Compare Starcraft 2: Heart of the Swarm prices across 50+ stores and find the best deal. Developed by Blizzard Entertainment. Published by Blizzard Entertainment. Released on 3/12/2013. Available on PC. Genres: Action, Single Player, Multiplayer, Bird View, Strategy.

Kerrigan's revenge campaign plus a metagame-reshaping multiplayer overhaul. Zerg fans get the deepest RTS on PC, everyone else gets a punishing lesson in why APM matters.

Heart of the Swarm is the first expansion to StarCraft II: Wings of Liberty, released March 12, 2013, and the middle chapter of Blizzard's three-part sci-fi RTS trilogy. It does two largely separate jobs. The first: a roughly 20-mission single-player campaign centred on Sarah Kerrigan rebuilding the Zerg Swarm and hunting down Terran Dominion emperor Arcturus Mengsk. The second: a comprehensive competitive multiplayer refresh that ships new units, rebalanced stats, and reworked match structure across all three races. Both halves are competent. Neither is perfect, and the seams between them show. The campaign is where newcomers should start, and it is more beginner-friendly than its reputation suggests. Missions introduce units one at a time, tuning each encounter to show off what that unit does before stacking complexity. Kerrigan functions as a persistent hero unit whose level, abilities, and power tiers you customise between missions, and each Zerg combat unit has dedicated evolution missions where you permanently choose one of two upgrade paths, like giving Zerglings the ability to leap onto high ground or giving Ultralisks a self-revive trait called the Torrasque strain. The evolution choices do not have a wrong answer at normal difficulty, which is the right call for a 20-hour primer on Zerg macro. On harder difficulties the build decisions start to bite and the strategy layer opens up considerably. The critical flaw is the story. The writing aims for epic space opera and lands closer to Saturday morning cartoon: Kerrigan's motivations swing mid-mission, villains are described as evil rather than demonstrated to be evil, and dialogue leans on melodrama. The cutscenes are technically gorgeous, the voice performances are committed, but if you scrutinise the plot it falls apart fast. Treat the narrative as a mood delivery system and you will enjoy it more. The multiplayer is where Heart of the Swarm earns its weight for anyone planning to spend serious time in the ladder. Each race receives new tools that fundamentally shift the opening and mid-game decision trees. Zerg get the Viper, a flying caster with Abduct (which physically yanks units out of position) and Blinding Cloud (which collapses the attack range of biological ground units to melee), plus the Swarm Host, a burrowed siege unit that spawns endless Locusts to pressure fortified positions without direct engagement. Terran receives the Widow Mine, a burrowing factory unit that latches onto enemies and detonates for 200 splash damage on a 40-second cooldown, and the Hellbat, a transforming variant of the Hellion that trades mobility for a short-arc fan flamethrower ideal against mass infantry. Protoss gets the Oracle for mid-game harassment and the long-range Tempest as an aerial siege option. The cumulative effect is that Wings of Liberty strategies become obsolete. Terran turtle compositions face new answers, Protoss deathball timing is disrupted, and Zerg finally have reliable tools against Siege Tank lines. The skill ceiling did not drop, it shifted. Matchmaking on Battle.net does reasonable work pairing you against players of comparable rank, so even at bronze level you will find close games. One practical note: the base Wings of Liberty game is required to run Heart of the Swarm, and since BlizzCon 2017 the Wings campaign is free-to-play while Heart of the Swarm still requires a separate purchase. If you are coming in cold, budget for both. The mod and custom game ecosystem on Battle.net remains active, with community maps extending longevity well beyond the campaign. For anyone who has already cleared Wings of Liberty and wants the next chapter of both the story and the competitive meta, this is the logical next step. For pure campaign players who have no interest in ladder, the 20-mission runtime is solid value at a reasonable price. For multiplayer-only players, the unit additions and balance changes are significant enough that skipping this expansion means playing a materially different, older version of the game. Diego, Scout Team

Starcraft 2: Heart of the Swarm
ActionSingle PlayerMultiplayerBird ViewStrategy

Starcraft 2: Heart of the Swarm

Mar 12, 2013Blizzard Entertainment
GamerScout Says

Kerrigan's revenge campaign plus a metagame-reshaping multiplayer overhaul. Zerg fans get the deepest RTS on PC, everyone else gets a punishing lesson in why APM matters.

