60 Second Review of…

Star Trek: Starfleet Command, Volume II

Tom's Review: First the good news: Starfleet Command II is a great game in many ways. Now the bad news: all the ways it's great were already present in the first Starfleet Command. This sequel has almost zero advances over its predecessor -- basically, you get a couple of sleepy new races. Interplay and Taldren had proudly announced a new online persistent dynamic campaign called Dynaverse, but it was nowhere to be seen when the game was released. It's been nearly two months and Dynaverse is still AWOL. "Hopefully this month" is its current status. And from what I can tell by the single player version, this Dynaverse is barely a lateral step from the first Starfleet Command's clunky pointless campaign. Starfleet Command was once our best hope for good games from the Star Trek license. But Starfleet Command II, like Interplay's horrible Star Trek: New Worlds, just shows contempt for its audience. Bridge Commander, you're up next. Do us proud.

For a more detailed look at the game, read our Early Hours with Starfleet Command II.


Publisher: Interplay
Developer:
Taldren
Genre:
Real time sci-fi naval combat
Requirements:
PII/350 w/3D accelerator, PIII/500 w/o 3D accelerator, 64MB RAM, 550MB hard drive space

February 5, 2001

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