YMMV / StarCraft II

See also:

  • Angst? What Angst?: 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 Can't Kill You, Still Need You where Kerrigan is concerned.
  • Bizarro Episode: The trilogy of novels StarCraft: The Dark Templar Saga. Word of God is they were written specifically to set up plot events in the trilogy, but none of the characters besides Valerian reappear and the events of the novel are not referenced ever again, and most of the backstory and lore it provides is either given again in the games, or are retconned. In the meantime, the book concerns a Terran that has to share his brain with a Protoss experiencing the memories of famous Protoss heroes as visions, Kerrigan's attempts to replicate her infestation on another Terran succeed (with no given reason for why after another novel had her repeatedly failing), we deal with Protoss drug addicts, and we have Ulrezaj the dark archon draining the souls of other Protoss to sustain his life.
  • Broken Base:
    • Unfortunately, this was expected. The game created this before it was even released. Features such as multiple building select split the fanbase early on on the development cycle, followed by debates over how protoss display team color, if the lurker should have been removed or not, and more. Not to mention the arguments that broke out when it was revealed that Blizzard was changing the voice actress of Kerrigan from Glynnis Talken to Tricia Helfer. And now that the game is actually out, the base has become extremely polarized, nearly to the extent of the Inheritance Cycle over StarCraft II's story.
    • Early in development there was a Broken Base on the Zerg. Some thought they're the weakest race and helpless before any competent Protoss or Terran, while others thought they wre fine and the weaker players just had yet to "click" with the race and realize their full potential and versatility. A related point of contention was the Infester, a unit so powerful it was considered a necessity for Zerg to have a chance, but perhaps was too powerful. Then Patch 1.4 talked about nerfing the Infester's Neural Parasite ability, and cue the arguments. Numerous fixes to the race come Heart of the Swarm helped mitigate the problems.
    • The release of Legacy of the Void broke the base in a similar manner on the Terrans. The Marauder nerf, along with addition of the Adept and Disruptor to the Protoss, and the Lurker and Viper's Parasitic Bomb to the Zerg, makes the Terran's bread and butter strategy, MMM (Marines, Marauders, and Medivacs) much weaker. Some Terran players are complaining now that this makes them the weakest race since Terrans have a harder time doing a tech switch to transition into later-game Factory and Starport-based armies, while Protoss and Zerg players are mocking the Terrans for relying on the MMM strategy since Wings of Liberty and are now just upset they "have to learn how to really play" after using the same strategy for five years.
    • Some of the non-literal translations in the latin american spanish version. Are they surprisingly good references to native american languages, or they don't make sense at all?
    • 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. Other's... Did not.
  • Contested Sequel: For the multiplayer, it's really a matter of opinion if the original game or this one is superior. For the singleplayer campaign, most agree the gameplay and presentation are significantly improved, but the writing has taken a downward turn, albeit improving in its own way by Legacy of the Void.
  • Creator's Pet: The macro booster mechanics — MULEs/Chrono Boost/Inject Larvae — have always been a touchy subject for skewing the game balance in different ways. MULEs speed up Terran mining rate ridiculously and allow the Terran to run much fewer workers than other races, and lets them recover much easier from a worker raid to the point a Terran player may not even feel they need SCVs at all for mineral mining. Meanwhile Inject Larvae is busywork since the player must always be mindful of their Queen and Hatchery, and unlike the Orbital Command and Nexus' mechanics, Queens cannot quickly dump their reserve energy on multiple injections, the player must wait until the current injection finishes. A poll was set up on Team liquid to ask the community's thoughts on them, and an overwhelming majority voted "no macro boosters", yet Blizzard chose to retain them and try to balance them in other ways.
  • Ensemble Darkhorse: The baneling has quite a following as the "cute" zerg unit, for some reason.
  • Epileptic Trees: Early in the trilogy, some fans suggested that "The Voice in the Darkness" from the Frontline graphic novels was Amon; they're both Void-based entities, the Voice was apparently killed/sealed by the Xel'naga ages ago, it refers to them as false gods and itself as the one true god, it was unsealed by Moebius Foundation, and it shows some ability to control the minds of Terrans and Protoss. Word of God has said outright the two entities are different, but it hasn't stopped speculation on other potential connections between them.
