Star Trek: Starfleet Command II: Empires at War

Star Trek: Starfleet Command II: Empires at War
Developer(s) Taldren/Dynaverse Gaming Association
Publisher(s) Interplay Entertainment
Composer(s) Inon Zur
Platform(s) Microsoft Windows
Release December 20, 2000
Genre(s) Space flight simulator game, Real-time tactics
Mode(s) Singleplayer and Multiplayer
Part of the article series on
Star Fleet Universe
Games
Star Fleet Battles
Federation Commander
Federation and Empire
Prime Directive (role-playing game)
Star Fleet Battle Force
Star Trek: Starfleet Command
Star Trek: Starfleet Command II: Empires at War
Star Trek: Starfleet Command: Orion Pirates
Captain's Log

Star Trek Starfleet Command II: Empires at War is the sequel to Star Trek: Starfleet Command and the second in the series of 'real-time' space combat games, developed by Taldren, Inc. and published by Interplay.

Plot

The game features three singleplayer campaigns, two storyline campaigns and a general conquest campaign. The first of the storyline campaigns dealt with the return of the Organians, and their bringing the Interstellar Concordium in to 'pacify' the existing empires. The existing factions resist this pacification attempt, and a new war ensues. The other story campaign, only playable by the Mirak, Lyrans, Hydrans, and Klingons, deals with the discovery of artifacts belonging to an ancient race of telepaths.

Reception

The game was generally well-received,[1] IGN giving it an 8.5/10, especially praising its graphics and the lasting appeal of the game, but also noting a steep learning-curve.[2]

See also

References

  1. http://www.metacritic.com/game/pc/starfleet-command-volume-ii-empires-at-war
  2. http://www.ign.com/articles/2001/01/03/starfleet-command-volume-ii-empires-at-war-2
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