Description:
The Star Control series has always been a blend of strategy and
adventure. But Accolade's fourth installment went through
a paradigm change. Accolade decided to implement
state-of-the-art 3D technology with a mission based arcade
shooter similar to Colony Wars. As you win battles and
complete missions, you can improve your fighters and carriers
with new weapons, upgrades, and technologies.
The graphics in
StarCon are nothing less than stellar. The visually
impressive solar systems and huge explosions will leave you in
shock and awe. In addition to the mission based solo
challenges, StarCon features two-player action, both cooperative
and melee with the choice of vertical or horizontal split
screen.
What happened:
StarCan was designed by an internal Accolade team for the PC and
Starsphere Interactive was responsible for the PlayStation
conversion. Starsphere Interactive was formed by two
former Mindscape developers who are responsible for critically
acclaimed hits such as Starwinder and the Wing Commander series
on the SNES. Utilizing their experience and know-how,
Starsphere Interactive's PlayStation conversion of StarCon was
surpassing all expectations.
In late 1998,
Accolade decided to re-evaluate the game and StarCon was
officially cancelled.
According to Starsphere
Interactive's website:
"October 5th, 1998 - As of this date,
development on StarCon has stopped. When word of Accolade's
decision on StarCon reached the press, several on-line sources
reported that the game was being re-evaluated due to
deficiencies in the game's design and attributed that design to
Starsphere Interactive. Though only Accolade can speak as to why
the game is being re-evaluated at this time, one thing is
certain, Starsphere Interactive was not responsible for the
design of the game. An internal Accolade team designed StarCon
and was also developing the PC version of the game (StarCon is
the fourth installment in the Star Control series). Starsphere
Interactive was contracted to develop the PlayStation version of
StarCon from Accolade's original PC design and resources."
Developer Q&A:
The
PlayStation Museum caught up with a member involved in the
development of StarCon for the PlayStation. He had
previously answered some questions about StarCon for another
website and to the best of his knowledge they never published
the article.
The statements and
expressions in this interview are the opinion of an individual
involved with the development of StarCon on the PS1 and do not represent those
of any other company or individual.
Question: Starsphere worked on porting the StarCon code
from the PC Accolade developed version to the PS1. How complete
was the game before Accolade canceled the game and it's contract
with you? Was it playable?
Answer: The PS1 version, which at the time of
cancellation had become the lead SKU, was approximately 70%
complete, so it certainly was playable and (in my humble
opinion) showed a great deal of promise.
Question: I've read that when Accolade reassigned their
internal developers from the StarCon project, they were going to
let the outside developer that was working on it try and improve
it. Was Starsphere this developer, and did you continue work
after the Accolade development stopped?
Answer: Here's the short version of how the project
evolved:
Accolade had an internal team that was developing the PC version
of StarCon, and about 4 to 6 months into that project, they
contracted our company to develop the PS1 version. The goal at
the start was for the PS1 version to follow the lead of the PC
and utilize the design and art assets of the PC game but not the
code (due to the differences in the PC & PS1 platforms). With
that, Starsphere started work on the project. Soon after, the
internal Accolade PC team started having difficulties as they
lost their lead programmer and the project started to fall
behind schedule. This fact combined with our good progress on
the PS1 version (along with the fact that the PS1 market was
growing very rapidly) resulted in Accolade making the PS1 SKU
the lead and in the process reassigning most of their internal
PC team to work on the PS1 version. After this move, the
development of the title was split between the Accolade group in
San Jose and our group in Los Angeles. Needless to say, this
made for a difficult situation on both ends, but despite that I
believe both groups made a valiant combined effort to complete
the title.
Question: What do you feel were the reasons for the game
to be put on hold, and then eventually forgotten and canceled?
Answer: Difficult to tell, maybe the fact that the PC
version had fallen back resulted in a change in the financial
outlook for the project. Also, the space genera is rather small
unless you have 'Star Wars' in the name of the game!
Question: How closely did you work with the Accolade team
on the project? Were you able to make any design decisions or
gameplay suggestions? Are there any names or contacts that you
remember? Was the relationship friendly, or just a working
relationship?
Answer: We worked very closely with the team at Accolade,
and certainly contributed to the overall design of the title (in
particular when it came to PS1 specific issues). I can't recall
any specific item at this point (it was back in 1998!) Our
relationship with their team members was both professional and
friendly, and as such I've maintained contact with a number of
the individuals to this day.
Question: The gameplay was a large derivation from the
previous Star Control games. Many people still consider Star
Control 2 to be one the the top games of all time. Did you feel
that StarCon offered a good addition to the universe created by
Paul Reiche III and Fred Ford?
Answer: There was a specific emphasis at the start of
StarCon to create a more combat-intensive game than the previous
incarnations of Star Control (I spoke to Paul Reiche after the
project was canceled about this issue). I can't fully speak as
to why that decision was made by Accolade.
Question: Were there any unique additions you were able
to make to the PS1 version of the game that set it apart from
the PC version?
Answer: Overall there were a lot of very cool elements in
StarCon, but for the life of me I can't recall whether these
features were specific to the PS1! As I mention above, a short
while after we got started on the project, the PC version was
pushed to the back and the PS1 version became the lead SKU, so
all the features were going into the PS1 version first. Among
the coolest features in StarCon was the ability of a second
player to join an existing single-player game at any time (all
they had to do was press a button on the second controller and
they were brought into the game!)
[PlayStation Museum Note: refer to the museum's exclusive
in-game footage to experience this feature.]
If you are able to obtain
more information about this game, please contact the PlayStation
Museum. |