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Accolades to LegendA Review of Star Control 3by Edmond Meinfelder
SC3, like its predecessor, successfully bucks the game design maxim: Do one thing and do it well. Traditionally, games trying to combine adventure, action or strategy in one package failed miserably. SC3 cheerfully ignores tradition, following the proven formula in Star Control II (SC2). SC2 combined action and adventure with liberal doses humor to create a game now regarded with profound respect by many loyal gamers. SC3 is an adventure. Players travel the galaxy, gathering items, talking to aliens and solving puzzles. More importantly, SC3 has non-linear puzzles. Players will not feel strapped to confining rails found in traditional adventure games. Some events are linear, but many quests can occur out of order. In most game situations, players respond as they see fit. Should a star implode in a nearby system, a player checking the system makes sense, but is not required. Like most adventure games today, professional actors speak the dialogue. There is, however, a LOT of dialogue. This is good, as it lends a lot of depth to the story. Some voices, like the Spathi, grate. Frequently, I found myself clicking through text as I could read it faster than the actors would speak. Interestingly, rather than have computer-rendered aliens, Legend employed complex puppets. For me, the puppets work adding even more color to an already pastel universe, but some players regarded the SC3 aliens as a Muppet special gone bad. SC3 is an action game, too. Remember Space War? Many gamers will not. Space War goes way back to MIT’s famed Model Railroad Club (a haven for hackers) in the early 1960's. Two players navigate ships on a playfield, each trying to blast the other to oblivion. At the center of the playfield is star, sucking ships inwards towards disaster with its gravity. SC3 takes the venerable idea, adds in quality art and sound showing some life still exists in this classic of yesterday. An odd idea introduced by Legend for the SC3 battles is a disorienting isometric perspective. Rather than look down on the play field from above, players view the battle scene as if looking at a chess board (above and to the side). The only reason I can fathom for this annoying perspective is someone felt the isometric perspective shows off the art better than the traditional top-down view (it does). I know a lot of SC3 fans personally, and none of them could stomach the jarring isometric perspective. Fortunately, SC3 allows players to select either the isometric or the top-down perspective at the touch of a function key. Legend deviated from SC2 with your Precursor ship. In SC2, you spent a lot of time gathering resources and earning credits to buy more weapons, defenses, and range on your ship. However, if you fought and lost with your Precursor ship, you lost the game. So, gamers spent a lot of time, building the "SuperShip" and never having fun with it. In SC3, the Precursor ship is no longer extensible. Instead of tweaking your Precursor ship, Legend added the idea of manageable colonies to SC3. You place down some colonists in an agreeable area, determined by the location and race and you have a new colony. The colonists will build a research lab, star base, mining facility, refinery, factory and a landing pod factory. At the very star of the game, you rely on your first colony for fuel and landing pods. Shortly into the game, you find yourself swimming in fuel, ships and landing pods. Thus, this entire aspect of the game was poorly designed filler. I preferred the ability to improve my Precursor ship over manageable colonies as the cutsomizable ship added to the game. Many may complain about SC3's short duration and easy puzzles. A veteran gamer can finish this game in less than 2 days. For me, the length was just right. I do not like games with artificially drawn out lengths due to tedious mazes or puzzles turning me into "Postal Boy" delivering stuff all over creation. Let's face facts, I know many game designers who regularly become stuck in puzzle games -- a lot of puzzle games are hard due to bad design. Thus, many games are too tedious for me, but I found Star Control 3 just right. SC3 is solvable without being patronzingly easy. Disappointing music aside, SC3 is a quality recreation of the now-classic galactic romp: Star Control II. The combination of spoken voice and puppets lends a cinematic feel to the game. Though the game is short, I had too much fun to notice. Still, Legend’s spin adds nothing noteworthy to a proven formula and, in a few places, falls short of Reiche and Ford's masterwork. Star Control 3 is, however, one of the better games to appear on the shelves this year.
Gamer's Zone Scorecard
System Requirements:
486 DX2-66 (P90 recommended), 8 megabytes of memory,
Breakdown:Fun Factor 5 Graphics 4 Sound 3 Interface 5 Replayability 4 Overall Score:
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