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Call Me a purist, but there was something very wrong about the best Star Trek game available being based on one of its weakest TV incarnations. Voyager - Elite Force might have surpassed the plethora of mediocre-to-atrocious Trek games we'vthad to put up with in the past, but that doesn't excuse having to listen to Captain Janeway between missions. So when it was announced that the sequel would cast off its matronly-skippered guise and settle instead on the glowing baldness of one Captain Picard, the world cheered with enthusiasm. Well, I did anyway.
Download Star Trek: Elite Force 2. File information File name STAR.TREK.ELITE.FORCE.2.V1.1.ENG. File size 1007.42 KB Mime type text/plain; charset=iso-8859-1. I installed the star trek elite force 2 video game, but I had to uninstall it using the Revo uninstaller program. I tried to install the videogame again, but when I insert the cd-rom in the reader, I click on the launch and I only see the possibility to uninstall the video game. Just do your best. Just DON'T delete the 7zip file you downloaded or you'll have to download it again. Once you're satisfied with removing past installations, you can unzip the 7zip file (it should still be in your Downloads folder). It will automatically unzip it into a sub folder in your Downloads folder named, 'Star Trek - Elite Force 2'.
The only cause for concern might have been the more dubious move from developer Raven to Ritual Entertainment, a company that hasn't produced much of interest since the ancient Sin. The use of the increasingly dated Quake III Arena engine was another area of worry. Having played the game to completion in its Beta form though, we can already confirm that Elite Force II is every bit as good as Raven's effort, and in some ways a whole lot better.
Borg Standard
In fact, the first thing that strikes you when you first play it, is just how similar to the first game this is, with all the small refinements and improvements you expect from a sequel. As before, youcommand the elite Hazard Team, sent out to do all the violent, dirty jobs those alien-hugging Federation officers won't touch. The first mission works as a transition between ships, set as it is in the Borg sphere seen in the very last episode of Voyager before they finally reach Earth. Unfortunately, the inside of a Borg ship isn't the best place to start a game: very small corridors, identical looks to the original (it almost feels like a cut and paste job) and enemies that have been so overused you can't be bothered to shoot them any more.
Things improve almost immediately though, as the story element kicks in and you find yourself consigned to a teaching job at the Starfleet Academy, a beautifully realised campus that you can explore at your leisure before being spotted by the eagle-eyed Picard. It's a shame more of the game doesn't take place here, as the outside locations under a pleasant blue sky would make an excellent - and different - arena for repelling alien invaders.
Free Enterprise
Nevertheless, the move to the Enterprise continues the feeling of freedom and exploration, although, like Voyager before it, it's a shame so much of it is reduced to corridors with doors that don't open. Despite the real voice of Patrick Stewart as Picard (listen out too for Dwight Murdock Schultz reprising his Barclay role as well as the great Jeffrey Combs), it doesn't really feel quite as it should, partly because Voyager's irritating Tuvok is the only other major character (taking a temporary post here now that Voyager has disbanded), and because the Enterprise we all know from the TV series was destroyed a few films ago.
Still, your first mission inside Federation space puts you in classic episode territory: exploring a friendly vessel discovered drifting in space, with its crew either missing or dead. It's not quite System Shock 2, but the atmosphere builds up nicely as you discover bodies floating in the zero gravity and catch glimpses of whatever did the damage fleeing just out of the corner of your eye.
But elsewhere, atmosphere usually takes a backseat to pure action. Whether it's crawling alien creatures, Romulans, Klingons or some of the other species (details of which we're forbidden to divulge), the job is to blast (or, even better, vaporise) them out of existence.
The action takes place in several locations, expanding the original game's scope to include more away missions and outside settings. The best parts though, are the ones in familiar surroundings: battling some intruders on the bridge of the Enterprise with Picard by your side and taking a zero gravity spin on the outside of the ship's hull.
Tricordered
But while the whole thing is much longer than the first game, it doesn't often degenerate into non-stop mouse-button bashing, preferring instead to develop the story, add a few twists and generally keep you on your toes in more than the action department.
Not that there's anything approaching a proper, meaty puzzle (what game has anything like that these days?), but much of your time is spent exploring alternative routes and finding ways to take down force shields. Because of this, the tricorder plays a much more prominent part, providing information on anything you want to scan, detecting trip-wires and cloaks and pointing you in the direction of the next objective.
If You Hit Him Go To Page..
One of the best features in the first Elite Force (and one not all players realised was there) was the way certain actions forked the story slightly in two directions. So, for example, in one mission I was meant to rescue a fellow officer. I failed and received a bollocking from Tuvok, as well as reproaches from my teammates for the rest of the game. I thought it was just scripted to happen that way and that the rescue was in fact impossible. It wasn't until I went back much later that I realised it was possible, and that the outcome changed people's reactions from then on.
