Star Trek, as an idea or concept, has pervaded throughout popular 
culture, at least in North America.  The franchise generates an 
incredible amount of fanfare, paraphernalia and profit, so it comes 
to no surprise Star Trek has always tried to lodge itself into games. 
 Starfleet Command 2:  Empires at War (SC2) is a follow up to what 
people previously touted as one of the first "true" Star Trek games 
aimed at simulating combat between those behemoth ships you 
see on TV.  The year 2000 heralded many Star Trek games 
including first person shooters and even a card-trading game 
based on the Star Trek universe.  Surprisingly enough, many of 
these Star Trek licenses are used well, finally creating games 
worthy of the Star Trek name.  SC2 continues this tradition, 
developed by Taldren, the crew in 14 Degrees East that created 
the original Starfleet Command, and published by Interplay, no 
small stranger to the Star Trek world themselves (a la the Star Trek 
25th Anniversary adventures).
The basic premise behind SC2 is to put the player behind a 
starship from several races, including the Klingon, Romulan, 
Mirak, Lyran, Gorn, Hydran, ISC and of course the Federation 
itself.  Each race comes with its own set of voices, menu art, 
interface and ships.  The developers are able to handle the 
diversity of all these mainly because all the races derive their 
power from starbases, perform the same missions and use the 
same classes of ships namely:  frigates, light cruisers, heavy 
cruisers, dreadnaughts and starbases.  From race to race, the 
differences are cosmetic but each race also has a specific 
preference for outfitting their ships.  For example, the Gorn have 
extremely immobile ships but make it up with their heavy 
armament, while the Mirak prefer to launch barrages of missiles 
instead of the usual phaser or energy weapons of the Star Trek 
universe.  Make no mistake about it, this game is not about away 
missions, human drama or engineering creative solutions to 
problems, its focus is directly on combat.  Thus, all missions, be it 
patrol, convoy escort, encounters, or otherwise, will eventually rest 
on combat.  That is not to say this game is limited in any way 
because the developers have managed to make combat in this 
game fun. Previous attempts at modeling Star Trek have turned 
sour because either the crewmen do everything for you (which 
makes for a very boring game) or the ships control like fighter craft 
from Wing Commander.  SC2 is the first game I've played that has 
got the Star Trek feel right.  There are many references throughout 
the game towards the navy.  The game uses terms like port, bow, 
aft, stern, and for good reason:  SC2 plays very much like a WWI or 
WWII naval battle.  Combat rests on jockeying for good positions, 
like lining up your rack of unexpended guns alongside your target. 
 There are also times when you want to manoeuvre your vessel in 
order for your strongest shields to bear the brunt of the enemy 
attack.  Often you'll suffer damage or need to launch sensor probes 
to seek out the enemy.  SC2 allows you to directly command up to 
three vessels that can be paired up with allied craft.
What makes SC2 interesting is not the WWI/WWII juggernaut vs. 
juggernaut battles but the variations that are added by each race.  
The Federation have the best balanced ships and their sensor 
range is remarkable.  Most people will probably stick with the 
Federation since sensors, believe it or not, are incredibly 
important in hunting down the enemy.  Without sensors, one is 
almost blind in space.  Luckily, each ship is outfitted with a deep 
space scan (at the expense of extra power) or you can launch 
manual probes to sweep out the area around you.  Quite simply 
put, if you can't see the enemy, even a behemoth dreadnaught can 
be taken down by a mere frigate. Once you take down a ship's 
shields you have the option of launching hit and run operations on 
specific components, like destroying specific weapons or ship 
subsystems.  Moreover, you can attempt to board and capture the 
ship with a cadre of marines.  Finally, SC2 adds a new wrinkle to 
Star Trek combat by including shuttles and fighter craft that harass, defend, 
attack or even make suicide runs at the larger craft.  Once you see 
the full range of carriers, frigates and destroyers in action, you'll 
appreciate why SC2 seems to be inspired by WWI/WWII naval 
combat (as opposed to present day, where we just launch 50 
missiles from 5000 miles away).
