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** The objective of _____ [[SarcasmMode is super unique]]. There are X _____ scattered around the map that need to be _____. Each is guarded by a progressively stronger force of enemies. [[labelnote:Explanation]]While more varied in style compared to [[VideoGame/StarCraft the first game]] and its simplistic "destroy all enemy forces" and "reach a certain area" missions, some players have noted that this game's campaign and co-op missions can also turn out to be incredibly formulaic at the end of the day. A very large amount of them can be summarized the way [=GiantGrantGames=] described it in his challenge runs: the objective is split into multiple objects all over the map, you have to do the same thing (generally destroy it) to each of them, and every object is better defended than the previous one you reached.[[/labelnote]]
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Trope was cut/disambiguated due to cleanup


* TheyChangedItNowItSucks: BrokenBase aside, there were a lot of complaints about the [[EnsembleDarkhorse Siege]] [[DropTheHammer Tank]]'s acknowledgement and StopPokingMe phrases not being equal as the ones of its ''VideoGame/{{StarCraft I}}'' counterpart.

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* TheyChangedItNowItSucks: BrokenBase aside, there were a lot of complaints about the [[EnsembleDarkhorse Siege]] [[DropTheHammer Siege Tank]]'s acknowledgement and StopPokingMe phrases not being equal as the ones of its ''VideoGame/{{StarCraft I}}'' counterpart.

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Added examples for Angst What Angst, Motive Decay, Sequelitis, and Stupid Evil.


* AngstWhatAngst: While Zeratul's certainly got quite a bit to feel bad about, he just keeps on fighting, never letting it slow him down, though some pieces slip through the cracks; one of his unit quotes is "En aru'din Raszagal", or "In Memory of Raszagal". It's also painfully apparent how much he's suffering from CantKillYouStillNeedYou where [[spoiler:Kerrigan]] is concerned.

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* AngstWhatAngst: A lot of the characters have suffered fates that would have utterly broken any real person, or at least given them severe PTSD. Yet most characters in [=SC2=] simply carry on with showing little more than an angry squint.
**
While Zeratul's certainly got quite a bit to feel bad about, he just keeps on fighting, never letting it slow him down, though some pieces slip through the cracks; one of his unit quotes is "En aru'din Raszagal", or "In Memory of Raszagal". It's also painfully apparent how much he's suffering from CantKillYouStillNeedYou where [[spoiler:Kerrigan]] is concerned.concerned.
** Raynor's entire life seems to be a TraumaCongaLine: he spends his youth as a criminal but regrets it deeply; his parents die in shame, only knowing his as a criminal; his best friend gets imprisoned indefinitely; his son is hauled off and dies in a [[TrainingFromHell shady training programme]] and his wife subsequently dies of sorrow; the planet he gets a job on gets consumed by the Zerg; he then goes to fight for Mengsk, who rewards him by feeding [[LoveInterest Kerrigan]] to the Zerg and go from freedom fighter to dictator; he witnesses Kerrigan get infested and later kill [[FireForgedFriends his friend, Fenix]], and he sees Mengsk rise to power and get away scot free while he himself is vilified with no hope of deposing him. Then [=SC2=] has him [[spoiler:kill off his best friend to deinfest Kerrigan, only for her to willingly reinfest herself later]]. [[MenDontCry And he never so much as sheds a tear]].
** Kerrigan also counts. Aside from getting betrayed by a man she trusted implicitly, fed to and infested by the Zerg, and then [[spoiler:get returned to normal]], suddenly able to look back on her [[InferredHolocaust butchering her way across the stars]] as the Queen of Blades from a normal perspective... that can't be easy. [[spoiler:And this isn't even mentioning how she later loses Raynor to a sniper bullet.]] [[MenDontCry Unlike the others]], at least she gets to shed a SingleTear.


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* MotiveDecay: Arcturus Mengsk goes from a MagnificentBastard who shrewdly manipulated everyone around him into helping him achieve his goals, to a one-note villain willing to sacrifice ''his only heir'' just to kill Raynor. It's never really elaborated upon ''why'' he hates Raynor enough to [[StupidEvil destroy his own dynasty]], he just does.


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* {{Sequelitis}}: Whether because of changes to multiplayer, singleplayer, or both, there are a large number of fans who view ''[=StarCraft 2=]'' as inferior to [[VideoGame/StarCraft the original]] for one reason or another. Some find that one of the particular installments is to blame for the failure, others dislike all of them to various degrees albeit not necessairy in order, and some simply dislike [=SC2=] as a whole, viewing all the installments as equally bad.


