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.com Star Trek: Starfleet Command offers you the starring role as a captain in any one of six star empires. You start out with command of a frigate, then take on missions, such as Convoy Escort and Courier. Depending on your success with the missions, you gain prestige. With prestige comes rank, larger ships, multiple ships, and more experienced officers. From the Manufacturer Using data from the bestselling strategy board game Star Fleet Battles, Starfleet Command puts you in the captain's chair for the most amazing real-time space combat experience ever created. Pledge allegiance in the Klingon Empire, the United Federation of Planets, the Romulan Star Empire, the Hydran Kingdom, the Gorn Confederation, or the Lyran Star Empire. P.when('A').execute(function(A) { A.on('a:expander:toggle_description:toggle:collapse', function(data) { window.scroll(0, data.expander.$expander[0].offsetTop-100); }); }); Review When Star Trek fans finally got their hands on Interplay's long-awaited Starfleet Academy a couple years back, a great many of them were disappointed to find that what they'd hoped would be a full-fledged starship simulation was, at its core, merely a run-of-the-mill space-combat game with Trek trappings. Interplay must have realized that Starfleet Academy just wasn't what Star Trek die-hards wanted, so it based its next Star Trek game on the board game Star Fleet Battles. The result is virtually a polar opposite of Starfleet Academy: Though its production values aren't nearly as slick, it's light-years ahead of its predecessor in terms of detail, strategy, tactics, and replay value. But while Starfleet Command is undoubtedly the best combat-oriented Trek game yet dished up for the PC, continued play reveals a slew of problems that keep it from achieving the "instant classic" status that some have hastily applied to it. Just like the board game it's based on, Starfleet Command is almost staggering in its scope and, at least at first, in its complexity. In the single-player campaign and skirmish games, you can choose to represent one of six species. The familiar Federation, Romulans, and Klingons are here, as well as the lizard-like Gorn (featured in a single episode of the original series), the Lyrans (a derivative of the Kzinti, from the board game), and the Hydrans (three arms and three legs - too bad you never see one up close). With three different eras to choose from, that adds up to a whopping 18 different campaigns, featuring progressively faster and more sophisticated ships. The prospect of 18 campaigns is pretty exciting in itself, but the manual claims that Starfleet Command goes much further with a "dynamic universe generator" called Dynaverse, designed to ensure that "every campaign game of Starfleet Command will be different." Unfortunately, that isn't exactly the case. Certain parameters of each campaign may vary - the Federation might be at war with the Gorn and the Hydrans one time, then fighting the Romulans if you restart. Some of these random variations can be inconsistent, with bitter enemies accusing you of breaking treaties that never even took place. Otherwise, certain campaign scripts remain identical every time, such as after you join the Federation Special Task Force or Klingon Black Staff sects. If you elect not to join elite organizations such as these, the missions basically boil down to fighting pirates, escorting convoys, and defending bases. This can last for about an hour before you're handed a half-dozen heavy cruisers and told to destroy an enemy base. That takes about ten seconds, and then the campaign's over and you're told you're being hailed as a hero back home. Clearly, the only satisfying route in Starfleet Command is to join the Special Forces of a given race, whose scripted campaigns are more involving than the less linear ones. There's still plenty of campaigning even if each of the 18 scenarios plays out similarly each time, and the process of acquiring new and better ships can be enough to keep you going for hours and hours. You buy new ships and equipment and recruit new officers by spending "prestige points" earned by completing missions successfully. The better you perform, the more prestige points you earn. The interface for buying and outfitting ships is clean and efficient, and an accessible Vessel Library makes it simple to determine if your prospective purchase is suitable for your next mission. Though you nominally have officers assigned to all the usual posts - helm, security, science, tactical, repair, weapons, and so on - the bottom line is that it's up to you to control each of these ship functions. It sounds like a lot to do, especially when you toss in stuff like sending over "hit and run" teams of marines to capture an opposing vessel or to destroy enemy ship components (which you cannot target specifically with your onboard weapons). But the game's tutorials help you master the basics in very short order. It's also helpful that you can pause the game at any time and issue all the orders you like before resuming play. Yes it's complex, but it isn't overwhelming. Once in combat, you'll be blown away by the richly detailed 3D starships, and the visual effects for weapons and explosions are equally impressive. But the decision to place these 3D models into what's essentially a 2D playing field may have you scratching your head: The only navigation options are for speed and turning right or left (there is no first-person view, by the way). The result is that battles often look like they're being fought on a galactic turntable, especially if you use the "padlock" view to keep the targeted ship in sight. It's troubling, as is the fact that ships appear to pass through one another - you can even see your missiles pass through friendly units on their way to a target. However, in the end you'll get used to it - but then you'll begin to run into other issues that are more difficult to accept. The troubles begin with mission briefings, which give you so little information that you'll sometimes have no clue about your objective halfway through the mission. And for a game of fleet tactics, communications in Starfleet Command are extremely limited: About the only options you'll get after hailing someone are "taunt" and "surrender" - even when dealing with allies! And it's impossible to tell a ship in your fleet to attack a specific enemy unless it's the one you're targeting, which can be frustrating when you want a smaller ship to deal solely with smaller enemy ships while you tackle the big guys. Meanwhile, the tactical map is almost worthless because you can't use it to order ship movement, and it doesn't identify the icons that are displayed - the only ship you can absolutely, positively identify from this map is your own since it's always in the middle. You can target an object by right-clicking on it in the tactical map, but to find out exactly what you've targeted you've got to eyeball it from the captain's chair - the same view you