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Studio: |
Sierra
On-Line |
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Designer(s): |
Marc
Crowe / Scott Murphy |
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Part of series: |
Space
Quest |
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Release: |
November 14, 1987 |
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Main credits: |
Programming: Sol Ackerman, Scott Murphy, Ken Williams |
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Useful links: |
Playthrough: Part 1 (66 mins.) |
Part 2 (63 mins.) |
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Basic Overview In 1987, Space Quest became Sierra’s first
franchise to break the hitherto unchallenged monopoly of Roberta Williams’ King’s Quest on the sequel trade — a
fact more easily explained by the impressive commercial success of the
original Space Quest than by the,
no doubt overwhelming, personal charisma of Scott Murphy and Marc Crowe. It
seemed like adventure game fans, many of them natural sci-fi geeks, were
eagerly willing to accept Roger Wilco, space janitor extraordinaire, into
their hearts, and so the Two Guys From Andromeda set out to oblige. However, compared to the
first game, Space Quest II can
hardly be said to represent a giant leap for mankind. Much like King’s Quest II next to its
revolutionary predecessor, it essentially ends up offering more of the same,
with cosmetic improvements on all fronts — more content, better dialog, more
clever parser, minor improvements in graphics and gameplay — but no major
broadenings of the creators’ vision. It is a good kind of sequel, relying
more on the power of creative imagination than on in-jokes, running gags, endless
navel-gazing self-references and stale humor, but it is still very much a
typical sequel in nature, and also one that somewhat downplays the Two Guys’
usually acute flair for satire and parody. Once again, Roger Wilco is
supposed to save the world — this time, from a clichéd megalomaniacal
scientist planning to invade Earth with millions of cloned life insurance
salesmen — and once again, his good deeds largely go unnoticed by the
galaxy’s inhabitants, even if adventure game fans did buy the game in droves
and turned it into yet another bestseller for Sierra, thus ensuring the
future of the series. In short, we do have the success of Space Quest II to thank for the
appearance of Space Quest III,
which brought a whole new life to the franchise. But on its own, this title
is relatively lackluster, though it still has its fair share of hilarious
moments. |
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Content evaluation |
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Plotline The main premise of Space Quest II is actually more
intriguing than that of its predecessor. Captured by the archvillain Sludge
Vohaul (apparently an evil clone of the Star Generator’s benevolent architect
Slash Vohaul from the first game, though I do believe this explanation still
involves quite a bit of retconning), Roger Wilco is introduced to his newest
heinous plan of bringing the world to its knees — mass-launching the invasion
of an army of genetically engineered life insurance salesmen — before being
sent off to die in Vohaul’s mines on the nearby planet of Labion. This is cool and all, but,
unfortunately, the idea of salesman clones is not explored any further (in
fact, if you do not screw things up, not a single one of these guys even gets
the tiniest chance of leaving his pod before they are all melted down).
Instead, it is all about being stranded on Labion, a planet where each and
every step breathes danger, and about making your way back to Vohaul’s ship,
where you have to do what you have to do. The Main Story — Wilco’s conflict
with Vohaul — takes about 10% of the game and involves precisely one puzzle
(and a very uncomplicated one at that, at the heart of which lies the
challenging task of pressing a button). Everything else is the journey,
consisting of disconnected strings of little accidents — Roger Wilco gets
caught by a feral hunter; Roger Wilco is cornered by the Labion Terror Beast;
Roger Wilco has to escape another of Vohaul’s traps by means of a roll of
toilet paper, etc. — and while some of these vignettes are fun, in the end it
still seems as if the game’s authors were just making this stuff on the spot,
without any general strategy for the game other than «Vohaul must go». As far
as Space Quest games go, the second
one has easily the thinnest storyline of them all. |
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Puzzles You would probably think
that if the game places more emphasis on the micro-management of current
problems than it does on the general plot development, then at least the
specific puzzles could be a major improvement on the previous game.
