Star Trek: Starfleet Command II: Empires at War
Star Trek: Starfleet Command II: Empires at War | |
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Developer(s) | Taldren/Dynaverse Gaming Association |
Publisher(s) | Interplay Entertainment |
Composer(s) | Inon Zur |
Platform(s) | Microsoft Windows |
Release date(s) | 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 |
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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
- ↑ http://www.metacritic.com/game/pc/starfleet-command-volume-ii-empires-at-war
- ↑ http://www.ign.com/articles/2001/01/03/starfleet-command-volume-ii-empires-at-war-2