We thought about it, believe us.
We gave some consideration to simply ignoring the gross and pustulent Zerg in our evaluation of the units, buildings, and technology of Starcraft II, but we’re just more broad-minded than that.
Well that, and we like getting paid.
The fact is, we’ve done some work with the Zerg and we’re not big fans. Frankly, that’s probably on purpose. The Zerg make an excellent enemy, and they’re easy to hate. Blizzard was clever enough to develop the whole “infested Kerrigan” storyline, which both endeared and repulsed gamers, and gave people yet another reason to play the Zerg.
And after our research, both in-game and on the web, it must be said that they have some extremely interesting mechanics which set them quite apart from their competition.
Zerg – The Unit
For our money, this honor has to go to the Queen. We say “our money” loosely, since we’ve paid Blizzard zero dollars, but our theoretical money says the Queen is great, because she is.
Spawned from the Zerg’s main building, the Hatchery, the Queen is a powerful attack unit in and of herself, but also possesses several unique abilities that can greatly increase Zerg control in the neighborhood. If she shows up at your house inquiring about your “for sale” lawn sign, quietly close the door and then run away. Far, far away.
In addition to fighting, the Queen can cause any hatchery to almost instantly spawn four extra larva. This is of course dependant on your population not being maxed out, but since the larva is the foundation from which everything else is built, having more larva is essential.
As well, the Queen can create what is known as a “Creep Tumor”. These can only be placed on already-creeped areas and begin their own Creep production when dropped. They also have the ability to spawn a second tumor within their Creep range. This can be a great way to quickly expand the control and creepiness of your main base. Queen FTW.
Zerg – The Building
The Hatchery.
Yeah, it’s simple. It’s the first building any Zerg player gets and it doesn’t really “do” that much, but it’s essential and it’s super-useful. First, the hatchery continuously spawns larva, up to three. Once a larva is used or transformed, the Hatchery will immediately produce another one, as long as your population is not maxed out. This means that unlike the Protoss and Terrans, clicking on the Hatchery is simply unnecessary. It will do what it is supposed to do with no interference. You will always have larva, as long as you’ve got space for them.
In addition, the Hatchery is the only building that can be created on ground which does not have an existing Creep supply. This makes it ideal for a forward base construction and allows for a far quicker expansion of Zerg than if it was necessary to Creep an area first. The Hatchery is the perfect support building and one that is distinctly Zerg.
Zerg – The Technology
Maybe it’s not technology but more of a substance slowly excreted from the hindquarters of our buggy friends, but Creep is ultimate Zerg tool. When laid down it makes them faster, and there are a surprising number of units and structures that generate Creep on a regular basis. Creep is also required to build any Zerg structure, except of course a Hatchery.
As well, Creep sets any Zerg base distinctly apart from its surroundings. While this was a slight problem in the Beta recently, as Zerg bases would deform non-essential terrain even through the fog of war, the issue has been fixed and players can once again be surprised when they come upon the grey and squishy wasteland that was once fertile ground or a desert basin.
The Queen, Hatchery and the concept and execution of Creep all go a long way to setting the Zerg apart from the other two races, and giving them their own unique style.
The term “stylish” certainly doesn’t apply here, but there can be no question they are distinct. Ideally, they can be distinct as far from us as Terranly possible.
