Star Trek: Elite Force II
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| Star Trek: Elite Force II | |
|---|---|
| Developer(s) | Ritual Entertainment |
| Publisher(s) | Activision |
| Engine | Quake III Arena (with Ritual's UberTools) |
| Version | 1.1 (October 10, 2003) |
| Released | GER June 20, 2003 GBR June 24, 2003 USA June 24, 2003 |
| Genre | First-Person Shooter |
| Mode(s) | Single player, Multiplayer |
| Ratings | ESRB: T (Teen) OFLC (AU): MA 15+ PEGI: 16+ USK: 16+ |
| Platform(s) | |
| Media | 2 x CD-ROM |
| System requirements |
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| Input methods | Keyboard, Mouse |
Star Trek: Elite Force II is a first-person shooter computer game developed by Ritual Entertainment and published by Activision. It was released on June 20, 2003 for Microsoft Windows. Elite Force II is a sequel to 2000's Star Trek: Voyager: Elite Force.
Contents |
Unlike the first game, Elite Force II is largely set onboard the USS Enterprise-E stationed in the Alpha Quadrant. The game's storyline is a semi-sequel to the movie Star Trek Nemesis, and the end of Star Trek: Voyager series. Many of the members from the original Hazard Team reappear. However only a few of the primary cast of Star Trek: The Next Generation did voice acting for the game, among them Patrick Stewart as Jean-Luc Picard, Dwight Schultz as Reginald Barclay, and Tim Russ as Tuvok. Several actors from Star Trek series provided additional voice acting: Jeffrey Combs (Weyoun from Star Trek: Deep Space Nine and Commander Shran from Star Trek: Enterprise) as one of the main villains; Robert O'Reilly (Gowron from Deep Space Nine) as Krindo; J.G. Hertzler (Martok from Deep Space Nine, plus roles in Voyager and Enterprise) as Lurok; and Vaughn Armstrong (Admiral Forrest in Enterprise) who contributed with several character voices.
In the game, the player reprise the role of Alexander Munro, a Starfleet lieutenant (there is no option to play as a female Alexandria Munro). During the first few levels Lieutenant Munro returns to the Alpha Quadrant with the rest of the Voyager's crew and is assigned to a teaching position at Starfleet Academy. Eventually he is transferred to the position of a newly formed Hazard Team's leader on Enterprise-E under the command of Captain Picard. There are also limited opportunities for exploring the ship between missions, reminiscent of the "Virtual Voyager" feature found in the first game's expansion pack.
Whereas the original game was powered by the first version of id Software's the Quake III Arena engine, Elite Force II is based on a heavily modified version of the Quake III: Team Arena engine with Ritual's UberTools GDK, allowing for expansive outdoor environments and higher quality facial animations.
The scripting language is similar to c++. The Scripting language can be used in multiplayer as well as in singleplayer, with a few limitations of some unstable commands in multiplayer. It allows to spawn objects like triggers and models by the level-scripts during the game without cheats enabled. This makes the game able to interact individually with the players.
In Elite Force II the main protagonist makes his way through linear and strictly defined levels encoutering various kinds of hostile creatures. He is often accompanied by members of the Hazard Team who cooperate with him. These characters often help Munro enter areas or disable devices crucial for plot to evolve.
There are total of 15 weapons (including tricorder) at player's disposal. All of them facilitate two modes of operation. Primary mode usually presents succession of rapid shots (or energy bursts) inflicting comparably lower damage than secondary mode which deals more damage with a disadvantage of higher ammunition units consumption. All energy-based weapons can be recharged using terminals while projectile-based weapons need to be supplied with appropriate ammo. Health is replenished by activating nanites in player's suit in health stations.
Although Elite Force II is a first-person shooter solving puzzles is also required. During the waveform modulation the player is presented with random sine wave attributes of which must be exactly reproduced by using the tricorder. There are three options - amplitude, frequency and offset modulation - that accordingly alter the initial curve. On higher difficulty levels a factor of time is to be taken into account; if the protagonist doesn't complete the puzzle within the time limit, the waveform is generated again with different proportions. To help player a composite visualization is present.
Power routing is needed when certain devices too difficult for modulation by tricorder must be turned on. The objective is to connect two nodes on the opposite sides of the grid by manipulating the pipes. There are two types of pipes to be found within the array:
- Red-crossed parts that cannot be manipulated with. When the pipe is appended to a node, it causes short circuit of the matrix and the player must start from the beginning.
- White units can be rotated around the axis within their cells. When the white pipe is powered up, it changes its color to that of the node connected to.
On higher difficulty levels, the number of nodes to be connected rises and a time limit is introduced. If player fails to solve the puzzle within the time frame, the pipes are reset to their original positions.
In scripted situations, the main character may also choose a response from a predefined set which has an effect on the outcome of the discussion and possible repercussions. For instance if Munro offers a prisoner chance to escape, he ends up in prison himself. A preference regarding a love interest is also determined from the choice of dialogue options - the player can accept invitations from one of two female non-player characters.
