Showing posts with label Star Control 2. Show all posts
Showing posts with label Star Control 2. Show all posts

Friday, June 10, 2011

Star Control fan sequel – Project 6014




I only discovered the demo yesterday, despite it coming out in November 2010, so am definitely late to the party. But if I missed it, then did others no doubt. The demo is only about 30 minutes long, but it has tremendous potential and is easily one of the best pieces of fan-work that I’ve seen.
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Official page is here.

Official UQM forum topic is here.

Started because the guy behind it was tired of waiting for a true SC2 sequel, this is touted as Star Control 2.5 and – if the demo is any indication – is probably one of the best fan homages I’ve come across. Set not long after the end of SC2, it takes place in a mostly new map, shifted to the South West of the old galaxy. There’s detailed explanations for what happened to each of the other races, from both the Chmmru and Earth base guy, and a mystery to solve. The Chmmr picked up a faint distress signal from a Shofixti scout vessel exploring uncharted space, but they can’t quite tell where, giving you only a general area. Speaking with the Shofixti at the Gorno stars reveals three scouts are on patrol – putting these two pieces of info together takes you to an area of space with a couple of solar systems to explore. On the outer planet of one you’ll come across the sinister Lurg and a squadron of Prawn ships (genetically altered lower organisms which the Lurg control for space flight). Take them out (the Chmmr ships work best) and you’re rewarded with a cut-scene.


All pretty simple, but it’s the perfect execution in this demo which impresses.

The freshly drawn graphics for the Earth communications screen, plus the Lurg and their ships, is impeccably done, and absolutely fitting with the SC2 universe. It reminds me why I love old DOS graphics – they can be quite beautiful! And it saddens me to think that modern companies totally don’t get this, choosing to redo things in HD and making them look ugly (Half Minute Hero on XBLA is the perfect example of a beautiful low-res game made hideous in HD).

Apart from the Lurg none of the other races have voice acting yet, but damn – the Lurg are PERFECT. Really great acting and some top notch voice modulation. Right away they grab your attention as being sinister creatures – possibly moreso than the Ur-Quan. And, for some great fan-service, can you guess what they were based on? Awesome. Their ships aren’t as scary as they make, farting a wall of paralysing bubbles and shooting semi-homing shots, but the design is good and I can see them proving to be interesting enemies. A couple of Chmmr should be able to take down five Prawns easily though.

In addition to the voice acting the script needs special mention. For something done by fans, it fits so well with the SC2 universe. It’s not overbaked, but it doesn’t feel like it was restricted by being too obsessed with canon – you’ll have to judge for yourselves, but for me it perfectly treads the line between respecting the source and taking it in a new direction. And it’s funny! Wait until you bump into the Slylandro, having been brought space-bound through a prank of the Umgah’s, and read their dialogue. The original SC2 was hilarious in places, and there’s some choice sci-fi references going on in this fan sequel.

Finally, I am really digging the puzzle design. There was a puzzle in SC2 where the Syreen mention that their ships must be a specific number of space units away from their current location, on a planet with a specific type of sun. Following the clues yields only about 3 possible systems, and by following this cookie trail and exploring the planets you’ll soon come across them. it was extremely satisfying solving this puzzle, and they’ve employed a similar one here. The fact that the clues also show up on your space chart is a bonus, and makes the game very user friendly. It’s not elaborate and so far it’s just one example of design - but I love it, and it bodes well. I hope they really think outside the box and come up with some great stuff.

Of course being a demo it's still lacking several things. You can land on planets but can't pick up any minerals (biological data is fine though) since you don't have a cargo bay, plus you can't buy additional modules for your new ship. There are fighter craft you can build though, and you do start with a generous amount of RU.

As of now they say the project is ticking along nicely, they’ve finalised the general story arc (even if they’ve not written the script), and things are looking good. So many fan projects fade away, especially the more ambitious ones, but I sincerely hope this team has the resolve to carry it through, because it’s looking ace so far.

Try it for yourself!

Friday, April 16, 2010

Star Control 2 artwork


A look at some genuinely excellent Star Control 2 fan-art.

When fellow gamers ask what my favourite game is, I always say Star Control 2. On occasion people have assumed I meant Starcraft 2, and subsequently ask if I really love my RTS games. What follows is a serious case of MANRAGE (pronounced mun-rah-geh) and what most would describe as murder, then me trying to hide the very large body of a dead nerd. Star Control 2, such is its universal excellence, should never be confused with anything but itself. But I digress.
When you come across a creative piece of fan-work of genuine merit, especially one based on your all-time favourite game, it deserves to be showcased for all to see. Good quality fan creations are something rare and precious. So it is with Niklas Jansson’s absolutely awesome personal takes on what the aliens in Star Control would look like naked (and outside of their crafts). He also has some fascinating ideas for a homebrew game based on the IP.


As Jansson explains:
“Star Control is a game derived from Starflight. In both games you travel around in space, talk to aliens, trade and shoot stuff with your spaceship. They take quite a bit of patience to play, especially Starflight. I think it's mostly an UI problem though. With an improved UI, the games could be made even deeper and more complex. Some day I want to do an space game engine which can plug-in (data driven) different species into a persistent universe simulation. Kind of like making the entire game universe one big RTS-game map (like Warlords), but with trading, exploration and all that. Potentially a Zero-player game, the player would be a Starship captain doing the usual stuff, but the universe would go on without him.”

What I like about the art is that to me it feels faithful. A lot of fan-art is diabolically awful, but this is good. It’s the kind of work which I think Toys For Bob would probably approve of.

As he explained:
To achive likeness, I'm trying to take the following into consideration:
* Communications image
* Melee pilot image
* Printed images (manuals and guide books if canon)
* Communications text and conveyed feel
* Printed text

It's difficult to be faithful when you don't see the lower body of many of the characters. The Spathi gave me a lot of trouble because the lower body needs to fit their character. I imagine that they kind of wobble around like ducks in a hurry, but some guy who works at TfB used a kind of hover pod solution which I think works too. Makes sense for them to want to be swift.

REALLY AWESOME YOUTUBE VIDEO


The Thraddash in the opening picture are drawn based on their dialogue art, and their melee artwork, which has them appearing to wear a space-suit of sorts. Jansson's take on what the Umgah looked like before genetic modification is also interesting - though maybe they look a little too cute and anthropomorphic when considering their genius with biological manipulation? His other designs are equally excellent, and I like the reasoning behind certain style decisions.


UTWIG
I based their anatomy on the word 'Twig'. Balls for head.

SHOFIXTI
These little creatures could vary in appearance just like house cats do. Maybe they have a lot of latent/dormant genes to prevent inbreeding. They'd have to, since their entire species is repopulated by just one male and 6 females. I made them pretty small because they can produce new adults in just a few months. To grow from single cell to adult in that time would require a lot of food and energy. Another reason for their small size is that I want to stay away from doing too many human sized (and human proportionate) aliens. With drawn stuff, one has the liberty to avoid the 'man-in-suit' feel which sci-fi often presents.

ILWRATH
This is just my way of solving the problem with the differing melee pilot portrait.

Syreen:
Not buying it this time guys!

Little black spider controlling the giant red puppet:
But... but... we're evil! Look how scary it is! Argarak, do the mandible thing again!

Second black spider:
*Clac clac clac*


Niklas' website, Android Arts, has other fascinating things, including an emulation page and ideas regarding Exile, and other classic games.