There is no Linux cover art on file for this game
Developed by
Released

Also For
...
MobyRank
100 point score based on reviews from various critics.
3.1
MobyScore
5 point score based on user ratings.
Star Control II » Solution to the lack of an "objectives" screen
Forum Search:  

View Mode: threaded | watch thread

User AvatarI loved Star Control II so much, for many many reasons, but the game is unique in my heart for a different reason. I really hated how the game wouldn't keep track of where you had to go, or what to do at first, because upon encountering a new alien race they had so much to tell you and various tidbits of information that I couldn't keep track of all the stuff they told you.

That is, until I came up with a simple solution. I actually started keeping my own "journal" for the game, physically writing down notes inside a journal with a pen. I would write down coordinates of planets given to me, I would write down random hints that aliens would give me (like the location of the of the Arilou place), or objectives they gave to me.

This was actually really a lot fun for me, I think mostly for the fact that I could piece together little pieces of information from various aliens that I met. For example, if one alien told me a description of where a planet was located, and another told me the coordinates of a planet, I would see that from the coordinates that they were talking about the same planet and I could kind of connect the dots. I guess I kind of felt like a detective of sorts, piecing together all of the clues to figure stuff out.

I originally hated how the game made you figure out where you had to go, but because of this I actually grew to enjoy it. I actually had fun of trying to unravel the clues of where to go next and what to do.

I recommend anyone who is stuck in the game because of this to simply try and write down stuff. It really made the game so much memorable to me.
User AvatarI can't imagine how you could play it without jotting down important information about planet locations and other stuff. I usually enjoy taking notes for every game I play even if it's not necessarily required.

Right now I keep a handy notepad by my side playing Fallout 3 and keeping not only of the stuff deemed insignificant by the developers to get into journal, but also the list of my goals and current priorities.

I still stubbornly refuse to draw maps for IF games.
User AvatarThe thing about maps in IF is that they should only really be needed in mazes and any IF maze-crafter worth his salt is going to come up with a new system for making mazes even more unfair for players, diminishing the value of mapping to near zero. (It's... on the surface of a mobius strip! And, like the Escher engraving, it's covered with ants... which will carry away and move any objects the players leave behind to mark their progress!) Me, I liked the pseudo-random jungle mazes in Zak McCracken that didn't keep track of which exits you took, just how many screens you'd passed through.

(This sidesteps the problem of mazes being a "filler" puzzle more fitting in text adventures and with little legitimate place in modern IF, only interfering with the narrative by inserting a disruptive genre cliche in there.)
User AvatarI am remembering that a version of SC2, most likely the original, had a feature allowing you to review a log of the contents of a conversation before ending it. (I believe this feature was dropped in the 3do-based re-release.)
 

Errors and omissions on this page may be reported to the MobyGames approvers.

MobyGames™ Copyright © 1999-2009, MobyGames.
All rights reserved. Do not duplicate or redistribute in any form.
moby sites | about us | advertise | disclaimer | privacy statement | become an approver | RSS