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* StupidEvil: Many detractors of the story view Arcturus Mengsk as having turned into this in [=SC2=], in contrast to his MagnificentBastard role in [=SC1=]. Surely, deciding to kill off your one and only heir, when you rule a hereditary monarchy, must count as a colossally stupid idea. Even more so when you do it [[SkewedPriorities just to kill off ''one'' ineffectual rebel who deserted you]] because you fed his girlfriend to the HordeOfAlienLocusts.
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Added an example for They Wasted A Perfectly Good Character.

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** Tychus Findlay features heavily in [[VideoGame/StarCraftIIWingsOfLiberty the first installment]] and was perhaps the most well-liked new character in the entire game. Many would probably have liked to see even more of him in the subsequent installments. [[spoiler:Instead, he was [[DroppedABridgeOnHim unceremoniously killed off]] at the end of ''Wings of Liberty''.]]
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Added example for Franchise Original Sin.

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*FranchiseOriginalSin: Although many complain about the romance between Kerrigan and Raynor, many forget that it was featured already in [[VideoGame/StarCraft the first game]]. The only difference is that there, it was only a [[TokenRomance minor subplot]], whereas here, it forms a core part of the story.
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Added entry for Romantic Plot Tumor.

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* RomanticPlotTumor: Many who disagree with the direction of the story in [=SC2=] see the romance between Kerrigan and Raynor as this. Although this was [[FranchiseOriginalSin already present in the first game]], it received very little screen time and so looked more like a TokenRomance that came to a tragic, premature end. Kerrigan's [[CompleteMonster subsequent actions]] further cemented the death of their romance when she had Raynor's [[FireForgedFriends Fire Forged Friend]], Fenix, [[MoralEventHorizon killed]], whereupon Raynor handed her a ReasonYouSuckSpeech and [[ItsPersonal swore be the one to kill her]]. So when Blizzard then decided that ''Starcraft'' had apparently [[OrwellianRetcon "always been a story about a boy and a girl"]][[note]]This being an actual quote from one of the developers from the making-of video of VideoGame/StarCraftIIWingsOfLiberty.[[/note]], it understandably pissed off a lot of fans. This was made even worse by neither Fenix nor any of Kerrigan's crimes ever being brought up even once in [[VideoGame/StarCraftIIWingsOfLiberty the first installment]], with [[ContinuitySnarl every character acting as if they never even existed]], making it look like they were [[RetCon retconned out]] just to make a forced romance work.
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Edited Broken Base to expand on the conflict between appreciators and detractors of the game's story.


** The writing in general. Some people like the direction the series went in, with a more Mass Effect-esque space opera feeling, and the change to Kerrigan and the Zerg's motives. Others... did not.

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** The writing and delivery in general. general is a major divide amongst the singleplayer fanbase. Some people fans like the direction the series went in, with a more Mass Effect-esque space opera feeling, and the change to Kerrigan and the Zerg's motives. Others... did not.Others feel the story repeatedly [[ContinuitySnarl breaks continuity]], ignores the core premise in favour [[RomanticPlotTumour poorly written love story]], reduces characters to one-dimensional archetypes, and has a script consisting of nothing but a giant ClicheStorm. A third group yet considers ''both'' games to have a subpar story and writing [[ClicheStorm full of tired cliches]] and hold that the multiplayer is [[PlayTheGameSkipTheStory the games' only worthwhile quality]]. Then come the newer fanbase who've never played [[VideoGame/StarCraft the first game]] and don't understand what all the fuss is about.
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* LowTierLetdown: The Mothership has been hated since Day One. Players hated the initial concept on arrival, since it reminded too much of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet[[note]]make a lot of Archons, have the Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too long to tech up to, cost a lot of resources, move slowly, don't do much damage, are easily focused down and killed, and need a long time to build up energy reserved to use their abilities. The result is they virtually never see play. The Mothership Core was added in ''Heart of the Swarm'' as a stepping stone to the Mothership to make them more appealing, but it actually made them even less appealing since the Mothership Core has the same abilities at a much more manageable cost and much lower tech requirement, and it builds and moves much faster making it easier to replace. The Mothership Core was ultimately removed two years after the release of ''Legacy of the Void'', with its recall ability added to the Nexus instead.