The game begins with Voyager travelling through a Borg transwarp conduit leading to the Alpha Quadrant (as seen in the Voyager season finale, "End Game"), before a Borg sphere captures the ship. The Hazard Team, led by Lieutenant Munro, is dispatched to destroy the sphere's dampening field. After successfully destroying its powering generators, Munro faces an Advanced Borg Drone, the first boss. Following the Drone's destruction, and Voyager's dispatchment of the Borg Sphere, Voyager returns safely to the Alpha Quadrant.
Considered to be redundant by Starfleet, the Hazard team is split up, with each member assigned to various posts; Munro is assigned to teach small unit tactics at Starfleet Academy. Two years later, Captain Picard witnesses his performance during a simulated combat situation and requests that Munro re-establish the Hazard Team for service on board the USS Enterprise. Shortly after the Hazard team's reinstatement, the Enterprise receives a distress call from the USS Dallas in orbit around an Attrexian station; Munroe's former love interest Telsia Murphy had been assigned to the Dallas as a security officer.
Once beamed aboard the Dallas, the Hazard Team encounters a race of aliens later dubbed Exomorphs who have commandeered the ship. After saving the remaining crew who had taken refuge in the Dallas' transporter buffer, Munro is reunited with Telsia, who joins the Hazard Team. The Attrexian station, which the Dallas had sought to aid, is found by Munro and his team still besieged by the Exomorphs . When the station's defense systems are reactivated, the remaining invaders abandon the station, leaving ion trails which the Enterprise follows to the planet Idryll.
On the planet's surface the Hazard Team must first fight a giant Queen Bug, the game's second boss. Venturing deeper in to the ruins, Munro discovers an archaeological post manufacturing the Exomorphs. The post is under control of Krindo, his father, and Kleeya (along with Telsia an optional love interest for the main character) who use the creatures as slaves; the Idryllians then explain that the Xenomorphs were turned hostile because of a malfunction. Kleeya later decides to stay on board the Enterprise to help Munro. This upsets Krindo whose forces invade Enterprise while its shields are lowered to enable the Hazard Team to teleport to another Exomorph-infested Attrexian colony, Taravar 7. Having averted the destruction of the Enterprise's warp core, Munro ascends her hull to operate the phasers in order to incapacitate the aggressors' ship.
With Enterprise secured, the team is beamed to the colony, where it aids the inhabitants by defeating Quadruped, the third boss. In the nearby factory, Munro discovers Krindo's crashed ship. Tracking him to another planet, Munro overcomes Leviathan, the fourth boss and proceeds to extract information from him regarding a local facility. Shortly after he's captured, Krindo is a witness to his father's death while trying to help Attrexians on Taravar 7. Munro then persuades Krindo to cancel the invasion and after the encounter with Stalker, the fifth boss, the two escape together.
On Enterprise Krindo confesses he made money by selling priceless artifacts to Ferengi. He surmises that one of them decoded the location of Master Control Facility, a place with the ability to override all other centers controlling Exomorphs. Following the pursuit through the mercenary base, and a clash with a Klingon Lurok, the sixth boss, the Ferengi named Omag is captured.
During the interrogation it is revealed that the coordinates to the facility were sold to a secret Romulan group called the Empty Crown. Disguised as Romulan, Munro infiltrates the base and with the help of a Romulan spy retrieves the location of the Master Control Facility. However, when the informant declares her true allegiance as an agent of the Empty Crown, he is forced to fight her as the seventh boss. In the process Gonzalez, one of the Hazard Team members, sacrifices himself so that Munro can be beamed out to Enterprise.
The final battle takes place in the Romulan Neutral Zone. After navigating through the lava-filled caves, Munro faces Commander, the eighth boss. He then enters facility where the remnants of Romulan forces reside under the leadership of Commander Suldok. While Enterprise is approached by the Warbirds for violating the neutral zone, Munro deals with Suldok, the ninth boss. Finally the archenemy Archeopendra appears and the final confrontation begins.
With Archeopendra defeated, Munro safely returns to Enterprise. Picard hands over the evidence regarding the Empty Crown and peacefully leaves the neutral zone. Captain Picards is also extremely pleased with the Hazard Team's performance and recommends the incorporation of similar units within the Starfleet. In the last scene Alexander Munro is seen kissing with either Telsia Murphy or Kleeya depending on whose invitation he chose during the exploration of the ship, prior to the final mission.
Throughout the course of game, the player is given a possibility to collect golden starships (miniature models of USS Excelsior NX-2000) to unlock additional content in a form of six additional playable levels. There are a total of 81 starships 70 of which unlock maps accessible via Main Menu.
- 10 starships: "Swamp Shack"
- 20 starships: "Modern Ruin"
- 35 starships: "The Gauntlet"
- 45 starships: "Zoo" (Artwork gallery)
- 60 starships: "Cloning Facility"
- 70 starships: "Testmorph" (Character gallery)
(Note: Titles of levels are not official.)
- Official homepage
- Elite Force II at Memory Alpha
- EliteForceFiles
- EliteForce.com fan site
- Elite Force II at the Star Trek Games Wiki
- Star Trek: Elite Force II at MobyGames
- the SYNAPSE - mods, tutorials, skins and more
- SFI Clan One of the Original Eliteforce 2 gaming clans
- darkMatter Clan, One of the last Elite Force II gaming clans still active