raynor and it was a miracle that Neil Kaplan was the ADR or something and just happened to swing the job as Tychus. And they killed Tychus, the only memorable (read: good) character in the entire goddamn campaign.