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About Starcraft 2: Heart of the Swarm

Heart of the Swarm is the first expansion to StarCraft II: Wings of Liberty, released March 12, 2013, and the middle chapter of Blizzard's three-part sci-fi RTS trilogy. It does two largely separate jobs. The first: a roughly 20-mission single-player campaign centred on Sarah Kerrigan rebuilding the Zerg Swarm and hunting down Terran Dominion emperor Arcturus Mengsk. The second: a comprehensive competitive multiplayer refresh that ships new units, rebalanced stats, and reworked match structure across all three races. Both halves are competent. Neither is perfect, and the seams between them show. The campaign is where newcomers should start, and it is more beginner-friendly than its reputation suggests. Missions introduce units one at a time, tuning each encounter to show off what that unit does before stacking complexity. Kerrigan functions as a persistent hero unit whose level, abilities, and power tiers you customise between missions, and each Zerg combat unit has dedicated evolution missions where you permanently choose one of two upgrade paths, like giving Zerglings the ability to leap onto high ground or giving Ultralisks a self-revive trait called the Torrasque strain. The evolution choices do not have a wrong answer at normal difficulty, which is the right call for a 20-hour primer on Zerg macro. On harder difficulties the build decisions start to bite and the strategy layer opens up considerably. The critical flaw is the story. The writing aims for epic space opera and lands closer to Saturday morning cartoon: Kerrigan's motivations swing mid-mission, villains are described as evil rather than demonstrated to be evil, and dialogue leans on melodrama. The cutscenes are technically gorgeous, the voice performances are committed, but if you scrutinise the plot it falls apart fast. Treat the narrative as a mood delivery system and you will enjoy it more. The multiplayer is where Heart of the Swarm earns its weight for anyone planning to spend serious time in the ladder. Each race receives new tools that fundamentally shift the opening and mid-game decision trees. Zerg get the Viper, a flying caster with Abduct (which physically yanks units out of position) and Blinding Cloud (which collapses the attack range of biological ground units to melee), plus the Swarm Host, a burrowed siege unit that spawns endless Locusts to pressure fortified positions without direct engagement. Terran receives the Widow Mine, a burrowing factory unit that latches onto enemies and detonates for 200 splash damage on a 40-second cooldown, and the Hellbat, a transforming variant of the Hellion that trades mobility for a short-arc fan flamethrower ideal against mass infantry. Protoss gets the Oracle for mid-game harassment and the long-range Tempest as an aerial siege option. The cumulative effect is that Wings of Liberty strategies become obsolete. Terran turtle compositions face new answers, Protoss deathball timing is disrupted, and Zerg finally have reliable tools against Siege Tank lines. The skill ceiling did not drop, it shifted. Matchmaking on Battle.net does reasonable work pairing you against players of comparable rank, so even at bronze level you will find close games. One practical note: the base Wings of Liberty game is required to run Heart of the Swarm, and since BlizzCon 2017 the Wings campaign is free-to-play while Heart of the Swarm still requires a separate purchase. If you are coming in cold, budget for both. The mod and custom game ecosystem on Battle.net remains active, with community maps extending longevity well beyond the campaign. For anyone who has already cleared Wings of Liberty and wants the next chapter of both the story and the competitive meta, this is the logical next step. For pure campaign players who have no interest in ladder, the 20-mission runtime is solid value at a reasonable price. For multiplayer-only players, the unit additions and balance changes are significant enough that skipping this expansion means playing a materially different, older version of the game. Diego, Scout Team

Tags

Hero Unit ProgressionEvolution UpgradesLadder RankedThree-Race AsymmetrySiege MacroCampaign-to-Multiplayer PipelineAPM-DependentBattle.net Matchmaking

System Requirements

Minimum

Memory
1.5 GB RAM
Storage
30 GB
Graphics
128 MB - NVIDIA GeForce 6600GT / ATI Radeon 9800 PRO
Processor
Intel Pentium D / AMD Athlon 64 X2
Additional Notes
Internet
System requirements
Windows XP / Windows Vista / Windows 7 / 8

Recommended

Memory
2 GB RAM
Storage
30 GB
Graphics
512 MB - NVIDIA GeForce 8800 GT / ATI Radeon HD 4850
Processor
Core 2 Duo E6600 / AMD Athlon 64 X2 5000+
System requirements
Windows XP / Windows Vista / Windows 7 / 8

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Game Info

Developer
Blizzard Entertainment
Publisher
Blizzard Entertainment
Release Date
Mar 12, 2013

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