Follow TV Tropes


Video Game / Space Rangers

Go To
A series of top-down Wide-Open Sandbox games released for Windows by Russian developer Elemental Games. So far, two games have been released, with both games having very similar gameplay.

In Space Rangers, a powerful alien ship called "Makhpella" and its fleet of battleships known as the "Klissans" invade our region of the galaxy. Five races have formed a loose confederation against it, known as the "Interstellar Coalition": The brutish Maloq, the lawless Peleng, the tech-loving Faeyans, the enlightened Gaalians, and the business-minded humans.

The player takes the role of a young pilot voluntarily enlisting into the titular organization known as the Space Rangers. Space Rangers are tasked with defeating the Klissans, but are given full freedom in deciding how to do so. You can fight the Klissans directly on your own, salvaging their technology and researching ways to defeat them. You can trade commodities between planets and earn enough money to turn your ship into a juggernaut. You can raid civilian ships as a pirate, and you can even perform diplomatic errands. Whichever way you choose, your ultimate task is to become powerful enough to drive the Klissans back and eliminate the Makhpella.


On the whole, Space Rangers is played as a top-down, turn-based tactical game coupled with considerable RPG Elements. You fly your ship from star to star, planet to planet, fighting the enemy (whoever you choose it to be at any given time), upgrading your ship, trading cargo, and so forth. Everything is done using a simple point-and-click interface. However, at many points in the game, gameplay changes radically, incorporating mini-games that are very different from this style. Major diplomatic quests require playing text-based mini-adventures (some of which are remarkably complex). Wormholes take you to another dimension which plays like a classic Shoot 'em Up. The second game even features a rudimentary Real-Time Strategy mini-game with giant robots for units (inspired by ZX Spectrum game Nether Earth). Overall it's no surprise That Other Wiki classifies it as a "Multi Genre" game. Of course, since the game is extremely open-ended, no one forces you to play any of these if they do not suit your style.


Very importantly, the game world is constantly being simulated in the background regardless of what the player is doing. The program controls all enemy ships, civilian and military ships, and even a slew of other Space Rangers who are constantly competing for the highest ranking. While the player may be passing time waiting for his satellites to finish scanning a dead planet, entire battles are fought over star systems on the other side of the quadrant. The enemy and the Coalition send ships at each other, attempt to stay technologically ahead of each other, and prices change according to the lively traffic of trading ships across all sectors of space. In fact, on the easier difficulty levels it is possible for the Coalition to push the enemy to the brink of destruction all by themselves!

The second game (Space Rangers 2) can be seen as an advanced version of the first game, offering many features that the first game did not have while keeping the same gameplay style. The story is almost the same too: The defeated Klissan mothership Makhpella has given rise to three separate races of machines that now seek to destroy the Interstellar Coalition as well as each other - so now you have three major enemies instead of one, but everything else is largely the same. Nonetheless, thanks to the success of the original, the second game features much higher production quality, and a lot more content.

The re-release of the second game, titled Space Rangers: A War Apart, adds new music, HD support and a third major faction besides the Coalition and Dominators - the Pirates. The Pirates fight the Coalition as well as Dominators, and players can infiltrate the Pirates to destroy them from inside - or to betray Coalition and take over the galaxy. Fitting its past, A War Apart is still a Wide-Open Sandbox beyond belief.

Although released for the Russian market, which consistently shows more interest in slower, smarter games, Space Rangers 2 did surprisingly well in the West for its genre. This is despite an entirely inconsistent quality of translation, which left some texts almost undecipherable (and some quests ridiculously difficult to complete). Both games were eventually released as a complete box set known in Europe under the name Space Rangers: Reboot, which contained both the original and Rise of the Dominators combined with the expansion pack. Don't be fooled too much by the name, though. In America, Space Rangers: Reboot refers only to the expansion pack. Both games used to be on Steam, and 2 also used to be available on, but both versions were taken off of both services by the publisher, most likely due to the release of the HD remake. Currently, the only game in the series that can be purchased is the HD remake, which makes the games preceding it very difficult to obtain.

The HD remake includes the expansion and new content. A few developers of the team behind the HD remake were involved in the development of the original game or its expansion. The game got a decent English translation (from scratch) and a release outside of Russia in October 2013.

Not to be confused with the short-lived 1993 television series of the same name, with Power Rangers in Space, or Buzz Lightyear's job.

