Compara los precios de Star Control I and II en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Toys for Bob. Publicado por Stardock Entertainment. Lanzado el 19/10/2017. Disponible en PC. Géneros: Action, Adventure, Indie, Strategy.

Two of PC gaming's most influential space titles in one pack - SC1 is a lean arcade-combat sandbox, SC2 is the one that still shows up on all-time lists thirty years later.

I came into this expecting a retro curiosity to tick off a backlog list. What I got was two very different games that share a combat engine and almost nothing else, and one of them - Star Control II - genuinely deserved every hall-of-fame nomination it collected through the nineties and two-thousands. Star Control I is the simpler pitch: a top-down space strategy game where two fleets of ships slug it out in one-on-one arcade duels across a war-map. The Super Melee mode is the beating heart of it - pick a ship roster, fight your opponent's roster ship-by-ship, and learn which hulls counter which. Every ship handles differently. The Earthling Cruiser leans on missiles and point-defense; the Ur-Quan Dreadnought fires a slow, devastating fusion blast and deploys fighters. Mastering the matchup table is genuinely satisfying, and the local PvP still holds up for couch sessions. As a full campaign, SC1 is thin - the fleet strategy layer is shallow and the AI is not going to challenge anyone past the first few hours. It exists mostly as the combat foundation for what came next. Star Control II is the reason this pack exists. It drops the strategy board, wraps those same ship-to-ship duels inside an open-universe adventure, and then buries you in some of the best-written alien dialogue a 1992 game had any right to produce. You command the Vindicator, a Precursor prototype, and your job is to build a New Alliance against the Ur-Quan Hierarchy before their internal war with the genocidal Kohr-Ah ends and they turn their full attention to finishing off Earth. That means mining Resource Units from planetary surfaces to fund ship upgrades and fleet construction, navigating hyperspace with limited fuel, and talking - a lot - to dozens of distinct alien races, each with custom music, animated portraits, and branching conversations that still read like sharp science fiction writing. The Arilou will mess with your head. The Spathi will make you laugh. The Ilwrath will make you uncomfortable. None of them feel like filler. The weak spots are real and worth naming. The early-game resource grind is a slog: you will spend your first two hours drop-landing on hostile planets, dodging lightning strikes with awkward relative controls, collecting minerals so you can afford enough fuel to go anywhere interesting. The lander controls have not aged well. There is also no in-game dialogue log, which means if you miss a plot-critical line from an alien you talked to forty minutes ago, you are either consulting a wiki or taking notes like it is 1993. The combat, while fun in short bursts, can feel luck-dependent at lower skill levels because some ship matchups are heavily asymmetric - great when you know what you are doing, punishing when you do not. Who is this for? Primarily anyone who wants to understand where modern open-world space games learned their diplomacy and faction systems. Mass Effect's alien writing owes a debt here. So does No Man's Sky's structure, at least in spirit. If you are a shooter-first player who needs ranked ladders and active matchmaking, SC1's local PvP is the only thing scratching that itch, and it is a short scratch. SC2 demands patience and a tolerance for reading. Players willing to sit with it for twenty-plus hours will find a game that still surprises. Players who want immediate action loops will bounce off the mining phase before the story lands. Fred, Scout Team

Star Control I and II

Star Control I and II

19 oct 2017Toys for BobStardock Entertainment
GamerScout opina

Two of PC gaming's most influential space titles in one pack - SC1 is a lean arcade-combat sandbox, SC2 is the one that still shows up on all-time lists thirty years later.

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Acerca de Star Control I and II

I came into this expecting a retro curiosity to tick off a backlog list. What I got was two very different games that share a combat engine and almost nothing else, and one of them - Star Control II - genuinely deserved every hall-of-fame nomination it collected through the nineties and two-thousands. Star Control I is the simpler pitch: a top-down space strategy game where two fleets of ships slug it out in one-on-one arcade duels across a war-map. The Super Melee mode is the beating heart of it - pick a ship roster, fight your opponent's roster ship-by-ship, and learn which hulls counter which. Every ship handles differently. The Earthling Cruiser leans on missiles and point-defense; the Ur-Quan Dreadnought fires a slow, devastating fusion blast and deploys fighters. Mastering the matchup table is genuinely satisfying, and the local PvP still holds up for couch sessions. As a full campaign, SC1 is thin - the fleet strategy layer is shallow and the AI is not going to challenge anyone past the first few hours. It exists mostly as the combat foundation for what came next. Star Control II is the reason this pack exists. It drops the strategy board, wraps those same ship-to-ship duels inside an open-universe adventure, and then buries you in some of the best-written alien dialogue a 1992 game had any right to produce. You command the Vindicator, a Precursor prototype, and your job is to build a New Alliance against the Ur-Quan Hierarchy before their internal war with the genocidal Kohr-Ah ends and they turn their full attention to finishing off Earth. That means mining Resource Units from planetary surfaces to fund ship upgrades and fleet construction, navigating hyperspace with limited fuel, and talking - a lot - to dozens of distinct alien races, each with custom music, animated portraits, and branching conversations that still read like sharp science fiction writing. The Arilou will mess with your head. The Spathi will make you laugh. The Ilwrath will make you uncomfortable. None of them feel like filler. The weak spots are real and worth naming. The early-game resource grind is a slog: you will spend your first two hours drop-landing on hostile planets, dodging lightning strikes with awkward relative controls, collecting minerals so you can afford enough fuel to go anywhere interesting. The lander controls have not aged well. There is also no in-game dialogue log, which means if you miss a plot-critical line from an alien you talked to forty minutes ago, you are either consulting a wiki or taking notes like it is 1993. The combat, while fun in short bursts, can feel luck-dependent at lower skill levels because some ship matchups are heavily asymmetric - great when you know what you are doing, punishing when you do not. Who is this for? Primarily anyone who wants to understand where modern open-world space games learned their diplomacy and faction systems. Mass Effect's alien writing owes a debt here. So does No Man's Sky's structure, at least in spirit. If you are a shooter-first player who needs ranked ladders and active matchmaking, SC1's local PvP is the only thing scratching that itch, and it is a short scratch. SC2 demands patience and a tolerance for reading. Players willing to sit with it for twenty-plus hours will find a game that still surprises. Players who want immediate action loops will bounce off the mining phase before the story lands.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvplocal-multiplayerlocal-coopcloud-savestier:sub-5Ship-to-Ship CombatSuper MeleeOpen UniverseDiplomacy SystemFleet BuildingResource MiningBranching DialogueRetro Sci-FiLocal PvPClassic Adventure

Requisitos del sistema

Mínimos

OS
Windows XP or higher
Memory
100 MB RAM
Storage
30 MB available space
Graphics
Intel integrated or better
Processor
Intel Pentium or equivalent

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Información del juego

Desarrolladora
Toys for Bob
Distribuidora
Stardock Entertainment
Fecha de lanzamiento
19 oct 2017

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¿En qué plataformas está disponible Star Control I and II?

Star Control I and II está disponible en PC.

¿Cuándo se lanzó Star Control I and II?

Star Control I and II se lanzó el 19 de octubre de 2017.

¿Quién desarrolló Star Control I and II?

Star Control I and II fue desarrollado por Toys for Bob y publicado por Stardock Entertainment.