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* LowTierLetdown: The Mothership has been hated since Day One. Players hated the initial concept on arrival, since in the first place because it reminded was deemed too much reminiscent of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet[[note]]make a lot of Archons, have the The Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too takes a long time to tech up to, cost costs a lot of resources, move moves slowly, don't do doesn't deal much damage, are is easily focused down and killed, killed because of its size and need a long sluggish speed, and it needs time to build up energy reserved to reserves so it can use their its abilities. The result is that they virtually never see play. The Mothership Core was added play in the competitive scene except for niche and novelty strategies. ''Heart of the Swarm'' added the Mothership Core as a stepping stone to the Mothership to try and make them more appealing, viable, but it actually made them even less appealing had the opposite effect since the Mothership Core has had the same abilities at a but was much more manageable cost cheaper and much lower on the tech requirement, and it builds and moves much faster making it easier to replace. tree. The Mothership Core was ultimately removed two years after the release of ''Legacy of the Void'', with its recall ability added to and the Nexus instead.Mothership had a massive rework (not the first time, either) in 2023, to try and bring it up to par.
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* TrueArtIsAngsty: While there are many constructive criticisms of the game's story, one of the common fan complaints is that [[LighterAndSofter the sequel is not as "dark" as its predecessors]]. As of ''Legacy of the Void'' however, it's increasingly gotten darker.

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* HighTierScrappy: Swarm Hosts' ability to endlessly create waves of locusts to pressure the enemy indefinitely means they can force a stalemate if a player can't find a way to push back against them, and any units lost to their locusts are an advantage for the Zerg player because they lose nothing if their locusts die. The hate for them got even worse in ''Legacy of the Void'' when their locusts were allowed to ''fly'', making them base raiders to boot, able to unleash locusts on worker lines from across chasms without fear of reprisal.



* LowTierLetdown: The Mothership has been hated since Day One. Players hated the initial concept on arrival, since it reminded too much of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet[[note]]make a lot of Archons, have the Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too long to tech up to, cost a lot of resources, move slowly, don't do much damage, are easily focused down and killed, and need a long time to build up energy reserved to use their abilities. The result is they virtually never see play. The Mothership Core was added in ''Heart of the Swarm'' as a stepping stone to the Mothership to make them more appealing, but it actually made them even less appealing since the Mothership Core has the same abilities at a much more manageable cost and much lower tech requirement, and it builds and moves much faster making it easier to replace. The Mothership Core was ultimately removed two years after the release of ''Legacy of the Void'', with its recall ability added to the Nexus instead.



* TierInducedScrappy
** The Mothership since Day One. Players hated the initial concept on arrival, since it reminded too much of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet[[note]]make a lot of Archons, have the Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too long to tech up to, cost a lot of resources, move slowly, don't do much damage, are easily focused down and killed, and need a long time to build up energy reserved to use their abilities. The result is they virtually never see play. The Mothership Core was added in ''Heart of the Swarm'' as a stepping stone to the Mothership to make them more appealing, but it actually made them even less appealing since the Mothership Core has the same abilities at a much more manageable cost and much lower tech requirement, and it builds and moves much faster making it easier to replace. The Mothership Core was ultimately removed two years after the release of ''Legacy of the Void'', with its recall ability added to the Nexus instead.
** Swarm Hosts. Their ability to endlessly create waves of locusts to pressure the enemy indefinitely means they can force a stalemate if a player can't find a way to push back against them, and any units lost to their locusts are an advantage for the Zerg player because they lose nothing if their locusts die. The hate for them got even worse in ''Legacy of the Void'' when their locusts were allowed to ''fly'', making them base raiders to boot, able to unleash locusts on worker lines from across chasms without fear of reprisal.

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Alphabetical order.


* MemeticBadass

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* MemeticBadassMagnificentBastard: Alarak from the ''YMMV/StarcraftIILegacyOfTheVoid'' expansion. See that page for details.
* MemeticBadass:



* MagnificentBastard: Alarak from the ''YMMV/StarcraftIILegacyOfTheVoid'' expansion. See that page for details.

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* RescuedFromTheScrappyHeap: Artanis was considered an uninteresting character from the first game, struggling to stand out against Zeratul, Tassadar, and Fenix, who were seen as much cooler and better developed. His starring role in ''Legacy of the Void'' and the development he got there saw him firmly break out of this mold and establish himself as the modern face of the Protoss.


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** Artanis was considered an uninteresting character from the first game, struggling to stand out against Zeratul, Tassadar, and Fenix, who were seen as much cooler and better developed. His starring role in ''Legacy of the Void'' and the development he got there saw him firmly break out of this mold and establish himself as the modern face of the Protoss.