This work contains examples of the following tropes:

  • 100% Heroism Rating: The player can improve their relationship with planets by protecting them from enemies. Note, however, that not all planets consider all "bad guy" to be enemies...
  • All Crimes Are Equal: Mugged a couple of traders for their cargo and money? Four months in prison! Sold too many drugs at once? Four months in prison! Attacked and destroyed an entire military fleet, leaving a planet defenseless against killer robots? Four months in prison!
    • That is, of course, if you manage to reach a planet in order to be arrested at all; Otherwise the system military will simply blast you of the sky.
  • All Gays Are Promiscuous: You can visit a gay bar in one of the text adventure mini-games in the first game. When you enter it, you are immediately harassed by a Camp Gay man and promptly start running for your life.
  • Already Done for You: It's possible to accept an assassination mission, only for your mark to be killed by someone else in an random fight. You can still collect the bounty on them, though.
  • Artificial Stupidity: Pirates will often fly straight through nearby stars in order to get to you, causing serious damage to their ships in the process. Black Hole ships also seems unable to escape from gravitational traps, allowing you pretty much a free kill if they get too close to one.
  • Asteroid Thicket: The chase in the intro takes place inside one. Averted in the game, where asteroids fly around at great speeds and obey both solar and planetary gravity.
  • Attack Drone: The Tranclucators. Building a fleet of these is somewhat easier in the HD remake, and makes your ship significantly more dangerous - at the cost of requiring a lot of micromanagement during combat.
  • Auto-Save: The game auto-saves when launching from a planet and when starting a text quest. In case of the text quest, failure immediately gives you the option to reload.
  • Back from the Brink: The game starts this way, with the Klissans or Dominators having conquered most of the galaxy and the player being part of the effort to take it back. On the higher difficulties, the game might end with the enemy finishing it for good.
  • Badass Bystander: All traders, diplomats and passenger liners are armed and tend to help each other. It's not uncommon to see an unfortunate pirate fleeing from the ship he was trying to mug, constantly hailing his pursuer and offering money for leaving him alone.
  • Badass Pacifist: The player can be this in the second game. Each dominator boss has a way of defeating them without actually fighting them. note  There is even an achievement for finishing the game without destroying a single ship - Dominator or otherwise.
  • Big Red Button: A quest involves delivering an entire shipment of them. It seems that Maloqs don't appreciate how one is supposed to gently press a Big Red Button, smashing them every time they use them.
  • Bilingual Bonus: There are many, though most of them only work in the original Russian text, and have been lost in translation. For example, a "Mentoshoop" - a sort of a radar used by Dominators - can be read as either "mental probe" or "one who gropes cops".
  • Blind Jump: The black holes which sometimes appear at the edge of star systems allow you to make a fuel-free jump to another star system; Instead the price is having to fight the enemies inside the black hole, and ending up in an unpredictable location (in a system that's 50 parsecs deep into the enemy territory, for example).
  • Breakable Weapons: Equipment wears out only if used. For example, a repair bot will not wear out if your hull doesn't need repair, and weapons don't wear out if you don't fire. Also, if something is broken enough, it starts malfunctioning — for example, a damaged fuel tank starts leaking fuel, and a sufficiently damaged engine will slow you down to a crawl.
  • Call a Rabbit a "Smeerp": In one text quest you must figure out how to feed a "Desert Ship" from Mars. In the original Russian version, this English name is phonetically transliterated to Cyrillic letters. In Russian, "ship" means "thorn", so Russian players are tricked to think they are dealing with "Desert Thorn". The animal's description is also intentionally confusing. In the end it is revealed that player was dealing with a simple camel.
    • In another example from the same quest, "Ferriferous No-Oodles" is telephone wire.
    • That zoo quest in general consists of these. There are five animals and five types of food, all named in insane ways, and the point is to figure out what each of them actually means.
  • The Can Kicked Him: One of possible endings of the Prison quest involves other prisoner sticking your head into the toilet until you suffocate.
  • Casual Interstellar Travel: Simply fly to the edge of a star system, and you're off. Hundreds of AI-controlled ships do this constantly every single turn of gameplay. Interstellar trips are instantaneous, no matter the distance.
  • The Computer Is a Cheating Bastard: Your enemies in hyperspace know if a random powerup is going to be a good one or a bad one. This includes your ship's Auto-Battle AI though (which also always knows where your enemies are hiding) so a good strategy is to let it handle the flying while you only take control when an enemy appears.
