Such a shame they never made a third one. In Super Melee, all bets were off, as the great powers of the universe jousted and blasted away for hours and hours of shared-keyboard awesomeness. In the campaign, you only got to field what you'd persuaded people to give you. The inertialess UFOs of the Ariloulaee'lay, capable of confusing any opponent and harnessing the power of random luck for last minute escapes. The Mycon Podship, crawling around space at slug-speed, but with a homing missile to respect. The Spathi Eluder, armed with a rear-mounted cannon to dish out pain while still escaping. Star Control was the game I played first though, and the one that stuck - a sprawling, wonderfully written adventure campaign on one side, a fantastic Spacewar upgrade featuring a whole armada of ships to duel with on the other. Starflight was a fascinating, pioneering game too, with a truly amazing plot twist light-years beyond anything that anyone could have expected back in 1986. I know that a lot of purists would prefer more attention go to Starflight, Star Control's predecessor, and the game that's not had the spotlight as much in recent years due to the fan-remake Star Control II. it really is a wonderful game universe, isn't it? I've been playing it for a couple of reasons of late, partly for work and partly because it's one of the few games that will run on the Macbook Air I've been travelling with over the last week, and. It's why I loved Mass Effect so much, why I got on so well with Anachronox despite hating basically every actual mechanic it merely thought it understood from JRPGs, and why the likes of Eve and Elite Dangerous just aren't my mug of Romulan Ale.Īnd then of course, there's Star Control II. There aren't enough SF RPGs, and of those, there aren't enough that prioritise what I want from them - the feel of being in an impossible universe full of infinite possibilities, not simply being in a futuristic showroom with a lot of tech manuals.
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