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Star Control 2
(1992; PC, 3DO)
Choose Your Own Space
Adventure
The late 1980s to early 1990s was a time of experimentation for the PC industry.
Many of the genres that would become indicative of the platform saw their start
here, along with developers trying out brand new designs.
Star Control 2 was the obvious sequel to Star Control 1: a game built on ship
versus ship battles. For the sequel, the developers wanted to expand the scope
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of the game. Now taking place in the entire universe, it featured procedurally
generated star systems to fill the massive game space, alongside set areas in which
the story could occur.
The story involved the player returning to Earth to find it conquered by the evil
race of aliens known as the Ur-Quan. With help from a space station orbiting the
planet, the player had to explore the universe to find allies, rebuild their alliances,
develop their flagship, and take on the Ur-Quan and their underlings.
Star Control 2 was one of several games that kept its story moving using an
in-game timer. Time advanced as the player explored, and if the player was not
careful, possible allies could be wiped out, and a fail state occurred if she or he
took too long. To keep the story focused, specific events would appear at fixed
dates to clue the player in about what they should be focusing on.
The design of the game was split among three basic systems, all connected via
the persistence of upgrading the player’s ship. Exploration was all about the player and
the universe. The player was given free rein to pick a direction and start exploring,
with the only limitation being the fuel supply. Each alien race had a different part
of the universe as their home territory, and they would try and engage with players
if they crossed into it. Outside of our solar system, the planets that you would find
were procedurally built based on various conditions that affected landing.
If the player landed on a planet, the situation switched to the player controlling a
simple lander to collect resources and specimens. The planet’s conditions would
determine the overall threat level: From thunder strikes, fire, earthquakes, and
more, players had to weigh the risks of what planets to visit. Usually, the more
dangerous the planet, the better the resources. Sometimes you could find a treasure
planet in the universe that had the best resources, but no hazards to deal with.
The lander itself had a health status based on the number of crew using it. If
the player wasn’t careful, she or he could go through an entire crew or destroy
Even the mere act of increasing the turn radius and speed was enough to make the
player feel powerful. If the player wanted to see the game all the way to the end,
the capital ship would have to be able to take on the game’s strongest alien ships.
Star Control 2 gets on this list for being one of the first examples of the “Go
where you want, do what you want” style of open-world games. More important,
the game managed to deliver the thrill of the space simulation genre without the
learning curve or baggage that came with it.
Despite the easy learning curve, Star Control 2 was a challenge for new players.
Just trying to find your way around the universe could be troublesome in and of
itself. One wrong move with your lander could cost you the time that you would
want to have to go out and look for more resources. As already said, the game was
built on story events happening, and there was a literal end date when the Earth
got destroyed.
Perhaps the best reason to check out Star Control 2 is the fact that it’s been free
since the early 21st century. Ur Quan Masters is a fan-supported version of the
game that runs on modern PCs; with the blessings of Paul and Fred.
Even though many games promise the universe to the players, Star Control 2
is one of the few that is approachable to everyone and lets people live out their
sci-fi dreams.
When you hear the term Metroidvania thrown around, it usually is referring
to Castlevania: Symphony of the Night. While that is an amazing game and one
definitely worth talking about in one of these books, I want to turn to one of the
games that consumers characterize as one of the best examples of the design.
Metroidvania as a term became popular following the release of Symphony
of the Night in 1997. Assistant director Koji Igarashi drew inspiration from The
Legend of Zelda when his team were redesigning the series for the Playstation.