For a while I thought this had been removed from the sequel - after failing to rescue someone in the first mission it was game over. But in fact, the device had been developed even further, with certain key moments offering a choice of dialogue responses that shape your relationship with other characters.
The Light Fantastic
It's subtle things like that - and the addition of some diverting sub-games - that make Elite Force II a bit more than another licensed hack job. However, these are the kind of details that will only be noticed by those looking for them. For the rest, Elite Force II is likely to be seen primarily as a straightforward, if enjoyable, shooter, with the small difference of sci-fi weaponry rather than the conventional machine-gun arsenal. This is quite a big difference you might think, especially when you consider that laser blasters, phasers and other futuristic arms (including those in Voyager and the Jedi Knight titles) are often deeply unsatisfying. How can you compare the sense of realism you get when a solid piece of metal thunders out of your gun barrel and ricochets off a wall into an enemy's yielding flesh with a bright beam of light that resembles nothing more a powerful torch beam?
Luckily, this is something Ritual has obviously taken into consideration, and the weapons in Elite Force II are by far the best of their type, beefed up for a greater feeling of solidity. Apart from the usual phaser and compression rifle, you get to play with an assault rifle (which has the nice punch of a shotgun to it), infinity modulator (the weapon from the first game that no Borg-fighter can do without), sniper rifle, grenade launcher, lightning gun (not only fires bolts of electricity, its secondary fire lets out a stream of gas that can be ignited for maximum burn value), quantum burst torpedo (a rocket launcher that can be guided) and radiation gun (the ultimate weapon here).
While there's plenty that will appeal to the general shooter audience - and not just a hardcore sci-fi fanbase - it's issues like these than make Elite Force Il's battle against its rivals more of a struggle. After all, how can a game that uses the Quake III engine and is closely modelled on the first Voyager outing compete with giants like Doom III and Half-Life 2? The answer, of course, is that it doesn't even try. Ritual hasn't set out to change the face of the action genre or introduce any groundbreaking gameplay concepts. All it wants is to create a solid and enjoyable experience, with enough violence to keep shooters happy and enough story and details to keep Trek fans the same way (most will be content with the moment when you can ring Picard's door and hear the familiar shout of Come!).
In that respect it looks like the developers are on course to achieve their target and, if the almost complete build we played is anything to go by, the June release date looks a dead certainty. There's a playable demo floating around the Internet so download that and decide for yourselves.
This Is A Man's World
But It Don't Mean Nothing Without..
Voyager- Elite Force not only had a Margaret Thatcher helming your ship, it also offered you the chance to play as a male or female character, both called Alex Munro. This was really only an aesthetic choice, but it's still sad to see the option absent this time round. It's a lazy mistake, since it was definitely much more fun playing as a girl, especially when you got to 9ee yourself in the mirror. Surely another skin and a different set of voice recordings would have been a small price to pay to keep her alive. Still, it does mean that Ritual has been able to develop your relationship with the other members of the Hazard Team without any gender misunderstandings.
Hologram Mayhem
Multiplayer Stays In The Holodeck
Although it would have been nice to see the online side of Elite Force II move on from what was essentially a Quake III mod, there are at least some new modes to look forward to. The main one is the Bomb Disposal one, which is basically a plant the bomb scenario, though here both teams have a device to plant. There is a Modifier in which the job of the other team is simply to defuse though. Other Modifiers include Disintegration (aka instagib). Control Points, Elimination and Specialities, in which runes collected give you a specific character class (infiltrator, medic, technician, demolitionist, heavy weapons or sniper). Other than that there is the usual assortment of deathmatches and capture the flags.
When the U.S.S. Voyager returned to Federation Space safely, the Hazard Team was disbanded. However, Lt. Alexander Munro was assigned to Starfleet Academy and quickly caught the eye of Captain Jon Luc Picard. Players must take charge of the reunited Hazard Team on the U.S.S. Enterprise and confront an assortment of cunning enemies.
Enemy races include Klingons, Romulans, Ferengi, and the Borg. Missions take the Hazard Team to frozen Romulan bases, Star Docks, Borg Ships, and Starfleet Academy. Available weapons include: tricorders, disrupters, I-Mods, energy staffs, assault rifles, grenade launchers, compression rifles, quantum bursts, and the Bat'Leth (a Klingon melee weapon). Multiplayer game modes feature capture the flag, holomatch, and team holo match in environments ranging from murky jungles to volcanic deserts. Star Trek: Elite Force II runs a modified Quake III: Arena engine with increased environmental and character detail.