must use to send ships in your fleet to a specific location. Sure, this system works - you can zoom out a huge distance, select a friendly, then click at a point in space - but for ships as highly advanced as these, it seems pretty primitive. Then there's the issue of ship identification. It seems almost obvious that hostiles should be highlighted in red for quick identification, but in Starfleet Command, they're bracketed in blue like everything else. You can supposedly use a target-enemy command to cut down on the confusion, but it sometimes winds up targeting planets and other nonhostile objects, possibly because some dangerous ships apparently aren't classified as enemies because you're not actually at war with them. You'll also begin to suspect the game's artificial intelligence routines after you lose enough times. These aren't what you'd call state of the art: Expect your security officer to speak nonsense from time to time, and beware while escorting convoys, for they're liable to run headlong into asteroids they've seen far in advance. This is not to suggest that Starfleet Command isn't any fun. The huge array of options you're provided in battle - sending shuttles to attack enemies, reallocating power to meet the changing combat conditions, using tractors to hold incoming missiles at bay, and more - provide Starfleet Command with an unprecedented level of depth for a Star Trek game. Multiplayer Starfleet Command is also a real blast: Even with relatively high latencies on Mplayer, the action was smooth and satisfying. And the different multiplayer modes - base attack/defense, several variations on a "last man standing" theme, and a "pass the tribble" game where you attack enemies by beaming tribbles aboard their ships - meshed nicely with the game's complex tactics. But though you'll enjoy it for quite some time, you'll also realize that Starfleet Command could have spent more time in the dry dock before shipping to retail outlets. [Editor's note: The review originally stated that you cannot direct your ships to disable their targets, which is incorrect. GameSpot regrets the error.]--Stephen Poole --Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited. -- GameSpot Review See more
J**S
I'm one of those weirdos who likes this game...
Starfleet Command (SFC) is an incredibly deep starship combat game-if you can call it a game. I think of it as more of a simulator, it's so complex. Star Trek nerds will love the many references to Star Trek's realistic technology and those technologies' application to galactic warfare. So I would recommend this game to Star Trek or science fans who like highly technical gameplay...like me! But most games these days are shallow, so new talent beware-this is a SIMULATOR, not a game. Space, the final frontier...
R**P
Old school gaame
Played this game 25+ years back. I found it to be too difficult to hit targets and was cumbersome.
K**S
this used to be one of my favorite PC games of all-time
For the record, this used to be one of my favorite PC games of all-time. Lost it for years, and bought it again here on Amazon out of a sense of nostalgia. Went to play it on my Windows 8.1 machine. NO DICE. Get an error about a DLL missing no matter what I do. Took it over to my Windows 7 machine, and it worked. The graphics are a little "off" in that the edges are cut-off a bit, but no big deal. Plays like old times, and I'm running through the missions again, but this time without the ridiculously-long load times I recall from my old Pentium 5 machine! :-) SSD and i7 CPUs make this program fly between loading screens, but the action sequences are timed correctly so the game doesn't "fast-forward" requiring you to load a clock-slowing utility to play it.
J**R
FALLS SHORT OF EXPECTATIONS
OK, if you never played the SFB board game, you might find this game to be just fine, and it is better than the average sorry#$@ Star Trek title. This was marketed for the SFB audience, however, and here the game is a big disappointment. The worst is multiship control. Your wingmen AI is poor to non-existent. Individual ship control is good to excellent, albeit a bit cumbersome. But it is impossible to control 3 ships at once in the heat of battle and the interface and AI make the simplest commmands to squadron members ineffectual at best. You literally cannot even have your wingmen attack one target while you combat another.The mission briefings are hopelessly inadequate and you will have to buy the aftermarket strategy guide to have any clue as to what you are expected to do. There does not seem to be much connection between your battlefield success and the campaign game.The fact that they redid most of the ship visuals is nitpicking after these more serious flaws, but if you are an SFB fan you expect double saucer hulled Gorns with orange triangle insignia and catamaran and trimaran Lyran hulls that don't look like 23rd century vacuum cleaners. And the Hydrans were just completely redone with no similarity to the original.Despite this, the ship to ship combat works well, and the graphics are marvelous. Even the cloaking device is handled correctly, although this would have been easy to botch up. This product needs a sequel that gets the other parts right.P.S. Forget playing for the Federation in this game, since the combat algorithm makes photon toredoes miss about 75% of the time.
P**S
star trek
i love it as a star trek fan i'm have great time with it at dose take a little time to get the hang of the game.
D**R
Bought this for a gift.
My son wanted this as a gift for Christmas. He was very happy when he opened it on Christmas. Thanks.
S**S
Quite possibly the best Star Trek game ever
For those of you addicted to the star fleet battles board game, this interplay game automates all of the "bookkeeping" and provides a nice UI, you can play a computer, or your friends. One unhappy note is that it only runs on WinXP (ideally sp3). As I have Win 8.1 I had to build a WinXP VM and play in that. Also you may have trouble if MSS32.dll is missing from your system. I was able to find the DLL and drop it into the game folder, after that it played fine.
K**H
GREAT!
I was VERY surprised on the quality of the package and game. I was only expecting the game disk but I got the complete game in its box like it came off the shelf in the store so many years ago. Thank you!
L**N
Stopped working on Vista and Windows 7
Bought for the boyfriend and it worked fine for the first few times but then he was not able to use the "Skirmish". Only button light up was for multiplayer. We've tried everything, looked online for help but nothing has seemed to work. He first had it loaded on Vista then he had to upgrade computer (work reasons) and now has Windows 7. It stopped working on Vista and refuses to work on 7. We'll have to buy a new version so as for it play on Windows7. Too bad the first version is available on a more compatiable version.
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3 weeks ago
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