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StarCraft

1998

  • real time strategy (rts)
  • strategy
  • science fiction
  • warfare
  • single player
  • multiplayer

The story

StarCraft is a real-time strategy game set in a distant sector of the Milky Way galaxy in the 26th century. Players command one of three species across separate campaigns: the Terrans, resourceful human colonists cut off from Earth; the Zerg, an insectoid swarm that assimilates other species; and the Protoss, a technologically advanced race with powerful psionic abilities. Each species features distinct units, structures, and strategic options. The game includes a story-driven single-player campaign for each faction and competitive multiplayer via Battle.net.

What it’s like

Hard-edged sci-fi in a sci-fi-military register: a cold, dusty palette of rust-brown desert, steel-grey and glowing green, with the Zerg's fleshy purple-black creep spreading over the ground like something alive. Its 1998 pre-rendered cutscenes and sprite-based units have a crisp, slightly painterly finish, and the sound is a mix of mechanical clatter, hissing vents, chittering swarms and clipped radio chatter, with a restrained, brooding score built on low drones and martial percussion. The mood is tense and grim: war as a grinding, attritional routine, with bloody, bodies-and-explosions violence that is frequent but stylised rather than gory, and an undercurrent of cosmic dread and religious fervour around the Protoss. Pacing is fast when you are in a fight and meditative when you are building a base, so it suits a long evening at the desk, a late-night session with headphones on, or a steady, focused campaign. It is for players who enjoy micromanagement, planning under pressure, and cold, mechanical atmospheres, and it is best avoided by anyone wanting something gentle or low-stakes.

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