In 2000, Raven Software surprised many gamers with Star Trek Voyager: Elite Force, an excellent first-person shooter with a killer single-player adventure and addictive multiplayer, all powered by the (then) cutting-edge Quake 3 engine. In a franchise plagued with disappointing titles like Hidden Evil, Armada, and Away Team, it was great to see someone prove that it was possible to make an outstanding Star Trek game. The next question: could this success be repeated for a sequel?
With Raven working on other projects, the reins for the sequel were handed to Ritual Entertainment, who haven't let us down -- it has produced another solid title that plays like an extended episode from the recent TV series, injecting new life into the aging Quake 3 engine in the process. It's not exactly a hardcore shooter, but Elite Force II is a highly polished game and an absolute must-have for Star Trek fans.
Elite Force II starts with the Hazard Team aboard a Borg Sphere, which ties in with the final episode of Star Trek: Voyager. Upon successful completion of the mission and Voyager's arrival back on Earth, your character, Alex Munro, returns to Starfleet Academy only to learn that the Hazard Team is being disbanded (which, ironically, parallels real-life events we'll cover later). The team is scattered with various assignments, and Munro suddenly finds himself teaching small-unit tactics to new recruits at the Academy.
R studio serial key 7.5. Through the magic of cutscenes, two years go by before Munro's abilities catch the eye of Captain Jean-Luc Picard (voiced by Patrick Stewart), who requests that Munro assemble a new Hazard Team for the Enterprise. Although two full missions have been completed by this point, it's here that the game's true plot begins to take shape.
That plot involves the introduction of three groups new to the Star Trek universe. The Attrexians are a spacefaring race based near the Neutral Zone, who have suddenly found themselves under attack from a strange group of creatures called the Exomorphs. No one knows where the Exomorphs came from, why they're attacking the Attrexians, or if they're even sentient. The third group in this mnage Trek is the Idryll, a 'backwards' race also based near the Neutral Zone. There's some animosity between the Idryll and Attrexians; they each maintain their own version of history, and it's not initially clear what the real story is. There are several other races familiar to Star Trek fans involved in the overall plot, but to mention who they are or why they appear would give away spoilers .. so we won't.
It may sound odd to talk about major plot spoilers in a first-person shooter, but Elite Force II is a game that may appeal more to Star Trek fans than your average action gamer. The game is soaked in Star Trek atmosphere and loaded with inside jokes. Constant cutscenes propel the plot along, and you regularly get to explore the Enterprise and talk to crewmembers between missions. Trekkers will probably have a blast getting to explore locations like Starfleet Academy, and it's clear a lot of effort went into keeping the game faithful to the franchise.
Most of the missions are standard shooter fare, although there's a healthier dose of exploration and puzzles than in the original game. There are 11 large missions in all, set across a variety of alien worlds, large ships, and starbases. Like the Jedi Knight games, you'll often spend as much time trying to figure out how to get from point A to point B as you will shooting enemies (which is a good thing, for reasons we'll point out shortly). Members of the new Hazard Team fight by your side during many of the missions, and there are several parts of the game where you need to protect friendlies for a period of time. Along with the cutscenes, scripted sequences can be found in almost every mission, and there are also a number of memorable levels, such as one battle that takes place in low-G on the surface of the Enterprise.
Along with the usual weapons, Munro carries an advanced tricorder, which allows him to scan objects and upload and download information. It also has several visual scan filters, including a structural integrity mode that allows Munro to detect weak points in the geometry, often allowing access to secret areas or alternate pathways. (There are a LOT of secret areas in Elite Force II, some of them truly inspired). Finally, the tricorder is used for some honest-to-goodness puzzles, such as completing computer circuits. These elements help keep things interesting by breaking up the usual run-and-shoot, while simultaneously remaining faithful to the Star Trek universe.
It's also worth noting that Elite Force II has more than its fair share of major bosses. Normally, I loathe bosses, but Ritual gets it right, giving each major boss a health bar so you're never left wondering how much damage you may or may not be doing. The bosses also attack in stages, so it's often like fighting four different enemies in one. My only gripe is the very final boss, who is so ridiculously tough to beat that it ceases to be fun in very short order. I eventually turned cheats on to finish off the boss and see how everything turned out; I suspect I won't be alone.
I'll admit that I had some reservations about Elite Force II using the Quake 3 engine for its graphics. We've reached a point where developers can crank out games with the engine pretty quickly, but the tech has been showing its age of late. That's why Ritual deserves credit for creating what's easily the best-looking Quake 3 engine to date. Everything in the game looks sharp, from the highly detailed characters and weapons to the ultra-high resolution textures, and the Enterprise has never looked better. Better yet, the game doesn't require a beast of a machine to run; it wasn't until the very last boss that my machine showed any signs of stuttering (you'll understand why if you get there).