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"completly", huh...


* PlayTheGameSkipTheStory: Website/TVTropes is probably the most you'll ever hear about the actual ''story'' of ''VideoGame/{{StarCraft II}}''. A huge number of people picked up the game and went straight to the multiplayer.
** In addition, many people playing campaigns are ignoring cutscenes and interaction between characters completly - both to save time and because many consider plot of the game to be terribly written ExcusePlot and disgrace to otherwise quite charming and interesting lore.

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* PlayTheGameSkipTheStory: Website/TVTropes is probably the most you'll ever hear about the actual ''story'' of ''VideoGame/{{StarCraft II}}''. A huge number of people picked up the game and went straight to the multiplayer. \n** In addition, many people playing campaigns are ignoring Others play the main campaign, but skip the cutscenes and interaction between characters completly - both to save time and because many consider plot of the game to be terribly written ExcusePlot and disgrace to otherwise quite charming and interesting lore. entirely.

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* AuthorsSavingThrow:
** A criticism of the ''Wings of Liberty'' campaign was that the developers included too many units, with every single mission dedicated to a unit. This not only created a massive tech tree (almost two dozen units in total), but some of the units weren't that good, even in the missions that focused on them -- on the other hand, there was criticism over many missions being ThisLooksLikeAJobForAquaman, being tailored to the strengths of its spotlight unit and coming off as gimmicky and easy. ''Heart of the Swarm'' dialed back on the unit count heavily, had several levels that didn't focus on one unit, and the levels that did focus on a new unit did so in ways that felt more organic and didn't try to shoehorn the unit into things. ''Legacy of the Void'' technically had more units than even ''Wings of Liberty'', but many of them were variants of existing units and existed to add variety to the player's army, not to be used heavily in a single spotlight mission.
** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while keeping them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with un-dodgeable bursts of splash damage rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic. Many spells are now balanced around reaction time, with skillful micromanagement being rewarded with taking reduced or no damage.
** Supporting fliers like the Corsair, Devourer, and Valkyrie wern't useless, just very situational with the Corsair seeing the most use but its Disruption Web requiring the costly fleet beacon to unlock and still being a niche spell. These were respectively replaced by the Phoenix, Corruptor, and Viking, and had some way to engage ground units. The Phoenix is able to inately lift up all but colossal units so that other Phoenix units may attack them, the Corruptor is able to attack structures or morph into Brood Lords to attack any ground units, and the Viking is able to land to attack ground forces.


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* RescuedFromTheScrappyHeap: ''Starcraft II'' re-balanced much of the gameplay in an effort make competitive play more unpredictable, but also improved campaign gameplay over time as well.
** A criticism of the ''Wings of Liberty'' campaign was that the developers included too many units, with every single mission dedicated to a unit. This not only created a massive tech tree (almost two dozen units in total), but some of the units weren't that good, even in the missions that focused on them -- on the other hand, there was criticism over many missions being ThisLooksLikeAJobForAquaman, being tailored to the strengths of its spotlight unit and coming off as gimmicky and easy. ''Heart of the Swarm'' dialed back on the unit count heavily, had several levels that didn't focus on one unit, and the levels that did focus on a new unit did so in ways that felt more organic and didn't try to shoehorn the unit into things. ''Legacy of the Void'' technically had more units than even ''Wings of Liberty'', but many of them were variants of existing units and existed to add variety to the player's army, not to be used heavily in a single spotlight mission.
** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level even with ideal micromanagement skill. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while keeping them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with un-dodgeable bursts of splash damage rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic. Many spells are now balanced around reaction time, with skillful micromanagement being rewarded with taking reduced or no damage.
** Supporting fliers like the Corsair, Devourer, and Valkyrie wern't useless, just very situational with the Corsair seeing the most use but its Disruption Web requiring the costly fleet beacon to unlock and still being a niche spell. These were respectively replaced by the Phoenix, Corruptor, and Viking, and had some way to engage ground units. The Phoenix is able to inately lift up all but colossal units so that other Phoenix units may attack them, the Corruptor is able to attack structures or morph into Brood Lords to attack any ground units, and the Viking is able to land to attack ground forces.
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** In addition, many people playing campaigns are ignoring cutscenes and interaction between characters completly - both to save time and because many consider plot of the game to be terribly written ExcusePlot and disgrace to otherwise quite charming and interesting lore.

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