Session Respect Score
"Star Trek first-person shooter with puzzle-solving on Enterprise."
Minimum session
15 min
Pausability
At save points
Resume friendliness
Some reorientation
FOMO pressure
Zero FOMO
Focus required
Intense
Session structure
Missions & levels
Similar games
More in the Star Trek: Elite Force series
Platforms
Age Rating


About
In this sequel to the first person action game, you resume the role of Alexander Munro, chief of the Hazard Team, Starfleet's elite security unit. Now assigned to the U.S.S. Enterprise NCC 1701-E, you'll explore strange new worlds, battle against both new and familiar civilizations and go on the most dangerous assignments in the galaxy. After a brief prologue on the U.S.S. Voyager and a short stint at Starfleet Academy, the Hazard Team is assigned its toughest mission yet - duty onboard the Federation's renowned flagship, the U.S.S. Enterprise NCC 1701-E.
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Community Session Data
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Context Tags
No sound needed? One-handed? Good for commutes? Players vote.
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Platform Notes
Does it actually work well on your platform? Community tested.
Star Trek: Elite Force II — Session FAQ
- How long does a session of Star Trek: Elite Force II take?
- The minimum meaningful session for Star Trek: Elite Force II is approximately 15 minutes. This is the shortest play window where you can make real progress or have a satisfying experience, based on community data.
- Can you pause Star Trek: Elite Force II?
- Star Trek: Elite Force II uses save points or manual saves. You'll need to reach a checkpoint before exiting to avoid losing progress — factor this into your session planning.
- Does Star Trek: Elite Force II pressure you to keep playing?
- Star Trek: Elite Force II has no FOMO mechanics — no timed events, live content, or narrative cliffhangers. You can stop whenever you want without feeling like you're missing out.
- What is Star Trek: Elite Force II's Session Respect Score?
- Star Trek: Elite Force II has a Session Respect Score of 7.5/10. This score combines minimum session length, pausability, FOMO level, and pickup friendliness into a single metric for how well the game fits busy schedules.







