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Sunday, February 05, 2012

The player is taken back to what now appears to be Jim Raynor’s base of operations on Mar Sara, the bar Joey Rays. During conversation with Tychus Findlay, Raynor is again getting trashed until he realizes that the artifacts stolen from the Dominion are about to be overrun by Zerg. The player is then taken back to the point and click bar, which I’m starting to warm up to after Sweet Home Alabama was on the jukebox and the TV anchor called Raynor a child killer.

The mission itself is a 20 minute long holdout, and introduces the Bunker defensive structure. It also introduces an all-new upgrade for the Barracks that allows you to build two marines at once. I built three of these Bunkers of steroids and two Bunkers with a Medic Bay, and started pumping out Marines and Medics. I built enough that I was able to take the fight to one of the two Zerg forward bases, but the time ran out before I was able to completely destroy it. Despite the end mission cut scene that showed the destruction of my base and introduced Raynor’s second in commander Matt Horner, it seemed that I really didn’t even need to be evacuated. This mission was extremely reminiscent of the Confederate Mar Sara defense of the original StarCraft, and was probably meant to feel that way.

Mission 2 review

Mission 1 review

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