Unfortunately, this is not the case. Most of the problems that Roger has to
solve along the way fall into two distinct categories: (a) laughably trivial
and (b) frustratingly impossible, at least by modern gaming standards (old
school adventurers were inarguably a much tougher breed than latter day
snowflakes, heh heh). Serious trouble does not even start until about 1/4
into the game when Roger gets into the swamp area — and then prepare to get
screwed if you do not hit the right area of the screen. Needless to say, in
classic Sierra fashion there are also a few ways to get hopelessly stuck by
forgetting to pick up an important object you never knew could be needed in
the first place (though not a lot this time). Moon logic hits hard in a
couple of places, most notably in the situation where you have to pacify the
Labion Terror Beast — although, to be frank, this is arguably the single most
hilarious puzzle in the game, worthy of appearing in a LucasArts product;
also, if you get stuck here you actually get the alternate option of simply
rushing past the Beast, at the cost of a few points and a good hearty laugh. Some
tough challenges also await you inside the winding corridors of Vohaul’s huge
space station — involving a fairly unorthodox use for a toilet plunger, among
other things. That said, on the whole the puzzle design is okayish: not too
great, not too terrible... in other words, nothing particularly memorable
except for the Labion Beast thing. Where the game does become terrible is in its abuse
of the maze-type stuff. To compensate for the relative lack of stairs from
which you can tumble to your death, the Two Guys decide that Roger must
demonstrate true wonders of agility and ingenuity — first, by having to
navigate between the highly sensitive tendrils of a giant flesh-eating plant
(where each wrong pixel results in instant death), and next, by being forced
to blindly explore the corridors of an underground cavern where a single
wrong turn may easily turn you into a happy meal for the cave’s squishy
owner. There are other challenges, too, which involve finger dexterity, but
these two were somehow enough to turn Space
Quest II into one of my most disliked Sierra games from the early AGI
period (God, I hate mazes!). |
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Atmosphere Perhaps the worst problem
of Space Quest II is that, less
than any other game of the series, does it actually feel like an authentic Space Quest game. It is (almost)
always recommendable to think out of the box and break conventions, but I am
not sure that this is quite what the Two Guys had in mind when they designed
the planet of Labion which, honestly, feels more like it belongs in a King’s Quest instalment, what with the
little red furry guys roaming (like elves or dwarves) in the underbrush, or
the various other cutesy or dangerous representatives of the local flora and
fauna. About half of the game is spent in those jungles, which may be well
illustrated and all, but provide few opportunities to flaunt the classic Space Quest humor — and, to make
matters worse, apart from the first and final conversation with Vohaul, Roger
spends the entire game virtually alone:
no talking companions along the way, no drunken barroom customers, no weird
robots with personality crises, heck, even Vohaul’s security guards are only
there to be able to quickly drop dead. Things get even weirder in
the second part of the game, when you have free roam time to navigate
Vohaul’s huge space station — which, as it turns out, is also completely
empty, apart from an undistinguished alien or two locked deep inside a toilet
stall. Perhaps the emptiness was supposed to feel intimidating; in reality,
navigating those long empty corridors quickly becomes a bore (at best), or a
hassle (at worst — whenever you are pursued by a security droid or an
automated vacuum cleaner, neither of whom are willing to stoop so low as to
exchange a word or two of greeting with you). Eventually, Space Quest II becomes more of a Silent Quest, with its own odd feel that may or may not be a good
thing. Personally, I far prefer the loneliness and silence of something like
the garbage freighter at the beginning of Space Quest III, because that
environment actually has a distinctive sci-fi feel to it, with space debris
and intimidating robotic structures all over the place. Here, though, it’s as
if at least parts of this game were supervised by Roberta Williams — you half
expect King Graham or, at the very least, Rumplestiltskin to jump out of the
nearest bush. The funny thing is, there are actually more ways to die in the
jungle of Labion than there are in the garbage freighter, yet because of all
the little furry friends, the environment of Labion feels much less scary. I
sure wish there had been a moment for the Two Guys, sometime during
development, to sit back and take an outside look at what they had created —
but things were probably in a rush. |
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Technical features |
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Graphics At least on the technical
front, Space Quest II consistently
improves on the first game in just about every respect, starting with the
graphics: although the AGI system remains essentially the same and so do the
color palettes, resolutions, and sprite animation systems, Marc Crowe clearly
put in more effort to make stuff look as realistic and detailed as possible.
