Star Trek: Elite Force 2


posted 7/1/2003 by John Yan
other articles by John Yan
One Page Platforms: PC
So, the game looks solid and it’s pretty good at recreating the Star Trek feel. How’s the gameplay? After going through the short single player campaign, I finished feeling that it was a nice compliment to the first game. There are some elements of the game, which I really didn’t enjoy such as the presence, but not too numerous jump puzzles. I mean when did you see a Star Trek episode where Picard had to navigate on top of some objects with timing to reach another area for exploration. If there were these moments they were few and far between. Now I also know why Scottie hated crawling in those Jefferies tubes. There are a few levels where you have to go through them numerous times and I found myself cursing at the thought of having to traverse another one. Thankfully, the jump puzzles aren’t TOO bad but for a Star Trek game I could’ve done without them.

The game usually sets you up by alternating between gathering information on the Enterprise and some exploration/attack mission. I found the mix of the two to be quite enjoyable giving me some time to wind down after a hard fought mission and then gearing up to go again. There’s a mission where you defend the Enterprise with an external gun and one that also recreates the outside attack of the Enterprise like the one in Star Trek: First Contact only the Borg aren’t involved this time. Certain missions also incur a time limit and making sure a certain character is defended. They add a little urgency to the game but I didn’t find them too difficult to get through. There are even some parts where you are given choices as to which direction or what dialogue to say. The variety of missions is pretty good giving me something more than run and gun.

Elite Force 2 makes you use the tricorder many times to solve various puzzles. Some areas reveal two mini-games, while not challenging, does offer a nice little break from the action. They grow increasingly difficult but not to the point where they keep you from easily moving on. Some doors need to be opened my modulating the control panel and you can also scan some objects with it to gain some information.

Your tricorder will also give you various different views such as structurally weak areas and gas emissions. Most of the time a team member will tell you to use a certain one to get past a certain area eliminating the frustrating of dying and having to restart the area. In that sense, Ritual did the right decision in giving you cues on when to use what mode. Secret areas can also be found using the different tricorder modes but no one’s going to tell you when to use it. The excessive use of the tricorder can get on some people’s nerve as a few of my friends have complained about it while some didn’t mind at all.

It’s a good thing that they can tell you when to use a certain tricorder mode because my AI companions’ assault tactics aren’t that great. You think for a Hazard team they’d be better off at eliminating the enemy but I found that I did most of the work and sometimes they would just stand there and take a few hits before firing back. The enemy AI mostly consists of aliens charging at you so there’s not much variety in them. Some of the bosses have some more variety in attacking but there’s nothing in the game that I went through that impressed me in this area.
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