With all this going for it, it's a shame that Elite Force II's weakest point is the combat. Fighting the Exomorphs -- which you do a LOT -- is simply BORING. Waves of creatures mindlessly hurl themselves at you with little regard for their own well-being, and this quickly becomes monotonous as the creatures get stronger and larger in number. Like the zombies in Return to Castle Wolfenstein or the spiders in Unreal II, this might be OK as an occasional change of pace, but over the course of an entire game, it's just not very exciting.
The supposedly sentient creatures aren't much smarter. In one mission, Munro is forced to flee a mercenary starbase when a price is suddenly put on his head. I'm willing to bet most of these 'mercenaries' were either unemployed or on disability, because few of them showed much in the way of combat skills or intelligence, often standing still or out in the open waiting to get shot. Every trick in the book is used to cover up the low-class AI, from sneaky enemy placement and aliens bursting out of walls to the cheap tactic of respawning new enemies via teleportation.
It seems Ritual understood the limitations of its AI and designed a game and story to hide these weaknesses as much as possible, which would explain the game's emphasis on exploration and other puzzles, and why fairly brainless enemies were used as the main threat. It's arguable that -- without building all-new AI and redesigning the game -- this is the best first-person shooter Ritual could have created with the tools at its disposal. The combat may not be completely fulfilling, but like Black Hawk Down earlier this year, the game's pacing and polish are so spot-on that you may hardly notice.
In many of our previews, we were led to believe that Elite Force II would be roughly twice as long as its predecessor. Gamers often harp on the length of games, so it's worth noting that while I finished the original Elite Force in about eight hours, I completed Elite Force II in no more than 12, and even that may be a generous estimate. I don't think this is a big issue, however -- I'd rather have between six and eight solid hours of interesting, engaging gameplay than 16 hours padded with mindless filler; as it stands, Elite Force II falls on the right side of that fence.
While I enjoyed the single-player adventure from the first Elite Force, my fondness for that game really stemmed from the multiplayer -- I sunk at least at least 100 hours (no exaggeration) into Elite Force CTF. For whatever reason, the simple but balanced maps combined with the futuristic weapons and power-ups made for a highly addictive game, and Ritual has doubled the fun for Elite Force II.
There are almost too many game modes to count: standard games like solo/team deathmatch and Capture the Flag; familiar modes like 'Action Hero' (think 'Tag') and 'Control Points'; and newer games like 'Power Struggle' and 'Bomb Diffusion.' The Team Fortress-inspired 'Specialties' mode introduced in the Elite Force expansion pack returns, which can be added as a modifier for the team-based games, as well as options like one-shot kills and player handicaps.
In total, there are ten multiplayer maps included with Elite Force II. It's not a bad group, but it's disappointing that only three maps support Capture the Flag and many of the teamplay modes. Many of the best Elite Force CTF maps were small football field-style affairs where you could snipe from one end clear to the other; there's nothing like that in Elite Force II. The weapons also don't feel quite as solid this time around; the reload times feel slower and the Arc Welder will be sorely missed by defenders on CTF maps.
On the plus side, there are some excellent deathmatch maps, including Levelord's 'Quarter Deck,' which features small-scale players fighting it out in a model Enterprise. There's also a nifty little map called 'Shock Training' which features jump pads and low gravity (perfect for instagib-style play), and computer-controlled bots are available to fight against if you don't have a high speed connection (or just want to practice on your own). There's a lot to dig into, but I can already see my Enemy Territory addiction in danger of waning should a few more Elite Force CTF maps hit the 'net.
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The Final Word
As mentioned earlier, a key plot point near the beginning of Elite Force II is the way the Hazard Team is matter-of-factly disbanded upon their return to Earth. Sadly, there's a ironic parallel to be drawn with the team that developed Elite Force II: just after the game's completion, many members of the Elite Force II team were released, with Ritual citing a lack of new projects for the team.
In an industry where so many sub-par licensed games are released on a regular basis (Enter the Matrix, anyone?), Elite Force II is a professional, polished product that everyone involved should be proud of. If you're going to crank out a licensed game, this is pretty much the way to do it. It may not be especially revolutionary, but Elite Force II is an often entertaining and consistently solid shooter that no Star Trek fan should be without. I'd be surprised (and a bit disappointed) if most of the Elite Force II team wasn't snapped up in short order; anyone who can make a Star Trek game this good deserves a job in this industry.
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