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Starfleet Command: Orion Pirates

Score: 80%
ESRB: Everyone
Publisher: Interplay / 14 Degrees East
Developer: Taldren
Media: CD/1
Players: 1 - 6
Genre: Real-Time Strategy

Graphics & Sound:

Starfleet Command: Orion Pirates uses the same engine as Starfleet Command II: Empires At War, as Orion Pirates is a 'standalone expansion for the original title. As such, the graphics are pretty much identical to those found in SFC2. There are new ship designs, and things seem to look a little sharper overall, but for the most part you're going to be watching ships float around in the vastness of space on a 2D plane. The interface is foreboding at first, with all of the buttons and lights and whatnots, but after some time with the game, you'll find the graphical displays that it presents you with to be very useful.

Just like SFC2, Orion Pirates supports variable levels of zoom, which let you get up close and personal with both your ships and the enemy's. The explosions are nice, and while the 'world' is of necessity much emptier than most strategy games, the graphics are sharp enough to keep people from complaining.

As for sound, there will be a lot of familiar audio here too, even if you've never played SFC2. Prepare for the whine of the phasers, the satisfying (but unrealistic) boom of ships exploding in space, and even the klaxon when you put your shift into red alert mode. The music is solid, staying in the background but keeping you gently aware of itself. Good stuff.


Gameplay:

Deciding whether or not to like Starfleet Command: Orion Pirates is simple. If you liked SFC2, chances are good that you'll get a kick out of Orion Pirates. Deciding whether or not it's a worthy purchase is another challenge altogether. As the game is damned near identical, you have to decide whether the addition of the cartels and some skirmish missions is worth the price of the box. People who don't own SFC2 have a much easier decision; Orion Pirates is every bit of the game that Starfleet Command II was, and more.

As in SFC2, you'll find yourself participating in either the single-player missions or a (working!) Dynaverse campaign. The latter was one of the shortcomings of the original release of SFC2, as the company who was supposed to host the servers got reorganized and couldn't do it. Orion Pirates supports the dynamic multiplayer right out of the box, however, which is good.

In the single-player campaign, you can pick to be any of the original races from SFC2--Federation, Klingon Empire, Lyran Commonwealth, and so on--or you can be one of the factions of the Orion pirates. The map now has two 'layers', if you will; the top one shows the various empires and their zones of influence, and the bottom one shows the cartels and their zones of influence. This sort of dual ebb-and-flow is intriguing, although you may just find it to be one more set of information to keep track of.

And Starfleet Command: Orion Pirates deals with tracking information a lot. The battles are never going to be faceoffs between twenty different ships; the sides are usually small in number. Controlling the ships means keeping track of their shield levels, where they have their power diverted, their direction of travel, and a host of other variables that are constantly shifting as the game progresses. Even though the computer does most of the micromanagement for you, there's still a lot of things to do, settings to tweak, and controls to fiddle with. This can be a frustrating experience, as the tutorial missions don't go into quite enough detail about just how to control the ships, and the instruction book may well make your eyes bleed with the 6-point font.

Because this is a 'stand-alone expansion pack', the original SFC2 ostensibly doesn't exist in this package. Realistically, all you're going to miss from the original title is the slightly stronger campaign for the empires; considering that the campaign is perhaps the weakest section of gameplay in both titles, that's not much of a loss.

Which brings me to the main problem with Orion Pirates--for all intents and purposes, it's the same game as Starfleet Command II. The new skirmish missions are cool, especially everyone's favourite Wrath of Khan reenactment, and Dynaverse II works--a big plus--but both the Dynaverse and the Campaign are still a little too abstract to really get into. Add the fact that the mission descriptions are sparse at best, which may throw you into battles you have no chance in, and you have to enjoy this sort of game to really like the title. It's a good title, don't get me wrong; the main flaw with SFC2, the lack of good multiplayer support, has been fixed--but the steep learning curve and sometimes too-abstract gameworld may turn off many gamers.


Difficulty:

Just like its slightly younger sibling, Orion Pirates has a hellacious learning curve. There's a lot that you must learn to do to become an efficient star captain, and the brain-hurting manual does nothing to really alleviate the situation. Those folk who already own SFC2 have an advantage here, as its manual is in a much larger print and is easier to thumb through. Even with the instructions and the in-game tutorials, prepare to spend a lot of time figuring things out as you get massacred in the levels. The campaign and Dynaverse don't give you enough feedback on missions before you go into them, making the game that much more challenging; be forewarned.

Game Mechanics:

The game uses a combination of mouse and keyboard, although the game can be almost singlehandedly commanded with the mouse. You may want to turn the gamespeed down the first time you play, as despite the relatively slow speed of combat in the game, you have a lot to learn before you can successfully dish out damage. The interfaces are clean and easy to use, once you actually learn just where everything is. For a game of this complexity, however, the somewhat confusing controls are understandable. I really, really wish that the Dynaverse and single-player campaign were implemented a little differently; I just can't quite get excited about the current layout, with its austere map of the universe and lack of personality. They will undoubtedly turn off everyone but the hardcore crowd; the rest of the world will probably tinker with the skirmish missions instead.

I have to note that the game had a number of loading and running issues when I tried to use it; indeed, I couldn't start anything from the icons that the title put in my Start menu. The program worked fine when run directly from its directory, however; while I crashed on a certain Dynaverse server regularly, I tried another one and spent a while playing on it with no adverse effects. Your results may vary.

Starfleet Command: Orion Pirates may be an expansion pack, but it tidies up a few of the loose ends left from Starfleet Command II and makes for a more enjoyable experience. Owners of SFC2 may be a little miffed, understandably; while it offers a lot of new stuff, it basically has everything you'd want from SFC2 in it already, making for what amounts to a 'replacement' game. Fans of slower-paced strategy games, and Star Trek fans, would do well to check out Orion Pirates. It's the closest the series has gotten to perfection, and while it has a ways to go, there's quite a bit of fun to be had here.


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

Minimum System Requirements:



P2 350 w/ 3D accelerator OR P3 500 without 3D accelerator, Win9x/2K, 64MB RAM, 550MB HD Space, 4x CD-ROM, sound card, mouse, keyboard
 

Test System:



Athlon 1.1GHz running Win98 SE, 512MB RAM, GeForce 2 GTS w/ 32MB RAM, SoundBlaster Live!, 8x DVD-ROM

Windows Star Trek Away Team Windows Sudden Strike

 
Game Vortex :: PSIllustrated