Why is character development and equipment more vital to an RPG than game world, NPCs, and quests? It doesn't make sense to me that games weak in the former but strong in the latter are not considered RPGs by some, but games the other way around are uncontroversial. I don't think it would be an improvement to increase the emphasis between "core" and "optional" categories, and if anything I would move the other direction. As far as I can tell, the litigation is still ongoing. Both parties counter-sued each other for copyright and intellectual property violations, and Steam removed the Star Control titles (including Origins, at least temporarily) after receiving DCMA takedown notices from Reiche and Ford. If this relationship was ever friendly and cooperative, it soon became otherwise when Reiche and Ford announced they would be creating Ghosts of the Precursors and Stardock started selling the first three Star Control games on Steam. During development, Stardock claimed to be in contact with Reiche and Ford, and were developing the game along their vision, although they couldn't technically participate because of their Activision contract. Set 26 years before the original Star Control, the game would seem to retcon when Earth first encountered alien life. Stardock Corporation managed to acquire the Star Control license and produce Star Control: Origins (2018). When Atari filed for bankruptcy in 2013, its assets were sold. The Star Control trademark passed to Infogrames when it purchased Accolade in 1999 Infogrames soon rebranded itself as Atari. There could have been a Gary Larson tie-in and everything. I think the creators missed an opportunity by not making the Precursors actual cows. I was disappointed to find that most of these questions are unanswered in Star Control 3 (1996), although we do apparently learn that the Precursors genetically modified themselves so they would have the intelligence of cows, thus protecting themselves from a race that periodically harvests the energies of sentient races. I was disappointed that we never found out why the Ur-Quan destroyed historical structures of humanity, including some places we weren't even aware of. We never learned what the Orz did to the Androsynth, what the Orz really are, and how they relate to the Arilou. We never learned about the Rainbow Worlds or why they (apparently) form an arrow pointing to the "northeast" of the galaxy. Star Control II left a satisfying number of mysteries, such as the fate of the Precursors and why they seemed (to the Slylandro) to be nervously searching for something. How do you blend a fierce Amazonian and a seductive vixen in a single voice? well, honestly, I'm not sure what would have done justice to the Syreen. I was also disappointed by the Syreen, who sounds like Doris Day rather than. The Talking Pet is the worst, with some ridiculous southern "Joe Sixpack" accent. For some reason, they decided the Shofixti was a bad English translator of a 1970s Japanese kung-fu movie the Orz, Spathi, and Utwig are just annoying and the Umgah is the stuff of nightmares. Some of the voices are good: I appreciate the Vaderesque bass of the Ur-Quan, the lispy enthusiasm of the Pik, and the weird Scottish accent the creators gave to the Yehat. There's really just too much dialogue overall. I'm not sure I would have liked it better. (My understanding is that the open-source Ur-Quan Masters would use some of this voiced dialogue but re-record others.) Some readers encouraged me to play this version specifically because of the voices. It has an animated, narrated introduction and cut scenes plus voiced dialogue for the conversations. The 3DO version from 1994 has some significant differences from the DOS version.
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