There’s little doubt that Starfleet Command is one of the finest Star Trek games ever made, at least in a design sense, the end result being a tactical slugfest that just feels like starship combat between large, non-fighter vessels should. Unfortunately, there are two main factors that keep Starfleet Command from being the tour-de-force it could have been. The first is the complexity. Now, I’m not one to complain about a game being too in-depth, but this one may be a bit of overkill, especially considering some of the gaping holes in the documentation. The almost-vertical learning curve in command and control may be too much for even some experienced gamers. The second problem is the aforementioned bevy of bugs. If Interplay can do the kind of repair job that Scottie used to do on the old Enterprise, they’ll have a resounding success on their hands. As it stands, it remains a near-great effort that, despite its flaws, remains quite fun for those with a high tolerance for minutiae.