  • Fan Hater: The campaigns spawned a large group of haters who don't just hate the story itself, but go berserk on anyone who dares say anything good about it. Some of them even justify it by saying that they want Blizzard to suffer for making such a crappy story (which, they often say, is not an opinion, but fact), and in order to do so they need to ruin others' enjoyment of it so that they won't buy the next installment.
  • Game-Breaker:
    • The Zerg Infestor has become the most despised unit in the entire franchise for its immense versatility and power. However, since they were also the only midgame unit that could stand up in direct battle combat for the Zerg, Blizzard refused to nerf them. They ironically nearly broke the game and kept the Zerg from falling apart at the same time. The unit got nerfed in Heart of the Swarm once the other Zerg units had been fixed.
    • Another issue in multiplayer is the Terran MULE. It's a Worker Unit that can be summoned by an Orbital Command Center for 50 Energy (of 200), does not take up Supply, and brings back 7 minerals per trip where standard SCVs bring back 5. It only lasts for 90 seconds, but if a Terran player can focus his economy in the midgame, he can build a ton of Orbital Commands and basically replace all his SCVs with MULEs. This is where things start going Off the Rails. In the late game, a Protoss player has probably dedicated about 60 of the 200 Food in his Arbitrary Headcount Limit to Worker Units; Zerg are expected to run more like 80. A Terran player spamming MULEs? He can get by with 20.
  • Genius Programming: The Starcraft II World Editor is surprisingly versatile; mods have ranged from a racing game, a Futbol game, and so on.
  • Goddamned Bats: Those annoying little broodlings that come out when you destroy a zerg building.
  • It's Easy, So It Sucks!: Boring, but Practical units are derided for their effectiveness (at least in earlier levels of skill, wherein players don't know much strategy beyond attack-moving), with some going so far as to (dismissively) allege that Marine-Marauder-Medivac / mass Mutalisk / mass Void Ray is practically impossible to win against.
  • Memetic Mutation:
  • Mis-blamed: Early in the game's development EVERYTHING that the fans didn't like was blamed on Dustin Browder, to the point some accused him of trying to ruin the game on purpose because he used to work on the Command & Conquer series and saw StarCraft as a rival franchise. Fan Dumb indeed.
  • Most Annoying Sound:
    • Units now give a unique warning to players when they are being attacked offscreen, and it's always the same. Marines will cry for help, zealots will insist they "cannot hold," and so forth. They do this every time they enter battle; even if they're winning they'll call for help, and every unit does it, except for the zerg who don't talk. It gets very annoying very fast.
      Adjutant: Base is under attack.
      Player: I KNOW!! SHUT UP!!!!!
      • Battlecruiser commanders shout "Abandon ship!" as soon as the bullets start flying. Even if they are part of a nigh-unstoppable twenty-unit group and the offending unit is a single wimpy hydralisk. Annoyingly justified by how Battlecruiser commanders follow the stereotype of the cowardly Russian submarine commander, and would understandably overreact to the slightest threat. They also yell "It's a trap!" every once in a while too.
      • This no longer seems the case as Blizzard became aware of this trope in late 2015 and changed the unit's cries for help to alerting you that they're in battle, while Blood Knight units, like the Zealot and Thor, become very enthusiastic when engaged in combat. Even if the odds are not stacked in their favor.
      Zealot: We meet the enemy in glorious battle!
      Thor: Dah! Come and fight me, eh ha ha!
    • And then there's the classic trope namer: You Require More Vespene Gas, "Not enough minerals", "You must construct additional pylons" (and their counterparts Zerg and Terran counterparts "Spawn more Overlords" and "Supply Depot required" respectively) and "Not enough energy" (and their Terran and Zerg equivalents).
  • Most Wonderful Sound:
    • The siege tank's *shbooom* noise is this for terran players. What it says is "group of enemy units just got their teeth kicked in".
    • "Nuclear Launch Detected." That's assuming you were the one that launched it, otherwise it's another trope.
    • In the Co-op mode, any time your ultimate ability comes off cooldown comes with one:
    Adjutant: Pulse Cannon online.
    Protoss Advisor: Solar Bombardment available/Time Stop online.
    Alarak: I am ready to be empowered/The Death Fleet is standing by.
    Stukov: An Apocalisk is ready for spawning.
