This game took a long time to adjust to.
For one, it's a nightmare for programmable dual stick controllers as there is no way to control mouse sensitivity in your analogue stick through your mapping software to properly adjust to dog fights.
I resorted to just programming a few buttons into my controller, using the in-game stick mapping software and just reaching for the mouse during instances where I had to switch from ship or character control to map and menu control.
Game play wise, the developers have designed things to be handled in a certain manner and they are impossible to manage otherwise. Once such instance is the boarding of ships. Apparently to avoid allowing the player to take down every ship by boarding it and never utilizing the dog fight aspect, enemy ship patterns are too fast and difficult to board without first taking down one or two of them to break up and slow down their pattern.
It's instances like this that result in a trial and error gaming with obsessive saving that give this, otherwise, simple First Person Shooter / Dog Fighter an unnecessary high learning curve.
Also some time will be spent roaming from planet to planet in attempts to find out where you are meant to go next to continue the story as even though all conversations are recorded for review at any time, the information recorded is often times vague or not clarified.
In one instance I was attempting to locate a pirate ship which stopped off on a planet 6 for repairs. I needed to loot the ship for an enhancement that would allow me to leave the opening solar system.
As this was mentioned in my journal, it was written to sound like they were on planet 6 in a different solar system already. Normally common sense would suggest the designers wouldn't place a key item in an area that you can't reach without that key item so the planet in question was in the opening solar system with you. Investigating planet 6 revealed nothing until my third return where the pirate ship was found not parked with other ships, as expected, but way out behind the control center.
Parkan II often times feels like a game of charades in the dark.
One other warning. Your protagonist appears to be poorly voice acted by a sixteen-year-old boy. The female co-actor, whom is some sort of guiding ghost in your head, happens to be a lot more trained and professorial. Fortunately she is the one you will hear the most.
On that note, however, get ready for the same three cheesy lines over and over again from the endless onslaught of robot enemies throughout Parkan's Galaxy.
All complaints aside, once you can adjust to the mentality of the developers and learn what shenanigans to expect from the game it becomes much more enjoyable, engaging and relaxing to play than other grand space adventures which are often times bogged down in too many convoluted control schemes and quarter hour ship battles that don't go anywhere.
I've given this a four out of five. Better scripted and acted voices and more hand-holding guidance during the first few hours of the game would have pushed this one over the top.