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Both of these requires Resource Units, or RUs, which are obtained by mining various planets throughout the galaxy.
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You can travel between them through hyperspace, which requires fuel, plus you also need to be able to create ships to use in combat, as well as enhance and improve your flagship. The galaxy in Star Control II is huge, consisting of hundreds of stars, which in turn consist of numerous planets and moons. Obviously, revolutions take a bit of work to get going. Some of them, like the Earthlings, were encased in a slave shield, while you’ll fight the others when you encounter them…at least, until you convince them to join you. Then you begin cruising the galaxy to reunite the remnants of the old Alliance, discover new races to aid the cause, and take down the Ur-Quan empire. You control the commander of the Precursor ship, who convinces the Earthlings to begin covertly supporting a revolution. After getting it into working order, they build a spaceship and return to Earth, only to discover how their side lost the war. They are stranded for quite some time, cut off from communications with the rest of the galaxy, but begin a small colony, and eventually unearth a giant starship factor left by the Precursors, an ancient race which has mysteriously disappeared from existence. Earth chooses the latter option.īefore this grim end, however, humanity had sent a small research vessel on a secret mission to the far-off Vela star system. The nations of the Alliance are granted two options: they can either be forced into slavery as combat thralls but retain some semblance of autonomy in outer space travel, or all members sentenced to live on their homeworld, encased in a glowing red shield, forbidden from ever taking to the skies. The story of Star Control II is a dark one – the war from the first game has ended, and the Alliance has fallen to the Hierarchy. So, this is not only a sequel to Star Control, but could also be seen as an unofficial Starflight III (at least, before an actual Starflight III began proposed development many years later in 2018). And, perhaps most importantly, combat is handled in exactly the same ship-to-ship fighting as the first game, the only gameplay element to be carried over. Star Control II takes all of the backstory that was written for the first game, and more fully represents that here, with much more dialogue and branching conversations that recall LucasArts adventure games.
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Also, while Starflight had an amusing set of aliens, you didn’t really interact with them all that much.
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Some elements are stripped back (primarily the trading elements) while others (the writing and story, as well as the combat) are bolstered and improved. The core of the game – exploring the galaxy, gathering resources, running fetch quests – most closely resembles the Starflight games, designed by Greg Johnson. It takes the lore of the firstgame, which was largely relegated to the instruction manual, ditches the strategy elements and expands everything into one huge genre amalgamation. Star Control II is a huge departure from the original.
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