Monday, 30 September 2019

Star Control - Part 10

Generally I need little excuse to burble on about the Star Control series - it is one of my favourite of all game series' after all, particularly the skillish second game - but I've already taken detailed looks at the various spacecraft, the story, and of course reviewed the actual game and its prequel, so what else is there? Why yes that's right, I could take a look at the many alien races themselves!

Seldom have I played a game with such a varied, eclectic roster of species, and while many are perhaps not terribly realistic or even a bit gimmicky (a bit like pro wrestling was around the same time, in fact), they are appealing and memorable all the same. There are quite a few as well though, so I'll split this into several parts. This will be the first of two posts featuring the less-friendly half of the roster...

Spoiler Warning! - It's probably not really worth mentioning for a 25-year-old game but just in case - the following post will likely contain some small spoilers relating to Star Control 2 and the story found in its main game, so proceed with caution if you've yet to play through it! (assuming you plan to) :)

This is probably fan-made artwork so credit where it's due...

Dnyarri

They may look like a dopey cross between frogs and dogs, but don't be fooled by these creatures. They are actually an intelligent, ultra-evil race capable of mental compulsion who, eons ago, managed to infiltrate and take over Ur-Quan society, and through them brought down the whole of the Sentient Milieu. After thousands of years of enslavement, it was only down to luck and the enormous self-sacrifice of the Ur-Quan that they were able to free themselves of the Dnyarri's oppressive rule.

The Ur-Quan considered death too good for the Dnyarri who were left so they re-engineered them into sub-sentience, making eternal slaves of them, and that's why you'll find one on all Ur-Quan ships, both Kzer-Za and Korh-Ah, where they're used as so-called 'Talking Pets' - translators and communications mouthpieces for talking to less worthy races (i.e. all of them). You'll find a Dnyarri at one point during the game too, and one that has been revived to full-on intelligence. Make sure you steer clear until you have something to shield you from their psychic tomfoolery

"Argh! Why aren't you dead? Most unfortunate. I will remedy this situation."


Druuge

Although they are definitely bipedal humanoids, I can't help but think of both pigs and bulls whenever I think of the Druuge thanks to their pink skin, snouty noses, and horns. They are found around the Persei stars on the far-right of the game's star map, and from the first moment of your first contact with them, you'll know they're not to be trusted. Not only do they look freaky but they hang around in chains making assurances of being honest and upstanding traders, all the while talking with the most untrustworthy voice in the history of the universe.

But as shady (and repulsive) as they may be, you'll most likely need to trade with them at some point as they have a couple of items that will be essential for successful passage through the game. Pay very close attention to the details of any trades with them though - they might ask for something you really shouldn't be giving them! Aside from that, they don't play a big part in the game and should be avoided where possible due, if nothing else, to how ugly they are (chortle!).

"We will add your true name to our Ledger of Hatred."


Ilwrath

With the exception of the Ur-Quan drone orbiting earth, the first aliens you'll meet in the game will be the ghastly Ilwrath who, as you might expect from a race that resembles giant red spiders, are ghastly. I guess you're not supposed to generalise about any race, but judging by every encounter I've had with these spindly oafs, the Illwrath are cruel, evil, psychopathic fiends whose homeworld should be super-nuked. They deserve that for tormenting the poor, trusting Pkunk alone!

Luckily, despite all their bluster, they're not so tough, and your dealings with them should be few in number. If you fancy a laugh, however, I can heartily recommend finding the HyperWave Broadcaster which allows you to impersonate the gods they worship fanatically - Dogar and Kazon. Tee hee hee!

"You amuse us with your nonsensical ramblings. We look forward to the careful exploration of your structure. First, we will peel back the curious follicle-infested outer layer followed by the greasy blankets of yellow lard. Such a confusing hodge-podge of parts can entertain for hours! Hu-Man, prepare yourself for the festivities!"


Kohr-Ah 

Oh dear, run away. Run away quickly! These terrifying abominations are the 'other half' of the more familiar of the two Ur-Quan races - the Kzer-Za (a.k.a. Green Ur-Quan). The Kohr-Ah, as you might've noticed yourself, are not green but black, which goes some way to explaining their nickname - the Black Ur-Quan, and if you thought their green cousins were bad, you haven't seen anything yet. They consider themselves above all other races and their mission, is quite simply, to exterminate all sentient life in the galaxy. Which, yes, includes you and all the other humans.

Interactions with them in the game are virtually unavoidable, and there is no way to avoid a confrontation with them once they catch up with you. In my experience, they are also the most dangerous of all races in the game - even a fully powered-up Precursor Battleship is unlikely to escape battle with them completely unscathed. It goes without saying, therefore, that avoiding them where possible is very adviseable, lest your mission fail, to the ruin of all.

It can be entertaining, if a little creepy, talking to them though, for they will indeed tell you all about themselves and the reasons for their mass-genocidal tendencies, before they obliterate you. They might even find time to boast about their 'trophy bone pit' if you're lucky. Just make sure your bones don't grace it...

"You are filth. It is now your time to be cleansed."


Mycon

Despite the fact that these fungal oafs have little time for carbon-based lifeforms and will happily send lord-knows how many Podships to shove glowing plasmoids up your bunghole, I still like them for some reason. It could be their many hanging arms with happy waving hands, or maybe the searing lava caverns they live in hold some sort of appeal, even if only aesthetic, but I think I just like their softly-spoken prose about... well, who knows? They aren't as baffling as the loopy Orz but they still aren't particularly easy to understand most of the time.

All I know is they like to burble on about Juffo-Wup which appears to refer to their life/reproductive cycle, and they're always on the lookout for lush blue/green worlds to terraform with their 'deep children' accordingly, turning these beautiful worlds into hellish, primeval 'shattered worlds', brimming with fire and ash. Interestingly, it seems the Mycon may even just be sentient tools, created just to keep this process going on behalf of their 'creators'. Oh well, it's hard to hold a grudge - their indiscretions are the reason you get to bump uglies with Commander Talana, after all!

"Juffo-Wup fills in my fibers and I grow turgid. Violent action ensues."


Slylandro Probe

Okay, they aren't exactly a race, they're just autonomous probes sent by those floaty Slylandro oafs to make contact and exchange information with other sentient races, but I thought they were sufficiently noteworthy to include. They have cool robot voices for one thing, but if that's not enough, they sparkle like glowing rubies too! That's about it though, I guess. There's not much point trying to talk to the idiotic bleepers and you'll soon get sick of the sight of them and the bloody tumbling probes they're in (or part of). Break into component compounds indeed!

"PRIORITY OVER-RIDE. NEW BEHAVIOUR DICTATED. MUST BREAK TARGET INTO COMPONENT COMPOUNDS."

 

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