  • Convection Schmonvection: Somewhat averted. Flying too close to a star will damage your ship (and flying across one will do even more damage) unless you have an artifact designed specifically to counter the effect. The heat from a star will also detonate nearby missiles, making the act of hiding behind one a highly effective way of avoiding enemy missiles.
  • Cooking Duel: Some text quests follow this formula. This includes drawing contests, cooking pizza, racing, robot fighting, an MTG-like card game, fishing, and elections.
  • Cosmetic Award: The most common awards for completing quests are medals, which do nothing but look good, though they can also raise your Ranger Rating (which is a Bragging Rights Reward).
  • Critical Encumbrance Failure: Just one unit of excess cargo and your ship isn't going anywhere.
  • Data Pad: In Space Rangers 2, the human governor carries one. It's a transparent back, to give it a nice sci-fi look.
  • Digitized Sprites: For virtually everything.
  • Disqualification-Induced Victory: In the text-quest where the player must determine the next shape in a sequence, getting second place allows shaking the hand of the victor. This reveals that the opponent was using a cheating device, and you'll win instead. (Note that the player can likewise cheat by looking at the list of possible rules from a walkthrough, but this is not detected by the game.)
  • Election Day Episode: One of the text quests require you to become elected leader of the planet. The loser gets blasted by security guards, due to an existing law. Within the following seven days, you organize advertisements, press conferences, and try to convince citizens to vote for you.
  • Enemy Mine: Whenever Klissans/Dominators enter a system, everyone stops fighting and attacks them. Or escapes.
  • Exclusive Enemy Equipment: The Dominators in the second game carry their own set of items that's roughly equivalent to what you can buy in stores at that point in the game. Dominator equipment has its own benefits and drawbacks though - most notable being that while these items might not cost anything initially, and have no racial restriction on micromodules, upgrading and repairing them costs nodes, which can only be acquired by shooting down more Dominators. These items are also typically less reliable than normal store-bought items.
  • Even Evil Has Standards: Yes, pirates are bad... but they are still part of the Coalition and they still protect systems in case of Klissan/Dominator attack. For this reason, it is strongly recommended not to kill Ranger-pirates on higher difficulties.
    • This applies to ranger-pirates, but not regular pirates. In most cases, regular pirates will just pick up any valuable debris they can reach and then run for their lives.
    • Pirates will destroy every installation that isn't theirs when they conquer systems. With the notable exception of Medical stations as even they need good healthcare.
  • Everything Trying to Kill You: Any player who plays an Anti-dominator pirate suffers from this. Everyone — as in everyone — will consider you a good source of loot: Pirates, Dominators, Rangers, and even traders will find you a decent opportunity for profit. For endgame players, however, this trope can also be played in an inverted fashion.
    • Heck, even asteroids can become your undoing, seemingly generated by the game specifically to collide with your ship at high speed.
  • Evil Debt Collector: Apparently, you become this after your long journey into becoming the new Baron of the pirate armada, allowing you to collect taxes off pirate-controlled planets with ease. At least it's illegal, right?
  • Explosions in Space: Quark bombs and fuel barrels explode when shot, damaging everything nearby. All spaceships also explode after being destroyed, but they don't damage anything.
  • Fictional Board Game: Some of the text quests include fictional games, including both reskins and originals. Eeeke Baana is a reskin of Nim. Klugg is a custom-built betting/bluffing game, unique to the universe. Elus is a version of a pattern guessing game, although implented in-universe on a computer. Barabum is a version of the fox-and-geese puzzle and is some Maloq strategy game.
  • Fictional Sport: A text quest mentions Hachball. It evolved from from an almost-forgotten Human game of "football" and traditional Pelengan wrestling "Hach-hryap", and appears to have some betting and back-door match rigging.
  • Fission Mailed: One of the text quests in second game has this. It's easy to see it coming because it happens at the second location, and you don't have many choices in the first location.
  • Game Within a Game: Most text-quests can be considered to be games within the game, since they are almost entirely disconnected from the main game, having their own, fully self-contained plots and gameplay mechanisms.
    • An important person is stuck playing an MMORPG. You need to free him of his addiction. The solution? Beat him at the game!
    • One quest that stands out in this regard is one where you are hired to pay a ransom for the release of some guy who got into debt with a local crime gang. This text quest plays out as a miniature game of Space Rangers - except in multiple choice form. You get a truck which you drive around between locations on the map, buying and selling goods, avoiding motor gangs, upgrading your equipment and running into all sorts of random encounters and mini-quests.