  • Narm:
    • Zeratul talks to himself a lot, mostly to recap gameplay mechanics or plot points he already knows very well. It's there to exposit to the player what he's doing and how his abilities work, but this doesn't change the fact he's talking to himself and pulling As You Know on himself. Coupled with his Large Ham tendencies, it results in a silly habit of giving dramatic monologues to thin air.
    • Several of the Zerg portrait quotes you can't help but unintentionally laugh at. The Zergling and Infestor's quotes particularly where the former has a moment where it sounds like the Zergling is letting out a brief fart, while the latter sounds like someone working at Blizzard had just recorded a person taking a dump on the toilet almost the entire time.
  • Nightmare Fuel:
    • The infested terran in general. The portraits are far more detailed and thus far more disturbing than the original game.
      • Zoom in on their death animation. Once their meter expires, they put their guns in their mouths and shoot themselves.
  • Play the Game, Skip the Story: TV Tropes is probably the most you'll ever hear about the actual story of StarCraft II. A huge number of people picked up the game and went straight to the multiplayer.
  • Scapegoat Creator:
    • During the lead-up to Wings of Liberty, it was lead designer Dustin Browder, who fans accused of trying to ruin the game on purpose and blamed every questionable gameplay element on him.
    • With Legacy of the Void, the title shifted to David Kim, a pro-level player who also works as a game balancer for Blizzard and is accused of advising Blizzard to make changes based on his personal preferences rather than good balance.
  • "Stop Having Fun" Guys: In multiplayer, a lot of older or higher ranked players will rather play with other players of equal ranking and have hate on newer ranked ones, especially newcomers (ie noobs). Some will go through great lengths to abuse the new player until he/she quits the game. Apparently they'd rather have a lower chance of winning than have a newcomer on their team. This even happens on unranked games. If you bring it up in the forums the answer is often "play multiplayer only when you can play 4v4 against the computer on brutal". Ouch. Also, a lot of players believe in specific tactics and you will be terribly bullied if you choose to play in a way that do not conform to any known tactics.
  • Strangled by the Red String: People who have only played the games and not read the books will be somewhat surprised by how much Jim Raynor wants to save Kerrigan, as the last time they met Raynor was swearing revenge on her for Fenix's death.
  • They Changed It, Now It Sucks!: Broken Base aside, there were a lot of complaints about the Siege Tank's acknowledgement and Stop Poking Me! phrases not being equal as the ones of its StarCraft I counterpart.
  • Tier-Induced Scrappy
    • 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 Toiletnote , 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.
    • 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.
  • True Art Is Angsty: While there are many constructive criticisms of the game's story, one of the common fan complaints is that the sequel is not as "dark" as its predecessors. As of Legacy of the Void however, it's increasingly gotten darker.
  • Woolseyism: The latin american spanish translation of the trilogy went a little liberal and redubbed certain names with native american words. For example:
    • The Firebat is called Camazot, one "z" away from the name of the mayan bat god, Camazotz. Furthermore, the K'iche' tribe, whose mythology originally did not include Camazotz, was eventually adapted as being the same as the K'iche' fire god. Essentially, the fire bat god.
    • Similarly, the Reaper is Yum-Kimil, taken from the name of one of the mayan death gods, making the name equivalent to Reaper.
    • The Baneling was renamed Uetzi. Uetzi means "roll over" in Nahuatl, the aztec language. This fits with the way they move in the battlefield.
    • The Thor's Javelin Missile Launchers are called Colihue Rocket Launchers. The colihue (A mapudungun -Mapuche language- word) is a south american species of bamboo.
  • What Could Have Been: A number of features in the single player were cut.
    • In Wings of Liberty, Raynor was supposed to be able to walk around the ship like in an adventure game, and there were several subplots including one where the Hyperion's crew staged a mutiny if you couldn't afford to pay them. The Hyperion was reduced to a few interactive objects and the side plots were cut entirely.
    • In Heart of the Swarm, the concept of 'essence' was supposed to be worked into the plot more naturally. In the final product, it's mostly Dehaka and Abathur talking about it non-stop. A VAST number of units were also cut.
    • In Legacy of the Void, Zeratul was originally supposed to be the protagonist. The gameplay was supposed to center around gaining the favor of various Protoss factions. While a part of this remains in the final product, it was vastly simplified.
    • Several multiplayer units were also cut, including a flying builder unit for Terran called the Nomad, Zerg Queens that gained power as you increased your tech level, and a Protoss infantry unit that did more damage with the more kills it got.