Warning: This thread will contain spoilers concerning the narrative and gameflow of Star Control Origins.
So after all of these years waiting, Star Control Origins has released. I've been an avid fan of the franchise ever since I first played Ur-Quan Masters, it's one of the many games I put on my list of serious inspirations as an indie developer myself. To see a new take on the game is something I never expected to see for the longest time. Having just finished the game after a 30+ hour binge on it I have a few thoughts on the game. I'm going to be as honest about my thoughts and ideas on the release, but regardless on how it may or may not sound I do greatly appreciate the team's work on the game and I'm genuinely looking forward to upcoming news on this title.
(Oh and as another warning for folks, this is gonna get pretty spoilerific)
Star Control : Origins - The Good
Star Control : Origins - The Rough
Star Control : Origins - Verdict
Painful as this may be to say, it really feels like the game needs more content beyond plowing through astral neighbourhoods nicking all their stuff. It's opening and middle acts are really good, you've got a lot of tension and exploration. The reveals are awesome, the Overmind going "sod it, I'll ally with you" was such a pleasant and unexpected spin that I really, really appreciated having an AI hivemind be an ally for a change. I really enjoyed the Pinthi and their arc and sorrow they felt from their existence before. I really liked how the Drenkend, for all the treatment they get for being idiots in game, are fully aware of the horrifying situation they're in and are probably the most down to earth species considering their situation.
But I can literally sit there pouring ink into the cosmos and watch entire eldritch fleets destroy themselves on that. I'm either a bear on the wallstreet clearing as much stock as I possibly can before the value crashes or I have to hoarde the entire stash of resources like a crazed survivalist in a dark, scary jungle. I think a lot of problems with the makeup of this sub-genre of 4X is that when you have all the upgrades or your favourite ships unlocked you're playing for the dialogue and writing and not because the experience has evolved or changed. Any expansions or additional content that only feeds that desire will make the gameplay feel more stretched than before, because it's that dialogue that people really enjoy with this.
My verdict right now as far as Star Control Origins stands is a 7/10. I was humming about a 6/10 but a game hasn't made me literally laugh out loud on multiple occasions like this so it deserves the extra point on that alone. But gameplay wise there's a lot that needs to be tweaked and tuned up, and probably a bit more to add if I'm truthfully honest. The febreeze ending of the current storyline didn't feel rewarding with the Mu'Kay as they are.
Ok so let's play game designer for a bit here. If my superior was thrown into a furnace, what changes and additions would I make? Mmmm....
Star Control : Origins - Brainstorming Ideas
Fixes/Changes
Additional Content/The Fun Stuff
Naturally all of the stuff below is food for thought, if not from official updates then in the way of mods, etc, but as it stands this is just material to add to the game beyond "include the Noste" and "Add X Race here". Talking more gameplay elements than anything else.
Away Teams
Right so SCO introduces this guest system where you have 5 party members that can join you who give you advice as you go through the game. This is pretty rad, but I wish it was used more. What I also wish was more involved and developed are the ruins and other areas you find on planets. The idea of actually having some kind of control with your away missions harkens more to Star Trek's redshirts, but also wouldn't require a whole lot of additional retooling of the systems. Here goes the pitch.
you arrive at a set of ancient Ruins, but these are particularly advanced and expansive. They're also particularly dangerous, it may take several days to excavate them. As your team goes deeper they uncover traps and treasures, maybe a laser grid turns on, maybe a piece of cool technology. As they progress deeper and deeper, their chances of being utterly destroyed go up, but the rewards can increase. Eventually they either meet their doom, escape with what they have to try again another time, or they get to the end to get the real treasure out of it.
How the advisors work into this is that they can provide basic stats to help your team's chances of success against these challenges. Need to activate an ancient device in the temple? Make sure you have your Mu'Kay scientist on your team of advisors to walk them through, giving them a bonus to these rolls. It's really simple, and can interfact with the system that's in place, but adds some more depth to the flow of these missions, as well as adding a bit of diversity to the gameplay itself.
You can have stats such as these;
First-Aid (treatment of diseases, injuries, and otherwise saving crewmembers who would perish on these missions on a successful roll)
Engineering (using devices, computers, the works)
Translation (translating ancient languages, communication etc)
Combat (fighting monsters or other creatures on these away missions).
You could have as many or as few of these stats as you wanted, the better the stat score total, the more likely they'd survive or succeed that task in these away missions. Wouldn't need anything more done to the system beyond a set of integer values being set up for the advisors and a series of dialogue chains in ruins that require rolls (say 1d10 is default, and the scores go along the lines of "Activate the ancient robot! (Science: 6 or more needed) / Leave the robot and continue through the ruins".