Compared to the relatively bare-bones detalization of locations like the
desert planet of Kerona or the Sariens’ commanding ship, Labion and Vohaul’s
baze are positively brimming with detail — more rocks, more plants, more tiny
bits of animation which make the screen come to life; notice, for instance,
the neat trick of making the firelight from the feral hunter’s lit bonfire
reflect on the hunter himself as he is sitting outside Roger’s cage, or the
(still rather hilarious!) befuddled look on the Labion Terror Beast’s face as
he scratches his head in utter bewilderment over the challenge issued by
Roger. Special care was taken to
depict and animate Vohaul, the first and main archvillain of the series — his
closeup impression in the game’s prologue was probably unforgettable back in
the day, bulky belly, creepy facial expressions and all (too bad there was no
budget to come up with a proper representation of his downfall at the end of
the game). We also get to see Roger Wilco himself in close-up for the first
time ever, as he tries to pilot the kidnapped shuttle away from Labion — if I
am not mistaken, this is the first ever close-up portrayal of the protagonist
in a Sierra adventure game, and although, for understandable technical
reasons, it gives Roger a somewhat cruder and burlier appearance than he
would have in the next two games, it still counts as an achievement. Other
than that, there is little to talk about when it comes to graphics in this
game. |
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Sound Not much to speak of,
either: the game seems even skimpier on sound than its predecessor — the only
music is the already familiar Space Quest theme at the beginning and in the
end, as well as a single bar of «Vohaul’s Theme» announcing the entrance of
the archvillain (twice). Sound effects are limited to annoying PC speaker
alarm bells, gunshots, occasional nature effects (waterfalls, etc.), and the
tornado-like behavior of the Labion Terror Beast (very annoying: please stop him as quick as possible!). |
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Interface Like
the first game, Space Quest II
features quite a rudimentary interface — unlike Al Lowe, the Two Guys never
thought much about tinkering with the menu bar — and only marginal upgrades to
the parser system (at least now you can simply type in look to get a
general account of your environment). Also, the obligatory answer to fuck and shit has been
changed from the oddly formulated "A mind is a terrible thing to
waste" in Space Quest I to the
more comprehensible, though fairly boring "Would you want your mother to
hear you say that?" in Space
Quest II (implying that you would still have to probably be a teenager to
play the game). With arcade sequences
largely eskewed in favor of mazes (ugh!), the closest you get to good old
school gaming is in a brief sequence where you have to swing on a rope to get
to one side of a chasm while trying to avoid a hungry monster on the other —
fairly trivial, though you might still die on the first couple of tries
before you figure out the correct timing. Other than that, Space Quest II is about as hardcore
as puzzle-based adventure games ever get. |
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Verdict: Sophomore slump which has its moments As you can already tell, I have never been too fond of this game,
though I certainly accept it as a legitimate part of the Space Quest canon.
It simply feels too short and too rushed — something you could probably
disregard if this were the first game in the series (just because its main
function would be to conduct the first round of world-building), but even King’s Quest II, for all its
similarity to the first game, felt expansive and boundary-breaking. Space Quest II does introduce you to
the series’ greatest villain, but that’s about all it does. Only the relative
scarceness of well-designed adventure games at the time and Sierra’s overall
reputation can explain the commercial success of the game — fortunately,
contemporary praise never went that much to the Two Guys’ heads, and I
surreptitiously hope that they themselves were able to reflect on all of the
game’s shortcomings, which would largely be corrected for the
masterpiece-to-come, Space Quest III:
The Pirates Of Pestulon. |
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