As captain in SC2, you are primarily responsible for issuing orders 
like firing weapons, prioritizing repairs, transporting mines/space 
bombs into open space, thus you have some control over the 
actual ship that is intuitively manipulated entirely through the 
mouse alone.  There are keyboard shortcut keys to help you 
manage through the sometimes-frantic pace of combat.  SC2 
combat is really about power or energy management.  Should you 
divert more powers to reinforce shields at the expense of turning 
off those photon torpedoes?  Should you attempt to run away by 
putting more energy into your engines instead of your weapons?  These are the questions that 
are pressed onto the captain of the ship.  What I missed most 
though was some sort of autonomy in the various crew members.  
True, there are crew voices that notify you if the hull is damaged, 
or which side of your shields are gone, but I would have rather 
preferred them to offer suggestions at various points of the game.  
Or even better, it could help me manage the ship better.  There 
were many times when I queued up assault shuttles but just plain 
forgot to launch them because you can't launch them all out in 
succession, rather you must do it one by one.  If these tedious tasks 
were done by the computer or, at the very least, the crew could 
notify me if the shuttle bay or transporters were ready, then I think 
I would have had a much easier time. Part of the reason why the 
crew should be more responsive is because you are constantly 
switching between the different sections of the ship:  science, 
weapons, transporter, shuttle, damage, etc.  There is no one 
comprehensive panel that provides the captain with all the essential information 
he/she needs to know.  I thought this was sorely lacking but 
perhaps all the flipping around makes the game more challenging. 
 The AI in the game is often competent but I found it rarely was 
aggressive enough, for example, they never seem to sacrifice 
power to other systems for that extra edge.
The piece de resistance of AI in this game is Dynaverse II, which is 
the system used both in the single player campaign mode and the 
multiplayer universe.  Dynaverse II puts the player in the middle of 
an intergalactic struggle complete with hex maps indicating each 
race's sphere of influence. The Federation is by far the most 
competent (another reason to play them) in terms of technology, 
economy and sheer size.  When you begin, you begin near the 
homeworld and you can travel throughout your empire in 
something that resembles a turn-based game.  Other ships are also 
nearby doing the same thing.  Periodically missions will be offered 
to you in various sectors.  If you're towing a starbase (yes you can 
fight as a starbase too), you'll get missions to erect a starbase.  If 
you are in the neutral zone, you'll get patrol missions so you can 
claim that sector.  If you're in a friendly sector, you might get a 
convoy escort or base defense mission.  These are all dynamically 
generated and peppered within these are various scripted 
missions that move the storyline along.  SC2 introduces two new 
campaigns, the war against the ISC and the conflicts of the Mirak 
Star League.  This isn't anything new, earlier Tachyon: The Fringe 
and even earlier, Privateer, have done this but Dynaverse II 
creates a living galaxy because not all the actions revolve around 
the player.  Throughout the game, empires will grow or shrink 
depending on things like the economy.  You can buy, refit, re-stock 
ships depending on your prestige within your empire.  This is 
gained through performance in actual missions, for example, if 
you protect all ships in a convoy from destruction, you'll get much more prestige than 
having only one survivor (kind of like Force Commander).   
Missions can be refused or forfeited but you must take a prestige 
hit or if you have multiple ships, they will often confiscate one.  
The combat is never boring because Dynaverse II 'stacks the cards' 
in the battles.  If you are a lone frigate attacking a starbase, you'll 
often find incredibly strong allies whereas if your fleet is powerful 
enough to take on an entire planet, you'll find yourself facing 
down a force many times your size.  Scripted missions are preset 
though and if you cheat in the beginning of the game, you can 
often gain an enormous advantage in the scripted missions but 
those missions usually challenge you in areas other than brute 
strength.  One small fault about Dynaverse II is the fact that often 
I'm far away from any starbase to restock or repair and a scripted mission is given to me.  Thus, I 
have to refuse, take a hit in prestige and drag myself all the way 
back to a starbase.  Other times, I'm aching to go on a mission and 
can't find one even after traveling through five sectors.  After 
traveling through each sector, there is specific news that crop up:  
space monsters can invade, empires can lose sectors or alliances can be made.