    • In another quest you play as a Space Ranger from past. It's just like the main game - but in text-adventure form!
  • Gameplay Roulette: Normally a simultaneous turn-based space-based Action RPG, but then sometimes you shift genres into a 3D Shoot 'em Up, or into a Real-Time Strategy game (which can alternatively be played as a Third-Person Shooter), or an Interactive Fiction game which might range from adventure game to economic simulator. If you want to avoid any of the above, simply don't engage in the relevant activity.
  • Gentleman Thief: Ranger-pirates are essentially this, stealing loot from trader ships across the galaxy, but still ultimately striving to put an end to the Klissan/Dominator menace.
  • Guide Dang It!: Many of the text adventure segments of the second game completely lack obvious hints, or even hints at all, about how to get through them, necessitating either brute-force trial and error or a guide.
  • Hack Your Enemy: Being machines, the weaker Dominators are susceptible to viruses and other malicious software that you can upload to achieve various effects. The "science" path to beating each of the three bosses actually involves this trope in some way.
  • Haunted House: In one of the text quests, the player is hired to help a company with a "project". When they arrive at the company HQ, they find an abandoned mansion and get trapped inside. They have to fight horrifying monsters and experience the tragic story of a young female Peleng's ghost. In the end, it is all revealed to have been the company's newest amusement ride, which the player was unwittingly hired to test.
  • Herd-Hitting Attack: There are several weapons capable of hitting multiple enemies at once. This includes the mid-game Atomic Vision (Creates a sphere that hurts everything inside of it) as well as the Dominator-dropped Vertix and IMHO-9000.
  • Irrelevant Sidequest: Two types of missions — cargo delivery and planetary text-adventures — have no impact on the game beyond your bank account (and possibly a secondary reward item which could make you more powerful). The other three — assassination, escorting a ship and defending a system — can have marginal impact if your interference causes or prevents the target from doing something helpful or harmful within a system.
  • Judge, Jury, and Executioner: Rangers have the full authority to kill pirates on the spot, which is recognized by all non-peleng planets, and are rewarded for it with points towards promotions. This is in contrast to military ships, who will destroy pirates only if they resist arrest or are actively attacking a ship.
  • Kinetic Weapons Are Just Better: In the beginning to mid-game stages, rocket launchers rule. They are light, have a very long range, and deliver appreciable damage. By the late-game however, more exotic weapons like the "Vertix" and "Turbo-Gravir" take the lead.
    • Shrapnel weapons are quite effective in the mid-to-late game. The Fragment Cannon hits hard and scales excellently with tech levels while being quite cheap. Then you get Flow Blasters with their awesome range, and Multi-Resonators with their splash damage - both very effective in Hyperspace, too. After that there are only energy weapons left.
  • Loot-Making Attack:
    • There is a combat program that causes a Dominator to drop a random piece of equipment ripe for the taking.
    • In Space Rangers HD, some Pirate-made weapons have a small chance of forcing the target to drop something from their cargo bay.
  • Luck-Based Mission: A few of the text adventure mini-games can render themselves unwinnable due to bad die rolls. Justified in some cases, as in the "Casino" quest.
  • Mental Time Travel: One of the text quests sends your mind back to the 22nd century.
  • Mini-Game: Lots of. Text quests? Check. Arcade battles? Check. A 3D Real-Time Strategy game with an optional element of Third-Person Shooter? Check.
  • Mirror Match: At the end of the Haunted House text quest, you have to fight a demonic but really, just holographic evil version of yourself, armed with the same weapon you are.
  • Multiple Endings: Reboot added several, depending on your choices during the pirate story-line and whether or not you chose to ignore your Ranger duties.
  • Obvious Rule Patch/Anti-Grinding: Using a Transfactor Beacon now gives you radiation sickness. It's an incurable disease that lasts a couple months (the more you use the beacons, the longer it lasts) and dramatically reduces any experience you receive. This change came as a response to an exploit where, once you get a cool enough ship, you can load it with Vertixes, IMHO-9000s and Resonators and destroy entire crowds of enemies very quickly. Getting a load of Transfactor Beacons and summoning huge clouds of enemies used to be an insanely effective way of experience farming.
    • The weight of Turbo Gravirs and IMHOs dropped by Dominator ships was increased in Reboot (each weighs at least 100) after veteran players found it too easy to rock 4-5 of them as early as 4 years into a game, even at 200% difficulty.
      • For some reason, the Turbogravirs you get from wormholes weren't covered by this patch, and weigh much less than the ones you can get in real-space.
  • Our Wormholes Are Different: Fly into a wormhole in one system and exit to another, after surviving a shooting mini-game with potentially valuable equipment and artifacts as your reward.
