On the planet of Char, I guided Kerrigan's squad in a Zerg egg-gathering, army-building competition against a renegade brood mother. On the ice-planet of Kaldir, I slaughtered indigenous yeti-like wildlife to collect their DNA so I could make my units immune to intermittent flash-freezing, and then destroyed a handful of Protoss communication beacons before they could be used to call for reinforcements. Even at such an early stage, the two missions both kept me on my toes, with objectives often changing midstream. As great as StarCraft 2: Heart of the Swarm already looks and feels, it does present some particularly interesting design challenges. Wings of Liberty-which focused on the Terran (human) campaign-was able to easily educate players about different units, based on instantly recognizable unit-types. Zerg, on the other hand, are all shapes and sizes of bug-like aliens. The size of a unit can still help give clues as to things like its relative power and speed, but the (understandably) alien appearance of Zerg structures and units make them a bit more difficult to comprehend just by looking at them. After mentioning my concern to Browder, he assured me that he and the team were very aware of the innate challenges of accessibility the Zerg pose, and that exhaustive testing and tweaking will help ensure that learning to identify and command each aspect of the swarm will be as fun and painless as possible. StarCraft 2: Heart of the Swarm does not have a release date; however, Activision has repeatedly promised the game would arrive at least by 2012.
The Queen of Blades is yours to control in StarCraft 2: Heart of the Swarm.