Research Development
Ok, so this is kind of in the game, in that starbases unlock new parts for you. Part of this is more having elements of choice with where you want to develop, i.e "Do we use this Trandal technology to develop the blueprints to a new craft or should we use this to improve our hyperdrive thrusters?" There's actually a choice like this already in the game, from the Overmind. Having events like these crop up every time you go back to Star Control on acquiring a new race milestone to the effect of "we can retro-fit this tech to do X or Y, which will it be Captain?" adds another element of choice to the game that expands it beyond dialogue options. Having ways to permanently boost certain units of your fleet would be pretty cool as well, beyond basic modules to the Vindicator.
Colony Development
Seems like this was planned or may be planned already, but since you can expand the pressence of humanity in the solar system, perhaps these colonies should contribute RU to Star Control every month in game? That way, the player has a reason for expanding out and developing humanity beyond where it begins; setting locations for colonies also helps get minerals you have a hard time obtaining. Flag a planet that's suitable for colonizing and they'll get on it with enough resources and the likes. Maybe even have the pressence of colonies change the aliens in the area, maybe they get hostile, or want to trade and start up an alliance because you've moved in.
Atmospheric Combat
Straight up taking the space combat and having it happen in atmosphere above the planet, rather than bouncing off the planet, you're literally scrolling above said planet fighting the enemy ship in the process. Just a neat little difference, can have environmental effects too such as the thunderstorms and volcanoes on planets. It's a re-use of assets in a way that adds some difference of kind and feeling to the game's combat.
Garrisons
Ontop of colony management, if enemies push and pressure the player's space you can set up garrison defenses to fight and ward enemies off, Star Control 1 style. Just go to the colony, transfer whatever ships you need to their garrison in space and when the system gets attacked you get control of these ships. fly, fight, do whatever it takes to defend the colony. Could expand this to include invading other systems but that's probably better left for the Vindicator.
This honestly about covers it for ideas of additions. I know that new races and storylines with the modding system will be a thing that goes on for SCO, and I'm honestly excited to see what happens. These elements I've suggested above are just a few ideas on adding to the game but not requiring a whole new system for elements, just a bit of diversity to boost up the gameplay some more.
Star Control : Origins - Closing Statements
I've honestly really enjoyed playing this despite how I experienced the closing act, but what makes me more excited than anything else is to see this be a living, breathing project.
I was involved a few times on the Project 6014 and other mods for UQM, none of them came to light. I worked on the Fjorn, a kind of Knightly race of crusaders dashing about the place trying to be goodie-twoshoes but making a mess of things, amongst a few other ideas for races, so the idea of mods and adding races to this that have a meaningful place really is exciting and interesting for me. Right now the game stands as a bit of a skeleton, but I suspect much like the Vindicator it'll evolve and improve over time. I do hope that the modding capabilties support more than just ships and strings of dialogue but also allows for some basic scripting elements and adding fully modeled, voice acted aliens to the mix. It's great to see a Star Control game again, especially one that's alive. I really gotta hand it to Stardock's team though, they definitely captured the spirit of UQM/SC2 so well that it's uncanny to think about. It's just that SC2 is a 20-30 year old game. It needs some additional love and some new mechanics thrown into the mix. Give it a blast of fresh, new goodness to clear away some of the stale elements and you got yourself a damn fresh and fine game.
It's genuinely been a blast though, thank you for the experience and I'm really looking forward to seeing where this is taken in the future. Cheers!
I heard that you can import video files (MP4) to make your own animated aliens. You have to do the lip syncing yourself for the MP4s though. The lip syncing for all SCO races with 3D models is automatic I think.
I also heard that there is a planned expansion that is more of a 4X like SC1.
I just beat the game and I agree with most of your points. The UI when selling minerals needs to be reworked. I enjoyed the game but I believe they played it too safe and did not bring anything new, it feels like a remastered Star Control II. BTW how much time does it take a colony to appear? Perhaps I beat the game too fast because they never showed up (I finished by August 2089). Also, almost every Steam achievement seems to be broken. Your flagship could also at least change a bit its appearance when its upgraded.
I'm not so sure myself, maybe after 3 or 4 allies, but you need a fair amount of resources for it. Right now I'm spending the time searching any any additional leads on Alien Records so I can hand all 4 in to the Measured but it's really beating me about right now. There's also a planet in a system I straight up can't reach because it's too far out of range of the solar map; you end up hyperspace jumping instead.
As far as visually upgrading the ship, I can see why they didn't do that, but it's a potential for expansions. Also the ability to completely change the ship, it is a garbage ship after all.
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