  • Out-of-Genre Experience: Most of the game's text quests tend to either be light-hearted through entirety, or have some breather room and Comic Relief. The "Cybermind" quest, however, is a full-blown "AI gone bad" horror that never lets up and contrasts greatly with the usual tone of the game.
  • Police Are Useless: Each Coalition planet has its own armed peacekeeping fleet, but it is rarely deployed for day-to-day peacekeeping - which is why you often get missions to patrol a system against pirates for a few months. The fleet will sometimes scramble to take down wanted pirates, but most of the time they stay down on the planet and there is no way to call for their assistance.
    • If a planet doesn't like you personally, they're more likely to send their ships to hunt you down just for being nearby, instead of the raiding pirates in question.
  • Random Drop: Semi-averted. You can usually scan enemy ships to see what kind of equipment they have. However when their ships explode, what is salvageable depends on what weapon finished off the ship, how much money you have, what day it is, etc. — in short, how lucky you are.
  • Ripple Effect-Proof Memory: Downplayed. One of the text adventures in the first game has an experimental time travel device that allows the player character to relive the previous day, but they will forget everything that had happened the previous time around due to so-called "temporal amnesia". However, the player character will still experience a strong Déjà Vu effect when reliving the events for the second time.
  • Rule of Fun: Space is Noisy. The ships and stations are a little too big compared to the planets. Each planet is like a single city, with only one type of economy and political stance. Hyperspace is an arcade minigame. But who cares? As long as players have fun playing it.
  • Save Scumming: For a lot of things, like government-issued quest rewards, artifacts gained for completing a black-hole minigame, rare micromodules for sale at Ranger Centers, and drops from destroyed enemies. That last one is extremely important, especially at harder difficulties where it is vital to get the best equipment in the shortest amount of (in-game) time possible.
  • Scary Dogmatic Aliens: The Dominators in the second game.
    • Makhpella is also this, until you manage to talk to it. As it turns out, Makhpella believed our spaceships were intelligent, and that we (the humanoids flying them) were a disease. It simply tried to eradicate the disease in order to help the spaceships. Once you explain this, Makhpella actually apologizes.
  • Screw the Rules, I Have Money!: You can spend money to repair your reputation at planets. Even if a planet's military is hostile towards you, you can contact one of their ships and offer money to end their hostility. This can be even used to get rid of murder charges.
  • Screw This, I'm Outta Here!: Some of the text quests let you escape right at the beginning. Some give you a chance in the middle. Sometimes you can do it at any moment.
    • Other Rangers do this all the time when attacked by a superior force. Even mercenary Rangers you've hired to fight alongside you might run away at the first sign of danger, making them effectively worthless.
  • Sdrawkcab Name: One of text quests involves investigating a tribe of Akabos, who are basically anthropoid dogs. The name is backwards for "sobaka", Russian for "dog". Three named members of the tribe are Kibob, Kizut and Kirash — backwards for "Bobik", "Tuzik" and "Sharik", Russian stock names for dogs.
  • Shout-Out: Lots of.
    • Maloqsoft is a software company that produces really crappy software.
    • Linux is the name of a planet, as well as the name for superior software.
    • One space-disease causes the player to hallucinate images of space objects that are not really there. Don't be surprised if you see Babylon 5 or the Death Star hanging around in a star system you've just entered.
    • One of the text adventures in the first game features a race of sapient birds called the alkaris.
    • One delivery mission has you carry a power source in the shape of a little golden ring to another planet, where a "Volcano" generator has been set up to receive it. The person who issues the mission is an old professor with a wide-brimmed hat and long grey beard called Gen-Doolf, and he is looking for a short Ranger with hairy feet and a pure heart to carry out the task. You're also urged to gather escorts from all the five Coalition races to protect you, because the notorious pirate Siriman is also after this ring. Ring any bells yet?
  • Space Pirates: Two kinds; regular criminals who go around attacking ships, and Space Rangers who choose this way of life. The player can be a pirate too.
    • Many Peleng are space pirates, since their culture values personal freedom above all and thus holds pirates, thieves and other professional criminals in high regard. Maloqs consider pirates to be largely the same as regular merchants — but more honorable because there's shooting involved.
    • In the HD Remake, pirates now form a fourth hostile faction comparable in threat to the Dominators. However they do fight against the Dominators, and can occasionally "free" star systems from their control — to establish their own rule. Still, pirate-owned systems are less hostile than Dominator-owned systems, where everything tries to destroy you without question.