Dynaverse II however, does not extend to LAN play, which is a big 
disappointment for me.  Regular TCP/IP, IPX, or Mplayer play only 
includes specific engagements.  You can engage in base assaults 
and tournaments in various locales like nebulae or asteroid fields. 
 There is also an option to play hockey with a tractor beam.  
Dynaverse II can be played online through flipside.com although I 
never had a chance to play it.  It supposedly mixes
real players with AI in an epic struggle between the different star 
empires. It is a phenomenal idea but I'm not sure how it is to be 
executed. Definitely, multiplayer makes engagements more fun, as 
human players tend to run away from battles and force the players 
to rely on cat and mouse tactics (similar to submarine combat).  
Originally, Dynaverse II was supposed to work with the now 
defunct Won.net and it was hastily created to work with 
flipside.com, so it has been a rocky start.  Nevertheless, it's a 
wonderful idea.
Technically SC2 is basically the same as the previous Starfleet 
Command except you get new missions, so for those who already 
have the original, it may not be entirely worth it.  SC2 features a 
3D engine that is capable of 800x600 to 1280x1024 but all of the art 
seems geared towards 1024x768.  The graphics are decent but not 
earth shattering.  Though they are all in 3D, this game has little to 
no Z-axis elevation, meaning that if you look at the game top-down 
it plays somewhat like a 2D RTS game.  This is actually not a
fault but a design decision, since I'm sure the elimination of a 
Z-axis reduces the chances of getting lost.  You can still get lost 
though. For example, on a convoy escort mission, in a ship with 
poor sensor range, I often lost track of the entire convoy because I 
was busy chasing off another ship.  In the end, the time spent to 
travel back to the convoy was just not worth it.  There are also 
other quirks, like one where I was protecting a starbase but the 
structure blew up just about as I was forfeiting the mission.  The 
debriefing for this mission said I still had an "astounding victory" 
and I could immediately restock at this new starbase.  Some of the 
missions aren't believable. For example, every new starbase 
construction is challenged even if it's 20 hexes in the heartland of 
your empire.  Sometimes when you're busy fortifying one side of 
the empire, the other AI players don't seem to be pulling their 
weight.  Often the empires stagnate because each side just wants 
to continue the status quo.
Although the graphics may not be top notch, the sound effects are 
incredibly well done.  They are truly faithful to the Star Trek 
license and it made some battles so realistic that I thought I was 
watching something on television.  One minor complaint is the 
usage of English.  I was hoping maybe the Klingons would speak 
in Klingon so as to make the game more authentic.  If the interface 
panels are all written in foreign languages, I can't imagine why 
the crew sounds are all in English.  Some of these panels are so 
alien, it takes some settling down to perform some run of the mill 
tasks (sending you to your doom if you're trying to figure out how 
to fire your weapons).  As my esteemed colleague in Game-Over 
points out, the zany layout of Star Trek GUIs don't help either.
Besides these minor quirks, SC2 is a deep and complex foray into 
the Star Trek universe.  The sheer amount of acronyms for the 
different spaceships alone is a testament to that fact.  The 
campaign against the ISC is fun and engaging, although it would 
have been nice to see the Borg show up but Paramount likes to 
parcel out their license material among the different developers.  
The Klingons, for example, are always at war with the
Federation, which isn't really the truth on the television show at 
least. Just as the television franchise is hitting a speed bump with 
Voyager, the Star Trek franchise in gaming seems to be improving 
dramatically.  Titles like SC2 go a long way in solidifying the Star 
Trek name in the annals of PC gaming.
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