Master of Orion 2





April 29, 2002
Price: $10 (Jewel case)

Some games do not seem to be any fun at all. They do not excite you
in a visceral sense, offer little in the way of thrills, and are annoying
to a fault. And yet they torment you until three in the morning when
you finally manage to pull yourself away from them. Master of Orion
2 (MOO2) is one such game.
The first Master of Orion (MOO) was released in 1992,
a considerable retooling of Star Lords, the game SimTex
originally pitched to MicroProse. While the space-empire game had
been done before, never before had it been done to appeal to a mass
audience--rather than a small group of "war-gamers" obsessed
with maps and hexagons (often referred to as "grognards,"
a Napoleonic term for "dweebs").
MOO brought a streamlined interface where players could set
their empire's tax and research levels with convenient sliders and
govern colonies in a screen not unlike that of Sid Meier's Civilization
(and later SimTex's own Master of Magic), which were comfortable
and familiar to players. Games of this type are often referred to
as "4X," meaning to "explore, expand, exploit, and
exterminate"--though less Machiavellian players can succeed just
as often at them. Indeed, the heavy handed grognard definition belies
the true draw of these games for many players: building.
Whether it is finding the perfect solar system or planet
for a colony, or creating the most wondrous starship in the galaxy,
MOO offered nearly unlimited possibilities for creation.
Released in 1996, MOO2 refined its predecessor in the usual
areas of interface, graphics, and sound (now possessing a dramatic
and sweeping instrumental score), but most importantly, made the choices
players made in building their empire more important, namely by increasing
the diversity of species and decreasing the number of ships players
are allowed to build.

A medium sized map. Settings for research,
production, and the economy are availible on the right
Even before the game begins, there are choices to be made, such as:
selecting the technology level at the start of the game, whether planets
tend to be arable or better used for mining, or even the size of the
galaxy. A small galaxy inhabited by many species tends to be less
friendly than a large galaxy with few.
After setting those parameters, players are left to choose a species
or even create one of their own by selecting from a plethora of corresponding
bonuses and hindrances consisting of biological adaptations (a species
from a low gravity world is weaker in combat and less productive on
normal to high gravity worlds, while a species from a high gravity
world is nearly impervious to physical harm, and especially tolerant
species can ignore pollution or subsist by eating rocks) or even specialized
types of government (democratic societies have bonuses to commerce
and research, but are more susceptible to enemy spies, while a "unification"
government shares a hive-mind that does not allow for spies). Each
choice has an associated number of plusses or minuses attached to
it, allowing players to balance out their species to an acceptable
limit, though players can take on additional hindrances to boost their
score rating should they prove victorious despite them.
While "exterminate" might get top billing in the "4X"
heading there are several routes to victory besides conquering the
planets of other species. Every so often, especially in times of relative
peace, a galactic council meets to elect a leader. A diplomatic victory
can be achieved if a player wins the vote, with each species getting
a number of votes relative to their power--naturally, this tends to
punish military aggressors who failed to complete their conquests.
The final method is to build a trans-dimensional portal and defeat
the Antarans (who make sporadic raids into normal space, threatening
to destroy colonies), an ancient species that was imprisoned there
by the Orions.

The relations screen is used for conversing
with
other players and in the use of spies
All that is left of the Orions, themselves, is their home world which
is the great wildcard of the game. Not only is it the most perfect
planet, granting bonuses to a colony's agriculture, production, and
research--the ruins there provide the key to unlocking several technologies
that players are otherwise restricted from discovering (not to mention
a free starship and a heroic pilot). However, the Orion system is
protected by a powerful Guardian that might destroy half a fleet or
more before a player manages to escape--should he or she stumble upon
it unaware. That is about the extent of MOO2's back story though
the upcoming MOO3 will be fleshing it out to some degree (borrowing
heavily from Babylon 5, it would seem).
The one aspect of MOO2 that really stands out, however, is
the starship creation. By choosing to undertake various research "trees"
(meaning that technologies get more precise and potent the further
they diverge from each other), nearly infinite possibilities for playing
intergalactic "rock, paper, scissors" emerge. Ships loaded
with the largest "disrupter" cannons money can buy might
be useless against an enemy that launches swarms of nimble fighter
craft--while a ship with rapid-firing "mass-driver" cannons
and point-defense "phasors" might pick them off with ease.
There is a multi-player feature, where gamers can compete in MOO2
online via the Total Entertainment Network (TEN), though a game of
this nature takes a prohibitive amount of time for most players to
bother with (as each player has to wait for the other person's turn
to end before they can take theirs) and tends towards unintuitive
yet crafty "cheese" type methods of obtaining victory; meaning
that novices through no fault of their own stand little chance of
competing against someone determined to win.

Ships equipped with phasors do well against
other
spacecraft, not so vs. shielded planetary missile bases
MOO2 is not a fun game in the traditional sense. But it is
certainly an intriguing one that will keep you playing for hours on
end. Being that every game is different, boredom seldom sets in (though
most players do tend to favor using the same species repeatedly) and
when it does, a month or so later, you can start it up and it feels
like a fresh game again.
As a long time fan of the first Master of Orion, I had been
trying to track down a copy of the sequel for quite a while, scouring
the internet for a used copy. I was pleasantly surprised one day when
I saw it selling in Jewel case form in the bargain bin of a computer
mega-chain store, having been re-released by Hasbro Interactive. Get
this game. The fact that MOO2 is not included as a standard
component of every computer sold is a tragedy--or something equally
hyperbolic.
by Richard Leader
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