  • Spiritual Successor: To Star Wars. Not the behemoth franchise, but a small indie game no one except the developers have heard about. The enemies were going to be named "Klings" in homage to it, but this was changed to avoid similarity to Star Trek.
  • Spiteful A.I.: Both Dominators and pirates will (if given the chance) shoot and blow up dropped equipment rather than let it fall into your hands. Even rival Rangers jealous of your success might do this, if they are within range.
  • Stock Puzzle: Some text adventures include various forms of stock puzzles. They are played up as part of tournaments that grant galactic prestige.
  • Subspace or Hyperspace: There's a typical Elite-like hyperspace jump. There's also a different kind of hyperspace, accessible near black holes and leading to a... Shoot 'em Up arcade mini-game.
  • Summon Bigger Fish: A villainous example spanning the entire story of Space Rangers 1.
    • In the sequel, the Transfactor Beacon summons an army of Dominators, usually Kelleroids. Since the Dominators are broken into three factions which are at war with each other, it is possible to summon them upon a system infested by another Dominator faction and watch the two fleets duke it out - then pick off the survivors (or collect the remains).
  • Take a Third Option: A pirate player is obliged (but not forced) to take the third option of fighting both the Dominators and the Coalition at the same time.
    • This trope is taken for granted if you decide to kill both the admiral of the Coalition military and the old Baron of the pirate armada, allowing said pirates to return to their old roots with you as their new leader. This also serves as a good ending for you and the pirates.
  • Take That!: One of the text-quests involves a human computer system being infected by a virus called “Windows,” and the company providing anti-virus software is called "Maloqsoft".
    • In the sequel, Maloqsoft apparently switched to military research.
    • In the Banquet text quest, the conversation around the table veers into a discussion about the bust size of Human actress Paloma Underson.
  • Temporal Sickness/Laser-Guided Amnesia: A text-quest in the first game involves using experimental Gaalian Time Travel tech. It is explained that the shock of time travel scrambles the conscious memories of the rewinded period in the displaced individual, but leaves the subconscious memories intact, which manifest in constant strong deja vu. This is known as Temporal Amnesia.
  • Tier System: Each item is assigned a "technology tier" to determine how powerful it is. Space Rangers 1 gives a different color to each tier, while Space Rangers 2 shows this with a bar graphic (as well as providing a letter code for weapons). In both games, non-weapon items have different names based on their tech tier.
  • Timed Mission: All off-world quests given by planetary governments (escort, patrol, assassination, etc.) are timed. Asking for a "harder" or "easier" mission simply alters the allotted time (along with the reward), rather than the objectives or the difficulty of the mission itself.
  • Trial-and-Error Gameplay: It is guaranteed that you will replay most of the text adventure mini-games several times before completing them, as the winning path often only becomes obvious after several failed attempts. Fortunately, the game is built to ensure that you can always repeat the mission until you complete it successfully, if you so desire.
  • Truth Serum: A courier mission has you transport a pizza recipe. The volunteer that receives the pizza then quickly blurts out everything he thinks about the local planet's authorities (his the wife mother-in-law doing the same).
  • Turn-Based Tactics: A rare example using Simultaneous Turn Resolution without a grid-based playing field. Otherwise, the degree of customization of the player's ship and its actions during each "day" of combat makes it a very strong example of the genre.
  • Unusable Enemy Equipment: In text quests the Player Character will often kill mooks with guns, but rarely gets an option to pick up said guns. When the writers bother to explain this, they mention fingerprint scanners on the trigger.
  • Unwinnable by Design: The text quest mini-games have examples ranging across the entire extended cruelty scale, but generally tending towards the crueler end. For example, the one where you have to rob a Pelengi bank would rate around Tough or Nasty (it is easy to miss the winning path but generally there are clear hints what to do), while the quest where you have to deal with the native Menzol race is definitely Cruel if not Evil, as it is extremely easy to lock yourself out of the winning path by spending all your money and valuable items in the wrong places.
  • Updated Re-release: Twice. Firstly, there's the Reboot expansion/box set/it's kind of complicated depending on region, released in 2009. Secondly, there's the expanded, re-translated HD Remake released in 2013.
  • Western RPG: The game mostly follows Western conventions. Interestingly, the developers were originally based in Vladivostok, which is as close to Japan as you can get without actually living in the country itself - thus geographically making it an Eastern RPG.
    • This was "fixed" later, when they moved to Europe.